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	<id>https://stoneshard.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Questionable+bowel</id>
	<title>Stoneshard wiki - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/Special:Contributions/Questionable_bowel"/>
	<updated>2026-10-29T23:56:15Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Ancient_Coin&amp;diff=77969</id>
		<title>Ancient Coin</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Ancient_Coin&amp;diff=77969"/>
		<updated>2026-10-23T16:52:53Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: Created page with &amp;quot;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}} |ItemType =  |InventoryWidth = 1 |InventoryHeight = 1 |Subcategory =  |Description = A coin minted from pure gold in times of yore. These are rare sight nowadays. |Price = 4 |Notes =  |#default =  }}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{stub}}  &amp;lt;div style=&amp;quot;float: right&amp;quot;&amp;gt;{{ {{{1|Tooltip hover box}}}|title= {{Consumable}}}}&amp;lt;/div&amp;gt; {{Quote|A coin minted from pure gold in times of yore. These are rare sight nowadays.}}  * Ancient Coins are stored as 1{{x}...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|ItemType = &lt;br /&gt;
|InventoryWidth = 1&lt;br /&gt;
|InventoryHeight = 1&lt;br /&gt;
|Subcategory = &lt;br /&gt;
|Description = A coin minted from pure gold in times of yore. These are rare sight nowadays.&lt;br /&gt;
|Price = 4&lt;br /&gt;
|Notes = &lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right&amp;quot;&amp;gt;{{ {{{1|Tooltip hover box}}}|title= {{Consumable}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Quote|A coin minted from pure gold in times of yore. These are rare sight nowadays.}}&lt;br /&gt;
&lt;br /&gt;
* Ancient Coins are stored as 1{{x}}1 pile in your inventory same like [[Crowns]]. One pile of Ancient Coin can hold up to &#039;&#039;&#039;100&#039;&#039;&#039; Crowns.&lt;br /&gt;
* If there is an unfilled [[Purse]] in your inventory, any Ancient Coin you obtain will be placed into the Purse rather than into a pile of Ancient Coin.&lt;br /&gt;
* Ancient Coin cannot be used as transaction currenty unlike [[Crowns]]. Ancient Coin counted as loot and can be sold to merchant or traded into [[Crowns]] at [[The Bank of Brynn]].&lt;br /&gt;
&lt;br /&gt;
{{Template:Navigation||plain}}&lt;br /&gt;
[[Category:Loot]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Crowns&amp;diff=77968</id>
		<title>Crowns</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Crowns&amp;diff=77968"/>
		<updated>2026-10-23T16:52:01Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: change it from valuable to consumable to erase the &amp;quot;interest merchant&amp;quot; comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|ItemType = &lt;br /&gt;
|InventoryWidth = 1&lt;br /&gt;
|InventoryHeight = 1&lt;br /&gt;
|Subcategory = &lt;br /&gt;
|Description = The fastest way to find common ground in Aldor - though the age of full-weight gold coinage has long since passed.&lt;br /&gt;
|Notes = &lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right&amp;quot;&amp;gt;{{ {{{1|Tooltip hover box}}}|title= {{Consumable}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Quote|The fastest way to find common ground in Aldor - though the age of full-weight gold coinage has long since passed.}}&lt;br /&gt;
&lt;br /&gt;
Crowns [[File:Crowns.png]] are the currency used in the world of Stoneshard.&lt;br /&gt;
&lt;br /&gt;
* Crowns can be obtained by selling items, completing contracts and tasks, from looting chests, graves or sarcophagi, or as drop from enemies, crates and barrels.&lt;br /&gt;
* Crowns are stored as 1{{x}}1 pile in your inventory. One pile of Crowns can hold up to &#039;&#039;&#039;100&#039;&#039;&#039; Crowns.&lt;br /&gt;
* If there is an unfilled [[Purse]] in your inventory, any Crowns you obtain will be placed into the Purse rather than into a pile of Crowns.&lt;br /&gt;
* Crowns are also visible as piles in the merchant inventories. If any merchant runs out of Crowns, they won&#039;t purchase any goods from you until they have enough Crowns.&lt;br /&gt;
* Crowns can be stored at [[Purse]], [[Belt Pouch]], [[Casket]], and [[Exquisite Casket]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navigation||plain}}&lt;br /&gt;
[[Category:Loot]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Crowns&amp;diff=77967</id>
		<title>Crowns</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Crowns&amp;diff=77967"/>
		<updated>2026-10-23T16:41:34Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{{#switch: {{{1}}}&lt;br /&gt;
|ItemType = Valuable&lt;br /&gt;
|InventoryWidth = 1&lt;br /&gt;
|InventoryHeight = 1&lt;br /&gt;
|Subcategory = &lt;br /&gt;
|Description = The fastest way to find common ground in Aldor - though the age of full-weight gold coinage has long since passed.&lt;br /&gt;
|Notes = &lt;br /&gt;
|#default = &lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: right&amp;quot;&amp;gt;{{ {{{1|Tooltip hover box}}}|title= {{Valuable}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Quote|The fastest way to find common ground in Aldor - though the age of full-weight gold coinage has long since passed.}}&lt;br /&gt;
&lt;br /&gt;
Crowns [[File:Crowns.png]] are the currency used in the world of Stoneshard.&lt;br /&gt;
&lt;br /&gt;
* Crowns can be obtained by selling items, completing contracts and tasks, from looting chests, graves or sarcophagi, or as drop from enemies, crates and barrels.&lt;br /&gt;
* Crowns are stored as 1{{x}}1 pile in your inventory. One pile of Crowns can hold up to &#039;&#039;&#039;100&#039;&#039;&#039; Crowns.&lt;br /&gt;
* If there is an unfilled [[Purse]] in your inventory, any Crowns you obtain will be placed into the Purse rather than into a pile of Crowns.&lt;br /&gt;
* Crowns are also visible as piles in the merchant inventories. If any merchant runs out of Crowns, they won&#039;t purchase any goods from you until they have enough Crowns.&lt;br /&gt;
* Crowns can be stored at [[Purse]], [[Belt Pouch]], [[Casket]], and [[Exquisite Casket]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navigation||plain}}&lt;br /&gt;
[[Category:Loot]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Jacinth&amp;diff=77059</id>
		<title>Jacinth</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Jacinth&amp;diff=77059"/>
		<updated>2026-09-21T12:48:22Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Eraffa */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mahir.png|right|Mahir is a Jacint elven dervish.]]&lt;br /&gt;
{{stub}}{{quote|Elves inhabit the vast lands of the Jacinth Kingdom. A small elven diaspora exists in Aldor as well, though they are met with suspicion, regarded as outsiders and schemers.}}The Great &#039;&#039;&#039;Jacinth&#039;&#039;&#039; Kingdoms is a major political power whose territory extends across much of the &#039;&#039;&#039;Continent&#039;&#039;&#039;. Through successive conquests and periods of assimilation, the kingdom has incorporated numerous civilizations, kingdoms, and tribal societies into its sphere of influence. The expansion of Jacinth rule has contributed to the widespread dissemination of its culture, knowledge, religion, merchants, and political influence throughout neighboring regions. &lt;br /&gt;
&lt;br /&gt;
The origins of the Jacinth Kingdom can be traced to an &#039;&#039;&#039;elven&#039;&#039;&#039; tribe in the &#039;&#039;&#039;Jibean Sultanate&#039;&#039;&#039;. Over time, the emerging Jacinth state expanded beyond its original territory, conquering and assimilating neighboring tribes and established empires. Jacinth expansion continued for centuries, eventually making the kingdom one of the dominant powers on the Continent. Its conquests were accompanied not only by political incorporation but also by the spread of Jacinth cultural and religious traditions.&lt;br /&gt;
&lt;br /&gt;
The kingdom&#039;s expansion was eventually checked by the [[Aldor]] Empire during the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;. The conflict prevented further Jacinth expansion into Aldorian territory and established a major political and military boundary between the two powers. Further north-east, the comparatively small Theocracy of [[Barcia]] has also resisted incorporation into the Jacinth Kingdom. Despite repeated campaigns and the kingdom&#039;s extensive territorial expansion, Barcia&#039;s mountainous terrain, isolation, and strong religious identity have allowed it to maintain its independence.&lt;br /&gt;
&lt;br /&gt;
== Geography and economy ==&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
The Jacinth Kingdoms encompass a vast territory incorporating several former kingdoms, empires, and tribal regions. Major constituent territories include the &#039;&#039;&#039;Jibean&#039;&#039;&#039; Sultanate, the High Kingdom of &#039;&#039;&#039;Yohara&#039;&#039;&#039;, the Maafian Empire of &#039;&#039;&#039;Ahjat&#039;&#039;&#039;, the Warlords of &#039;&#039;&#039;Ohir&#039;&#039;&#039;, and the Kingdom of &#039;&#039;&#039;Jarimad&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The size of the Jacinth realm places it in contact with numerous neighboring states and peoples. To the north, it borders the city-states of &#039;&#039;&#039;Skadia&#039;&#039;&#039;. Its western borders are shared with &#039;&#039;&#039;Aldor&#039;&#039;&#039; and the sea. To the south, the Jacinth territories border the Warring Tribes of the &#039;&#039;&#039;Whale Coast&#039;&#039;&#039; and the fabled Hieroprincipality of &#039;&#039;&#039;Aeos&#039;&#039;&#039;. The eastern frontier borders the Shahdom of &#039;&#039;&#039;Sundanar&#039;&#039;&#039; and the Saadir &#039;&#039;&#039;Dynasty&#039;&#039;&#039;, as well as several nomadic peoples, including the &#039;&#039;&#039;Polyed&#039;&#039;&#039;, &#039;&#039;&#039;Unki&#039;&#039;&#039;, &#039;&#039;&#039;Ozok&#039;&#039;&#039;, and &#039;&#039;&#039;Lu&#039;&#039;&#039; tribes.&lt;br /&gt;
&lt;br /&gt;
The considerable geographic extent of the Jacinth Kingdoms encompasses a wide variety of environments and cultures. The incorporation of numerous independent civilizations has also resulted in considerable cultural and economic diversity throughout the realm.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
The Jacinth Kingdoms occupy a strategically important position along the [[Azure Thread]], controlling the principal overland route connecting the eastern and western regions of the &#039;&#039;&#039;Continent&#039;&#039;&#039;. This has made the Jacinth realm the primary power responsible for facilitating and profiting from land-based trade along the route.&lt;br /&gt;
&lt;br /&gt;
Control of the Azure Thread has contributed significantly to the development of Jacinth commerce. Jacinth merchants operate extensive trade networks connecting markets in the eastern and western parts of the Continent. The resulting wealth has contributed to the prosperity of Jacinth elven communities, particularly those located in the &#039;&#039;&#039;Jibean&#039;&#039;&#039; Sultanate, where many merchants and members of the ruling elite have accumulated considerable fortunes.&lt;br /&gt;
&lt;br /&gt;
The concentration of wealth along the Azure Thread has also made merchant caravans targets for raiders, bandits, robbers, and organized gangs. Caravans traveling westward from Jibean territory are particularly vulnerable to attacks after leaving areas under direct Jibean control.&lt;br /&gt;
&lt;br /&gt;
Jacinth merchants are known for exporting a wide variety of valuable and exotic goods. Major exports include [[ivory]], [[Porcelain Vase|porcelain]], and [[silk]], alongside various [[Jibian Spices|spices]], medicinal substances, exotic fruits, and beverages. The variety and quality of these products have given Jacinth merchants a significant advantage when trading with kingdoms and societies possessing less-developed commercial networks.&lt;br /&gt;
&lt;br /&gt;
In addition to food, spices, and other luxury goods, Jacinth merchants export a wide range of armaments and military equipment to neighboring kingdoms. Jacinth armaments are particularly renowned for their craftsmanship, elaborate decoration, and the quality of their materials.&lt;br /&gt;
&lt;br /&gt;
Jacinth smiths produce [[Jibean Scimitar|sabres]], [[Elven Flail|maces]], [[Exquisite Tabar|axes]], and [[Elven Heavy Brigandine|armor]] featuring intricate patterns and decorative elements. High-quality examples may incorporate substantial quantities of gold, rubies, and other precious materials, making them valuable both as military equipment and as symbols of wealth and status. that have gained particular attention among foreign nobility. &lt;br /&gt;
&lt;br /&gt;
The Jacinth Kingdoms are regarded as one of the wealthiest and most commercially active powers on the Continent. Their principal rival in maritime commerce is the [[Bronze Isles]], whose control of major naval trade routes in the western regions allows it to compete with Jacinth dominance of the Azure Thread&#039;s overland trade. &lt;br /&gt;
&lt;br /&gt;
== Government and religion ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Jacinth Kingdoms are governed as a monarchy headed by the Grand Monarch, who also holds the title of Sultan. The current Sultan is His Majesty Arsam XII the Pious, an elf of Jibean. He is also known by the honorific Holy Tiara, where the role of gems in the orderly splendor of its frame is assumed by the elven Monarch and his dignitaries.&lt;br /&gt;
&lt;br /&gt;
The Sultan holds numerous formal titles intended to emphasize his religious and political authority. Several of these titles assert the supremacy of the Jacinth monarch over neighboring kingdoms and peoples such as &#039;&#039;Shah of Shahs of Jarimad, Heavenly Priest of Shenfen, Scourge of Barcians&#039;&#039;, alongside numerous other honorifics.&lt;br /&gt;
&lt;br /&gt;
Despite the apparent political unity of Jibei, Ahjat, and the other realms of Jacinth, the region is composed of a diverse collection of tribes, khanates, emirates, and other semi-autonomous territories. Where usually these local &amp;quot;monarchs&amp;quot;, exercise extensive authority over their respective domains, with the degree of autonomy and central control of their regions.&lt;br /&gt;
&lt;br /&gt;
Due to the considerable size of the Jacinth Kingdoms, the Sultan governs with the assistance of a hierarchical royal court and viziers.&lt;br /&gt;
&lt;br /&gt;
==== Adamants ====&lt;br /&gt;
The &#039;&#039;Adamants&#039;&#039; are two of the Sultan&#039;s closest viziers and serve as his principal intermediaries. Each Adamant is assigned a specific area of responsibility.&lt;br /&gt;
&lt;br /&gt;
One Adamant is responsible for reporting on internal affairs throughout the Jacinth Kingdoms, including matters concerning the constituent kingdoms and territories. The other is responsible for foreign affairs, including receiving foreign ambassadors and delegations bearing tribute.&lt;br /&gt;
&lt;br /&gt;
The Adamants are distinguished by their white silk garments, which are extensively decorated with precious jewels. Their elaborate clothing serves as a visible indication of their proximity to the Sultan and their elevated position within the royal court.&lt;br /&gt;
&lt;br /&gt;
==== Smaragds ====&lt;br /&gt;
The Sultan is additionally assisted by three senior advisers known collectively as the &#039;&#039;Smaragds&#039;&#039;. Each Smaragd holds a distinct responsibility within the royal administration.&lt;br /&gt;
&lt;br /&gt;
* The High Priest oversees religious affairs and serves as the principal religious authority within the Sultan&#039;s court.&lt;br /&gt;
* The High Commander is responsible for the military forces of the Jacinth Kingdoms and advises the Sultan on military affairs.&lt;br /&gt;
* The Patron of Sciences and Arts oversees the promotion and patronage of scholarship, science, literature, and the arts throughout the realm.&lt;br /&gt;
&lt;br /&gt;
The Smaragds are distinguished by elaborate headpieces decorated with multiple large emeralds, from which their title is derived.&lt;br /&gt;
&lt;br /&gt;
==== Kalaigs ====&lt;br /&gt;
Members of the royal court who do not possess direct access to the Sultan are collectively known as &#039;&#039;kalaigs&#039;&#039;. They occupy various administrative and ceremonial positions within the Jacinth court.&lt;br /&gt;
&lt;br /&gt;
Kalaigs are traditionally identified by their turquoise clothing, distinguishing them from the white-clad Adamants and the emerald-adorned Smaragds. Their position within the court places them below the Sultan&#039;s principal advisers but allows them to participate in the administration of the wider kingdom.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Two major religious traditions are prominent throughout the Jacinth Kingdoms: &#039;&#039;&#039;Eraffa&#039;&#039;&#039;, known as the &#039;&#039;&#039;Path of Divinity&#039;&#039;&#039;, and &#039;&#039;&#039;Alray&#039;&#039;&#039;i, known as &#039;&#039;&#039;the Path of the Seer&#039;&#039;&#039;. Although both traditions share fundamental teachings with the Western religions devoted to the [[Host]], they differ considerably in their religious practices, theological interpretations, and approaches to worship. Several smaller religious groups have also existed within the kingdoms, some of which have been outlawed. Among these is the sun-worshipping cult of the [[Everflaming Pendant|Everflaming]] whose practices and beliefs have been prohibited by the current Sultan.&lt;br /&gt;
&lt;br /&gt;
==== Eraffa ====&lt;br /&gt;
Eraffa is particularly prominent in the northern Jacinth territories, especially in and around the Maafian Empire of &#039;&#039;&#039;Ahjat&#039;&#039;&#039;, which is regarded as an important center of its teachings. The tradition emphasizes spiritual discipline and the pursuit of harmony with the divine, demonstrated by their meditation and the real journey leaving their wealth to find Unity with the [[Host]].&lt;br /&gt;
&lt;br /&gt;
==== Alrayi ====&lt;br /&gt;
Alrayi shares many theological principles with Eraffa but places greater emphasis on seers, prophecy, and foresight. Practitioners of Alrayi place particular importance on individuals believed to possess the ability to perceive possible future events or receive divine insight. Stars and other celestial bodies also hold significant religious importance in Alrayi, with their observation and interpretation associated with forms of reverence and superstition in &#039;&#039;&#039;Jibei&#039;&#039;&#039; Sultanate and across outside Jacinth such as in &#039;&#039;&#039;Saadir&#039;&#039;&#039; Dynasty and Shahdom of &#039;&#039;&#039;Sundanaar&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Worship ===&lt;br /&gt;
Despite their differences, Eraffa and Alrayi share fundamental beliefs with the Western Hieronite traditions concerning the worship of the Host. The principal distinction lies in how worshippers seek communion with the divine. Western Hieronites generally practice worship through fervent prayer and appeals for divine intervention. By contrast, Jacinth elves refer to the Host as the &#039;&#039;&#039;&#039;&#039;Dair&#039;&#039;&#039;&#039;&#039; and traditionally emphasize meditation, contemplation, and the attainment of inner peace as means of approaching divine unity.&lt;br /&gt;
&lt;br /&gt;
Jacinth religious practices commonly involve periods of meditation conducted at dedicated meditation tables, accompanied by incense and ruby prayer beads. The practice is intended to calm the mind and bring the worshipper into Unity with the Dair.&lt;br /&gt;
&lt;br /&gt;
This differs from many Western Hieronite traditions, in which religious ceremonies frequently involve Hierophants who perform blessings and invoke divine favor upon worshippers. In Jacinth traditions, greater emphasis is placed on the individual&#039;s own attainment of spiritual peace rather than receiving it through the direct intervention of a religious authority.&lt;br /&gt;
&lt;br /&gt;
The differences between Jacinth and Western Hieronite religious practices contributed to tensions between the expanding Jacinth Kingdoms and the kingdoms of western Continent, especially Kingdom of [[Aldor]]. These religious and cultural differences became one of several factors contributing to the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;, a series of conflicts between the Jacinth Kingdoms with Aldor and other Western Hieronite powers.&lt;br /&gt;
&lt;br /&gt;
== History and culture ==&lt;br /&gt;
Relatively little historical information concerning the elves of Jibei and the Jacinth Kingdoms has been documented or disseminated throughout the Western Continent, particularly in [[Aldor]]. The &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;, which were led by &#039;&#039;&#039;King Etbert&#039;&#039;&#039;, contributed to widespread hostility toward the Jacinth Kingdoms and their people.&lt;br /&gt;
&lt;br /&gt;
Following the civil war, the Magistrate territories of [[Brynn]] became the principal safe haven for Jacinth elven traders. From there, they established commercial relations with the Brynnian population and traded goods and valuables originating at the [[Trading House of the Azure Thread]]. Although Jacinth traders are permitted to sell their goods in Aldor, they generally remain guarded about their homeland, with many choosing not to disclose information concerning Jacinth society, customs, and way of life to the local population.&lt;br /&gt;
&lt;br /&gt;
Contemporary accounts generally characterize the Jacinth Kingdoms as being in a period of prosperity commonly described as a Golden Age. Their extensive trading culture and emphasis on scholarship have contributed to advances in science, medicine, and philosophy. The kingdoms are also known for producing high-quality fruits, beverages, and foods, many of which command high prices among foreign merchants and nobility.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
Jacinth elven culture is distinguished by its emphasis on trade, scholarship, hospitality, and interaction with foreign peoples. Alongside these traditions are a number of religious and cultural practices that are uncommon elsewhere on the Western Continent.&lt;br /&gt;
&lt;br /&gt;
One of the most distinctive institutions is the &#039;&#039;&#039;dervish&#039;&#039;&#039; tradition. Dervishes form a monastic sect devoted to seeking unity with &#039;&#039;&#039;&#039;&#039;Dair&#039;&#039;&#039;&#039;&#039; through a journey of spiritual and personal discovery. This journey is often understood literally, requiring practitioners to travel in pursuit of divinity and union with the [[Host]] while relinquishing their wealth, familial ties, and former identities. Among the various dervish traditions are secretive societies of whirling dervishes known as the &#039;&#039;&#039;Harimits&#039;&#039;&#039;, whose monastic practices are comparatively lenient regarding the abandonment of a practitioner&#039;s former life.&lt;br /&gt;
&lt;br /&gt;
Secret societies, religious gatherings, and other private organizations are relatively common throughout the Jacinth Kingdoms. This is partly attributed to the continued autonomy of several assimilated kingdoms, many of which have not fully embraced vassalage under the Sultan and continue to preserve their traditional customs and institutions.&lt;br /&gt;
&lt;br /&gt;
The Maaf warriors of Ahjat maintain a distinct martial tradition centered on personal honor. Under local custom, a Maaf warrior is entitled to defend their honor through ritual combat or a duel, although the circumstances considered sufficient to constitute an offense vary considerably. Maaf warriors are also granted tax exemptions in recognition of their service as frontier guards in western Jacinth and at strategic passes along the Azure Thread.&lt;br /&gt;
&lt;br /&gt;
Another religious and cultural tradition is represented by the Sundanarian monks, who undertake pilgrimages across the mountains of Sundanaar and travel between Sundanaar and the Jacinth Kingdoms. Their practices emphasize the study and control of the body and spirit. Through rigorous training, practitioners seek to control individual muscles and bodily functions in order to preserve physical energy and maintain greater bodily discipline.&lt;br /&gt;
&lt;br /&gt;
==== Cuisine ====&lt;br /&gt;
Jacinth cuisine is characterized by its extensive use of [[Jibian Spices|spices]], fruits, and strongly flavored foods. A [[Elven Mud|muddy]], invigorating beverage originating in the Jacinth Kingdoms was introduced to Aldor relatively recently and has since become associated with Jacinth culture. Other notable foods include [[simit]], exotic fruits, and dishes prepared with numerous varieties of spices.&lt;br /&gt;
&lt;br /&gt;
Spices hold particular importance in Jacinth cooking. Their cultural significance is reflected in the widespread use of specialized containers and [[Exquisite Casket|boxes]] designed specifically for their storage.&lt;br /&gt;
&lt;br /&gt;
==== Clothing and gemstones ====&lt;br /&gt;
Jacinth nobility are known for elaborate garments incorporating [[silk]] and numerous gemstones, including [[ruby]], [[emerald]], [[jade]], [[turquoise]], and gold. The quantity and type of gemstones worn can signify the social status of the wearer. Among Jacinth mages, gemstones are also believed to enhance magical energy and improve certain magical abilities, giving them both social and practical significance.&lt;br /&gt;
&lt;br /&gt;
== Military and weaponries ==&lt;br /&gt;
Warfare in the Jacinth Kingdoms is characterized by the extensive use of light cavalry, horse archers, and skirmishers. These tactics are particularly suited to the region&#039;s desert and arid environments, where lightly equipped troops can maintain greater mobility and endurance. Jacinth armies commonly seek to engage opponents at a distance, using mounted archers to harass enemy formations before withdrawing from close combat.&lt;br /&gt;
&lt;br /&gt;
Several military technologies and designs originating in the Jacinth Kingdoms have subsequently been adopted or imitated by neighboring states. [[Aldor]], in particular, has incorporated several Jacinth weapons and smithing techniques into its own military equipment. The military technology of the Jacinth Kingdoms has consequently become a subject of interest during the ongoing political and military rivalry between Jacinth and Aldor.&lt;br /&gt;
&lt;br /&gt;
Jacinth armies are not organized around a single standardized doctrine. Fighting styles vary considerably between tribes, kingdoms, monastic orders, and military formations. The tactics employed by a particular force depend on its regional traditions, training, and intended role.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and armor ===&lt;br /&gt;
Jacinth armorers are known for producing weapons and protective equipment designed for mobility and maneuverability. Equipment intended for desert warfare is generally lightweight and designed to reduce the burden placed on soldiers operating in sandy terrain. Jacinth armorers also produce heavier forms of protection, including specialized varieties of [[Elven Heavy Brigandine|brigandine]].&lt;br /&gt;
&lt;br /&gt;
The single-edged [[Elven Saber|saber]] is among the most widespread weapons associated with Jacinth forces. It is used by both infantry and cavalry and is valued for its relatively simple maintenance. Accounts from neighboring regions frequently associate the Jacinth kingdoms, particularly Jibei, with highly decorated and finely crafted [[Jibean Scimitar|scimitars]]. Aldorian armorers have produced their own weapons inspired by the Jacinth saber, including [[Jagged Falchion|falchion]]-like designs.&lt;br /&gt;
&lt;br /&gt;
Jacinth bows are similarly designed with mobility in mind and are frequently constructed in lightweight forms suitable for mounted archery. Jacinth bolt-throwers have also influenced the development of [[Brynn Crossbow|crossbows]] abroad. The weapons are traditionally credited as an inspiration for the Falcon Company crossbows of [[Brynn]], which subsequently contributed to the wider adoption of crossbows in Aldor.&lt;br /&gt;
&lt;br /&gt;
Jacinth cavalry and nomadic forces also employ a variety of lightweight shields. These include wooden designs such as the [[Nomad Adarga|adarga]] and [[kalkan]], as well as regional forms of light metal [[Orient Shield|shields]].&lt;br /&gt;
&lt;br /&gt;
=== Military tactic ===&lt;br /&gt;
&lt;br /&gt;
==== Horse archer ====&lt;br /&gt;
Horse archery is practiced by numerous tribes and military communities throughout the Jacinth Kingdoms. Notable practitioners include the nomads of Ohir, the Sand Guard, Jarimad mounted archers, and various Ahjati raiding groups.&lt;br /&gt;
&lt;br /&gt;
The horse-archery tactics employed by the Jacinth armies differ from those traditionally used by the Nistrians. Nistrian mounted archers typically weaken the enemy&#039;s frontline from the rear or at a distance, gradually reducing its strength. Jacinth horse archers, by contrast, commonly employ a form of mobile warfare in which they kite the enemy&#039;s frontline, disrupt its formation, and then launch attacks against the disorganized troops.&lt;br /&gt;
&lt;br /&gt;
==== Light armored maneuver ====&lt;br /&gt;
Jacinth armies rarely begin engagements with a direct assault by their main frontline. This tactic does not indicate a lack of heavily trained or capable warriors, however. Several Jacinth military communities maintain troops specifically trained for close-quarters combat and holding a battle line.&lt;br /&gt;
&lt;br /&gt;
The maafs warriors of Ahjat are one example. Equipped with heavy armor and [[shishpar]], they are capable of engaging heavily armored opponents and using their weapons to break through chainmail. Such troops can serve as a more conventional frontline force when circumstances require it.&lt;br /&gt;
&lt;br /&gt;
A significant portion of Jacinth warriors and nomadic fighters instead rely on mobility and speed. Many employ [[Elven Garment|light armor]] and various forms of martial arts that involved kick and sweep, allowing them to maneuver rapidly across the desert battlefield. These tactics can be particularly effective against heavily armored opponents, including Aldorian knights, whose armor and fighting methods can be less suited to the conditions of desert warfare. &lt;br /&gt;
&lt;br /&gt;
They are also proficient in a distinctive fencing style that emphasizes agility, rapid attacks, and dual-wielding. Practitioners are capable of wielding two weapons simultaneously with considerable ease, allowing them to execute swift and unpredictable combinations of attacks. The style complements the mobile nature of Jacinth warfare, particularly in close-quarters engagements where speed and maneuverability are valued over prolonged exchanges.&lt;br /&gt;
&lt;br /&gt;
=== Military units ===&lt;br /&gt;
&lt;br /&gt;
==== Dervish ====&lt;br /&gt;
Dervishes constitute a monastic tradition within the Jacinth religious sphere. Practitioners traditionally undertake vows of austerity and poverty and may travel away from their homeland in pursuit of spiritual unity with &#039;&#039;&#039;&#039;&#039;Dair&#039;&#039;&#039;&#039;&#039;. Despite their ascetic lifestyle, several dervish orders maintain martial traditions.&lt;br /&gt;
&lt;br /&gt;
Dervish martial practices emphasize mobility, physical control, and close-quarters combat. Kicking techniques, evasive maneuvers, and staff fighting are particularly associated with the tradition. Individual monastic orders maintain different teachings, resulting in considerable variation in both religious practice and martial technique.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Harimits&#039;&#039;&#039; for example, are secretive dervish societies that incorporate elements of the Ohirian fencing tradition, including the use of dual-wielding blades with whirling movement. There is also secret small fire-worshipping dervish groups maintain distinctive rituals associated with fire, including practices involving controlled acts of self-burning.&lt;br /&gt;
&lt;br /&gt;
==== Sand Guard ====&lt;br /&gt;
The Sand Guard is an elite patrol force responsible for protecting the Azure Thread and the merchants&#039; caravans that travel along it. Its members are known for their familiarity with the deserts of &#039;&#039;&#039;Ahjat&#039;&#039;&#039; and their ability to operate for extended periods in arid terrain. Their presence alone is enough to repel any raiders and nomads from attempting to be near them, no Jacinth nomads dare to approach Sand Guards without risking possibility to be captured and hanged at the citi walls.&lt;br /&gt;
&lt;br /&gt;
Beside their ascetic lifestyle, Sand Guards are particularly associated with archery. Its archers employ a distinctive method of drawing the bowstring using the thumb rather than the three-fingered grip commonly associated with Aldorian archery. Metal thumb rings are used to protect the fingers from injury during repeated shooting.&lt;br /&gt;
&lt;br /&gt;
==== Maafs warriors ====&lt;br /&gt;
The Maafs constitute a hereditary warrior estate that holds considerable political and military influence within the &#039;&#039;&#039;Ahja&#039;&#039;&#039;t Empire. Unlike the lightly equipped forces commonly associated with Jibean , military traditions, Maaf warriors frequently employ heavy armor and offensive weapons designed for close combat, led by their &#039;&#039;&#039;Sardars&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Common Maaf weapons include the polehammer, [[Exquisite Tabar|tabar]], and [[shishpar]], alongside their distinctive light round [[Maaf Shield|shields]]. Both Maaf heavy infantry and cavalry have participated in major military campaigns. Following the conquest of Jarimad, nomadic chieftains are recorded as having presented their [[Bozdogan|bozdogans]] to their Maaf conquerors as symbols of submission.&lt;br /&gt;
&lt;br /&gt;
==== Shadows Assassin ====&lt;br /&gt;
In addition to its horse archers and reputation for ambush tactics, the Maaf Empire employs specialized assassins known as the Shadows. The name is commonly used by local populations and reflects their reputation for operating covertly against enemy commanders and military officials. The Shadows primarily target high-ranking military officers, commanders, and garrison leaders. They are known for conducting extensive surveillance of their targets before attempting an assassination. &lt;br /&gt;
&lt;br /&gt;
Unlike conventional assassins who commonly rely on poison or ranged weapons such as crossbows, the Shadows are known for close-quarters attacks. They frequently disguise themselves as commoners, merchants, or other civilians, allowing them to approach their targets in crowded streets and other public locations without immediately attracting suspicion.&lt;br /&gt;
&lt;br /&gt;
Once within striking distance, a Shadow attempts to kill the target with a rapid and precise attack before escaping amid the resulting confusion. &lt;br /&gt;
&lt;br /&gt;
==== Sipahi ====&lt;br /&gt;
Sipahi are the principal heavy cavalry of the Ahjat Empire and form a major component of its conventional armies. Their equipment is generally commissioned from highly skilled armorers, sometimes directly under the orders of Ahjati emirs. Among their equipment are [[Elven Heavy Brigandine|heavy brigandines]] produced by Jacinth elven armorers.&lt;br /&gt;
&lt;br /&gt;
==== Ohirian Mounted archers ====&lt;br /&gt;
Ohirian mounted archers frequently operate independently from the main Jacinth armies. Their mobility allows them to conduct raids and harassment operations over considerable distances.&lt;br /&gt;
&lt;br /&gt;
They are typically equipped with lightweight [[Nomad Bow|bows]] and [[Eastern Quiver|quivers]] designed for mounted combat. When forced into close combat, they may employ weapons such as their [[Nomad Saber|saber]], [[Nomad Sagaris|sagaris]] and [[Nomad Adarga|adarga]]. Their ability to attack isolated forces and withdraw before a conventional engagement is a characteristic feature of Ohirian mounted warfare.&lt;br /&gt;
&lt;br /&gt;
==== Jarimad Nomads ====&lt;br /&gt;
Jarimad nomads generally avoid prolonged close combat when mounted. Their traditional tactics involve pursuing targets across the desert, firing repeated volleys of arrows, and withdrawing before the enemy can establish a formation. They generally fight on foot only when mounted combat is impractical. In such circumstances, Jarimad warriors commonly employ [[Orient Longaxe|longaxes]], which have been used in engagements against heavily armored Maaf infantry.&lt;br /&gt;
&lt;br /&gt;
==== Ghazi ====&lt;br /&gt;
The Ghazi are warriors who voluntarily participate in religious wars conducted in defense of the Jacinth Kingdoms. Their ranks have historically included members of the Jacinth nobility, including high-ranking elves from Jibei.&lt;br /&gt;
&lt;br /&gt;
During the Radiant Wars, Ghazi forces participated in the resistance against the invasion led by &#039;&#039;&#039;King Etbert&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== The Faceless ====&lt;br /&gt;
The Faceless serve as the palace guard of the Great Jacinth and are traditionally regarded within Jacinth society as an elite military formation. They participated in the Radiant Wars, where they fought against the forces of King Etbert.&lt;br /&gt;
&lt;br /&gt;
The Faceless are particularly associated with a distinctive type of [[Spear of the Faceless|spear]]. Accounts of the Radiant Wars attribute numerous Aldorian cavalry casualties to the use of these weapons.&lt;br /&gt;
&lt;br /&gt;
==== Labyrinth Warden ====&lt;br /&gt;
The Labyrinth Wardens are a group of warriors associated with the Labyrinth, a structure said to lie in the desert between &#039;&#039;Hazzun&#039;&#039; and &#039;&#039;Al-Qaza&#039;&#039;. According to Jacinth tradition, the Labyrinth is guarded by silent warriors who prevent unauthorized access to its interior.&lt;br /&gt;
&lt;br /&gt;
Little reliable information exists concerning the Wardens or the nature of the Labyrinth. Accounts concerning the site frequently combine historical reports with folklore. The Wardens are commonly depicted carrying [[Labyrinth Warden Poleaxe|poleaxes]] and maintaining strict secrecy concerning the location and contents of the Labyrinth.&lt;br /&gt;
&lt;br /&gt;
==== Hazzun Oracle ====&lt;br /&gt;
Hazzun Oracles are religious figures associated with divination and military prophecy. Jacinth armies may consult oracles before major battles, where their rituals are intended to provide guidance concerning the anticipated course of an engagement and to strengthen the morale of soldiers.&lt;br /&gt;
&lt;br /&gt;
Their practices commonly involve the interpretation of stars and other celestial phenomena with their [[Hazzun Celestial Sphere|artifact]], as well as the use of ritual [[Sky-Reader Warstaff|staffs]] and [[Oracle Star|amulets]]. During the Radiant Wars, Aldorian soldiers reportedly referred to Jacinth elven oracles as &amp;quot;Sky-readers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The influence of the Hazzun Oracles on military decision-making varies between Jacinth states and commanders. Their predictions are traditionally regarded as evidence of divine or supernatural foresight, although accounts of their accuracy differ between Jacinth and Aldorian sources.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Jacinth Kingdom drew heavily from the real life Ottoman empire and many islamic medieval kingdoms.&lt;br /&gt;
* Radiant Wars is the depiction of The Crusade in stoneshard.&lt;br /&gt;
* Some weapons, armor, and military names are borrowed from the real life history, such as the Shishpar, Ghazi, Kalkan, Jambiya, and many more.&lt;br /&gt;
&lt;br /&gt;
== Notable Nistrians NPC/Character ==&lt;br /&gt;
&lt;br /&gt;
* [[Mahir]]&lt;br /&gt;
* [[Esfah]]&lt;br /&gt;
* [[Armuz]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Aldor&amp;diff=77051</id>
		<title>Aldor</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Aldor&amp;diff=77051"/>
		<updated>2026-09-19T15:46:00Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Geography and economy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dirwin.png|right|Dirwin is woodward from Aldor.]]&lt;br /&gt;
[[File:Arna.png|right|Arna is maiden knight from Aldor.]]&lt;br /&gt;
{{stub}}{{quote|Despite sharing a common culture, humans of Aldor are now more divided than ever. A multitude of political conflicts between the kingdom&#039;s estates has plunged the country into a prolonged civil war, barely contained by a shaky truce.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aldor&#039;&#039;&#039;, known as &#039;&#039;Ab-Aldur&#039;&#039; to the elves, is the kingdom in which {{Gamename}} takes place, a formerly prosperous and powerful kingdom.  &lt;br /&gt;
&lt;br /&gt;
Following the death of [[King Etbert]], a dispute arose within the royal court over the succession and the hereditary claims of the new king by the late queen. The political crisis led several groups of burghers and commoners to seek separation from the Council of Aldor and declare their independence. &lt;br /&gt;
&lt;br /&gt;
The resulting conflict developed into a civil war, further destabilizing the Kingdom of Aldor following the devastation caused by the previous &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;. The kingdom was subsequently divided among three major factions: the [[Council]], the [[Grand Magistrate|Magistrate]], and the [[Gray Army]].&lt;br /&gt;
&lt;br /&gt;
The outbreak of the &#039;&#039;&#039;Crimson Plague&#039;&#039;&#039; further worsened the situation but it helps to keep the status quo across the land. As the plague spread throughout Aldor, necromancer cults began desecrating temples and catacombs, contributing to widespread social and religious unrest. The combination of political instability, disease, and supernatural activity drove some barons and Aldorian communities into banditry and other forms of lawlessness... so here we are.&lt;br /&gt;
&lt;br /&gt;
== Geography and economy ==&lt;br /&gt;
Geographically, the Kingdom of Aldor is situated among several major civilizations in the western region of the &#039;&#039;&#039;Continent&#039;&#039;&#039;. Its strategic position places it between several powerful neighboring states and territories, many of which maintain political rivalries and conflicts with Aldor itself. As a result, Aldor has historically been vulnerable to external intervention, particularly during periods of political instability or military weakness.&lt;br /&gt;
&lt;br /&gt;
The western border of Aldor is shared with the Great Despotate of [[Nistra]], a major regional power with which Aldor has maintained a longstanding rivalry spanning several decades. Relations between the two states have frequently been characterized by political and military tensions.&lt;br /&gt;
&lt;br /&gt;
To the north, Aldor borders the mountainous territories of the [[Fjall]] Clans. The region is known for frequent clan raids and incursions into Aldorian territory, requiring the kingdom to maintain a permanent border guard presence along the northern frontier.&lt;br /&gt;
&lt;br /&gt;
The eastern border is shared with the [[Jacinth]] Kingdoms, a collection of neighboring kingdoms with significant political and historical connections to Aldor. The region is particularly associated with the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;, during which &#039;&#039;&#039;King Etbert&#039;&#039;&#039; famously led Aldorian forces in the final war against the elves of Jibei.&lt;br /&gt;
&lt;br /&gt;
The southern frontier extends to the sea, providing Aldor with access to maritime trade and foreign supplies. The principal port is the city of [[Brynn]], which serves as an important center for commerce and maritime transportation. The port&#039;s strategic importance has made the southern coastline vital to Aldor&#039;s economy, supplies, and continued access to external markets.&lt;br /&gt;
&lt;br /&gt;
=== Agriculture and Food Production ===&lt;br /&gt;
The Kingdom of Aldor maintains a largely agricultural economy, with farming, fishing, and pastoralism serving as the primary means of sustaining its population. Numerous farms, plantations, fisheries, and pastures are distributed throughout the kingdom, supplying food and other agricultural products to surrounding settlements and cities.&lt;br /&gt;
&lt;br /&gt;
Southern Aldor is particularly known for its agricultural production. The region surrounding [[Osbrook]] contains wheat farms that supply grain to the surrounding settlements. Other agricultural estates produce hops and grapes, supporting Aldor&#039;s brewing and winemaking industries. Wineries and hop plantations are distributed throughout the kingdom to meet the demand for alcoholic beverages, including wine and ale.&lt;br /&gt;
&lt;br /&gt;
The transportation and distribution of agricultural goods are overseen by bailiffs, who are responsible for managing various estates, facilities, transactions, and logistical operations. Bailiffs also supervise the movement of goods between settlements, making them an important part of Aldor&#039;s administrative and economic system.&lt;br /&gt;
&lt;br /&gt;
But after the civil war and the Crimson Plague outbreak, once central to the nation&#039;s prosperity, farms, trade routes, and supply networks now suffered widespread damage and abandonment. Reconstruction efforts gradually restored food production and transportation, though Aldor&#039;s pre-war agricultural and logistical prominence remained difficult to recover.&lt;br /&gt;
&lt;br /&gt;
=== Arms and Armor ===&lt;br /&gt;
Aldorian weaponsmiths have historically adapted their techniques and designs in response to the military practices of neighboring civilizations. In the decades following the Civil War, the various Aldorian factions increasingly adopted and imitated foreign weapons that were considered effective in warfare. And not long after that, trading armors and weapons became one of Aldor prominent import and export commodity.&lt;br /&gt;
&lt;br /&gt;
Among these adaptations was the [[Footman Longaxe|longaxe]], derived from the martial traditions of the [[Fjall]] Clans, as well as the polemace, whose design was influenced by weapons used by the Great Despotate of [[Nistra]]. Aldorian smiths also incorporated techniques from the [[Jacinth]] Kingdoms into the production of sabers and bows.&lt;br /&gt;
&lt;br /&gt;
The development of Aldorian armor has followed a similar pattern. Armorers have continually improved the protection provided by plate and other forms of protective equipment, particularly for the kingdom&#039;s knights. The increasing protection worn by heavily armored soldiers subsequently encouraged Aldorian smiths to develop new weapons and improve existing designs in order to overcome enhanced armor. This process of adaptation has resulted in an ongoing cycle of armor development and weapons innovation, with Aldorian craftsmen incorporating foreign techniques while developing their own designs.&lt;br /&gt;
&lt;br /&gt;
=== Commerce and Trade ===&lt;br /&gt;
Aldor participates in extensive trade with neighboring kingdoms and distant regions. Agricultural products and manufactured commodities form an important part of its exports. [[Crates of Wine|Wine]], [[Barrel of Beer|ale]], [[Pails of Cider|cider]], and [[Sacks of Salt|salt]] are among the commodities commonly transported through Aldorian trade networks.&lt;br /&gt;
&lt;br /&gt;
The kingdom also exports raw materials, particularly [[Shipment of Timber|timber]] and [[Crates of Charcoal|charcoal]]. The extensive forests of northern Aldor provide a significant source of lumber and fuel, supporting both domestic industries and foreign trade.&lt;br /&gt;
&lt;br /&gt;
Aldor&#039;s southern coastline and the port city of [[Brynn]] provide access to maritime trade routes, allowing goods produced throughout the kingdom to be transported to foreign markets. The combination of agricultural production, natural resources, manufacturing, and maritime commerce makes trade an important component of the Aldorian economy.&lt;br /&gt;
&lt;br /&gt;
== Government and religion ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Kingdom of Aldor is traditionally governed as a hereditary monarchy, with the king serving as the head of state and exercising authority through the Royal Court. The kingdom&#039;s feudal lords, nobles, local governors, and merchant lords are traditionally expected to recognize the authority of the crown and administer their respective territories in accordance with royal law.&lt;br /&gt;
&lt;br /&gt;
Following the death of &#039;&#039;&#039;King Etbert&#039;&#039;&#039;, the established system of government collapsed amid a dispute over the royal succession. The resulting Aldorian Civil War divided the kingdom among several competing factions, each establishing its own political and military leadership. The three principal factions are the Council, the Grand Magistrate, and the Gray Army.&lt;br /&gt;
&lt;br /&gt;
==== The [[Council]] ====&lt;br /&gt;
The &#039;&#039;&#039;Council&#039;&#039;&#039; was established by the final wife of &#039;&#039;&#039;King Etbert,&#039;&#039;&#039; &#039;&#039;&#039;Queen Inora&#039;&#039;&#039; following her accession, who assumed the regency alongside her son, &#039;&#039;&#039;King Verne&#039;&#039;&#039;. Inora and her supporters gathered royal guards, loyalists and feudal lords who had fallen from favor under the previous administration King in an effort to preserve the monarchy and maintain the territorial integrity of Aldor.&lt;br /&gt;
&lt;br /&gt;
The Council claims continuity with the traditional Aldorian monarchy and regards King Verne as the legitimate successor to the throne. Its administration is supported primarily by the remaining guards after many disbandment, sections of the nobility, and feudal lords who seeks influence and reintegrate to the court life that still control most of the west part of Aldor.&lt;br /&gt;
&lt;br /&gt;
==== The Grand [[Grand Magistrate|Magistrate]] ====&lt;br /&gt;
The &#039;&#039;&#039;Grand Magistrate&#039;&#039;&#039; originated as a political union of city councils, rebellious aristocrats, artisan guilds, and merchant guilds, with its principal center in [[Brynn]].&lt;br /&gt;
&lt;br /&gt;
Brynn had previously possessed the status of a free city status before losing its political privileges under the authority of King Etbert. Following King&#039;s death, representatives of the city&#039;s political and commercial institutions voted to withdraw from the Kingdom of Aldor. They rejected the legitimacy of the new royal succession and organized a separate administration known as the Grand Magistrate.&lt;br /&gt;
&lt;br /&gt;
The movement subsequently attracted support from burghers, merchants, guilds, military orders, and other groups opposed to current royal authority. The Grand Magistrate therefore developed into both a political government and a military faction during the Civil War.&lt;br /&gt;
&lt;br /&gt;
==== The [[Gray Army]] ====&lt;br /&gt;
The &#039;&#039;&#039;Gray Army&#039;&#039;&#039; emerged as a popular movement composed of various social groups, with peasants and vagabonds forming the majority of its supporters. Its ranks also include former brigands, disillusioned clerics, impoverished feudal lords, and deserters from both the Council and the Grand Magistrate.&lt;br /&gt;
&lt;br /&gt;
The movement is led by &#039;&#039;&#039;Neer&#039;&#039;&#039;, a figure whose origins remain uncertain. Under his leadership, the Gray Army expanded its influence and acquired control over additional territories following the prolonged conflict between the &#039;&#039;&#039;Council&#039;&#039;&#039; and the &#039;&#039;&#039;Grand Magistrate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike the other major factions, the Gray Army does not originate from the established royal or urban political institutions of Aldor. Its organization instead developed from the social and economic instability caused by the Civil War, allowing individuals from different backgrounds to join the movement.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Hieronism is a Gnostic religious tradition originating in the Kingdom of Aldor and remains one of the principal religious traditions of the region. Its teachings are centered on the Host, a divine entity understood through the concept of the Trinity of Hands: the &#039;&#039;&#039;Guiding Hand&#039;&#039;&#039;, the &#039;&#039;&#039;Warding Hand&#039;&#039;&#039;, and the &#039;&#039;&#039;Judging Hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hieronist theology places considerable emphasis on the pursuit of divine knowledge and spiritual understanding. The religion maintains a complex clerical hierarchy through which adherents progress from religious students to increasingly knowledgeable and spiritually powerful figures.&lt;br /&gt;
&lt;br /&gt;
The understanding of the Host is regarded as a lifelong pursuit. Hieronist teachings maintain that deeper knowledge of sacred scripture and divine mysteries allows an individual to establish an increasingly direct spiritual connection with the Host.&lt;br /&gt;
&lt;br /&gt;
Each Hieronist church is administered by a priest known as a Hierophant. Advancement through the Hieronist hierarchy traditionally requires religious study, pilgrimage, contemplation, and the interpretation of sacred texts. Per information that people been gathered such as in [[Folio on Hieron|folio]], the hierarchy of the Aldor Hieronites priests is as such:&lt;br /&gt;
&lt;br /&gt;
* Exoteric&lt;br /&gt;
&lt;br /&gt;
* Hierophant&lt;br /&gt;
&lt;br /&gt;
* Hermeneut&lt;br /&gt;
&lt;br /&gt;
* Theognostic&lt;br /&gt;
&lt;br /&gt;
* Thaumaturge&lt;br /&gt;
&lt;br /&gt;
* Archtheurgist&lt;br /&gt;
&lt;br /&gt;
=== Saints and Relics ===&lt;br /&gt;
Hieronism maintains a tradition of venerating saints, individuals remembered for their exceptional devotion, virtue, and accomplishments in service to the Host. Many saints are believed to continue protecting or blessing the faithful through sacred artifacts such as [[Casket with St Wald Relics|Saint Wald]] and relics associated with their lives.&lt;br /&gt;
&lt;br /&gt;
In addition, numerous saints have been commemorated through statues, religious buildings, shrines, and annual celebrations. These monuments and observances serve both as acts of devotion and as reminders of the virtues represented by the saints. Some Hieronist communities consider the relics of particularly revered saints to possess spiritual significance, and certain artifacts are believed to retain a connection to the saint and, through them, to the Host.&lt;br /&gt;
&lt;br /&gt;
== History and culture ==&lt;br /&gt;
&lt;br /&gt;
=== Pre-unification Aldor ===&lt;br /&gt;
Before the establishment of the Kingdom of Aldor, the region was inhabited and controlled by numerous tribal societies. Among the most prominent were the [[Ald]] Tribes, the [[Sentian]] Tribes, and the Highlander Tribes of [[Firn]]. Each developed distinct cultural and military traditions that later became incorporated into Aldorian history and folklore.&lt;br /&gt;
&lt;br /&gt;
The Ald Tribes were particularly renowned for their advanced metalworking techniques, which were considered superior to those of many neighboring tribes. Their expertise in metallurgy allowed the Ald to produce high-quality weapons, tools, shields, and other metal equipment.&lt;br /&gt;
&lt;br /&gt;
The Firn Tribes, who inhabited the northern highlands, were known for their strong traditions and conservative social customs. Their society placed considerable importance on preserving the practices and values of their ancestors. The Firn were also renowned for their skilled marksmen and warriors.&lt;br /&gt;
&lt;br /&gt;
The Sentian Tribes developed a distinctive military tradition centered around the use of slingers. Sentian slingers were regarded as highly skilled and became an important part of the tribe&#039;s military identity. The Sentians also were also renowned for their touch of refinement both on their [[Sentian Gambeson|armaments]] and their [[Sentian Seasonings|culinary]] traditions, with their [[Fondue|dishes]] and skilled cooks becoming an important part of their cultural reputation.&lt;br /&gt;
&lt;br /&gt;
=== Unification of Aldor ===&lt;br /&gt;
According to Aldorian legends, the unification of the region began with the expansion of the Ald Tribes. Ald forces gradually conquered neighboring territories, taking the land of rivalling tribes. &lt;br /&gt;
&lt;br /&gt;
The conquest of the Sentian territories required the Ald forces to cross the river separating the two peoples. The Sentians offered strong resistance, relying heavily on their renowned slingers to oppose the advancing Ald forces. According to traditional accounts, the Sentians continued their resistance until the death of their last king, [[Crown of Benor the Dauntless|Benor the Dauntless]]. Following Benor&#039;s death, the remaining Sentian forces were defeated, and the Ald completed their conquest of the Sentian territories. The incorporation of the Sentians significantly expanded Ald-controlled territory and brought their lands under a single political authority.&lt;br /&gt;
&lt;br /&gt;
The subsequent campaign against the Firn Tribes proved considerably more difficult. The mountainous terrain of Firn provided the defenders with a natural advantage, while Firn marksmen were renowned for their exceptional skill with bows and slings. Firn warriors also fought in close combat, traditionally wielding large [[Claymore|claymores]] against the metal shields and armor of the Ald warriors. Their resistance became one of the defining conflicts in the traditional accounts of Aldorian unification.&lt;br /&gt;
&lt;br /&gt;
Eventually, Ald forces captured the Firn foothills, marking a major milestone in the consolidation of Ald territory. The event became an important part of Aldorian historical tradition and was later commemorated in the [[The Conquest of the Hills Tapestry|Tapestry]], where the campaigns of unification are depicted as foundational events in the history of the kingdom.&lt;br /&gt;
&lt;br /&gt;
The conquest of the Sentians and Firn is traditionally regarded as the beginning of the political consolidation that eventually led to the establishment of the Kingdom of Aldor.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
Following the unification of Aldor, the cultural traditions of the former tribes continued to survive throughout the kingdom. Many customs remained particularly prominent in rural communities, while others were gradually incorporated into the customs of Aldorian nobility and urban society. Although the kingdom developed a shared cultural identity, regional traditions from the Ald, Sentian, and Firn peoples remain recognizable in various parts of Aldor.&lt;br /&gt;
&lt;br /&gt;
One of the most widespread aspects of Aldorian culture is the consumption of wine and ale. Inns and taverns can be found throughout the kingdom, including in remote and rural settlements. Alcoholic beverages are commonly consumed after a day of labor and are enjoyed by people from various social classes, including nobles, farmers, guards, and members of the clergy. The widespread availability of wine and ale has made drinking an established part of Aldorian social life.&lt;br /&gt;
&lt;br /&gt;
Another prominent aspect of Aldorian noble culture is its tradition of jousting and duelling. Jousting was historically practiced not only as a martial competition but also as a form of public spectacle and social display. Knights would don their finest [[Jousting Armor|armor]], [[Jousting Topfhelm|helmets]], and barded steeds before competing before large crowds. Success in the joust was considered a means of demonstrating martial ability, wealth, and prestige, while victorious knights often gained the admiration of the crowds and the attention of the fair maidens.&lt;br /&gt;
&lt;br /&gt;
On the other side, over time the traditional practice of duelling declined in popularity. Once considered an important component of martial and personal honor, formal duels became increasingly uncommon among Aldorian nobles and warriors. Many pieces of equipment traditionally associated with the practice, including [[Buckler|bucklers]] and specialized duelling [[Duelist Belt|belts]], have consequently fallen into disuse and are often left neglected.&lt;br /&gt;
&lt;br /&gt;
But beside Aldorian martial culture, one element of Sentian culture, particularly its culinary traditions, have survived into the modern era. Sentian cuisine became especially influential in Brynn, where cooks developed and refined numerous dishes using both [[Truffled Steak|traditional]] and [[Jibean Roast with Figs|foreign]] ingredients. Brynn&#039;s cooks have acquired a reputation for their ability to transform inexpensive, unusual, or otherwise undesirable ingredients into elaborate [[Harpy Omelette a la Brynn|dishes]] suitable for the tables of the nobility. This reputation has contributed to Brynn&#039;s status as one of Aldor&#039;s notable centers of culinary culture.&lt;br /&gt;
&lt;br /&gt;
Alas not all traditions of the pre-unification tribes survived the development of the modern Kingdom of Aldor. Some customs have gradually disappeared, while others are no longer formally recognized under Aldorian law. One example is an old Firn custom concerning the inheritance of knightly titles. Certain Firn noble houses traditionally permitted a daughter who had been raised according to the customs and duties traditionally expected of a son could inherit the family&#039;s knightly title. Although the practice existed within some Firn houses, it is no longer generally recognized under contemporary Aldorian law and led several noble houses of Firn ceased to exist.&lt;br /&gt;
&lt;br /&gt;
=== Circle of Mages ===&lt;br /&gt;
The Aldorian mage community is organized around the United Circle, a gathering of magical circles established to protect practitioners and potential initiates from persecution and superstition. It encompasses mages from various traditions, including [[Pyromancy (skill tree)|Pyromancy]], Nistrian [[Geomancy (skill tree)|Geomancy]], the emerging [[Electromancy (skill tree)|Electromancy]], the secretive [[Arcanistic Power|Arcanistic]] Circle, and the semi-secretive Spellweaver Circle.&lt;br /&gt;
&lt;br /&gt;
The United Circle established its principal academy and gathering place in [[Maen]], which became known as the Maen Academy. Both nobles and commoners brought relatives attuned to the Aether to the academy, where they could learn to control their abilities while being protected from the dangers and superstitions surrounding magic. Others sought the academy&#039;s mages to treat unnatural conditions or illnesses beyond the capabilities of Aldor&#039;s physicians and Hieronite priests.&lt;br /&gt;
&lt;br /&gt;
Initiates traditionally wear black [[Initiate Robe|robes]] to signify that they have yet to choose a magical circle or specialize in a particular discipline. After years of study and practice, initiates may graduate as mages, with some entering the Aldorian military as battlemages while others remain at the Maen Academy to pursue advanced study and eventually become masters.&lt;br /&gt;
&lt;br /&gt;
According to legend, the formation of the United Circle sparked a rivalry with the Enchanters. Little reliable information survives regarding the conflict or its outcome, and it remains clear which tradition ultimately prevailed. But The United Circle&#039;s autonomy in governing the academy and training mages with limited royal or noble didn&#039;t last for long. The interference was later disrupted by the Aldorian Civil War, leaving the organization in disarray. Following the mysterious Neer Uprising and the emergence of the [[Gray Army]] in northern Aldor, communication between the Maen Academy and the other factions of [[Aldor]] became scarce. Much of the academy&#039;s activities and the fate of the United Circle during this period remain unknown.&lt;br /&gt;
&lt;br /&gt;
== Military and weaponries ==&lt;br /&gt;
The military history of Aldor has been shaped by repeated civil wars, foreign campaigns, and internal rebellions, beginning with the tribal conflicts that preceded the unification of the kingdom and continuing into the modern era. These conflicts have encouraged the Aldorian military to continually adapt its weapons, tactics, and organization in response to changing forms of warfare.&lt;br /&gt;
&lt;br /&gt;
Aldorian military doctrine places considerable emphasis on practicality and adaptation rather than strict adherence to established customs or martial traditions. Weapons and tactics originating from foreign cultures are studied when they demonstrate effectiveness against Aldorian forces. Rather than rejecting unfamiliar methods, Aldorian commanders and craftsmen commonly seek to adopt, reproduce, and improve them for use by their own armies.&lt;br /&gt;
&lt;br /&gt;
This approach has resulted in the incorporation of numerous foreign weapons and techniques into Aldorian warfare. Designs originally developed by neighboring civilizations have been modified to suit Aldorian equipment, terrain, and military organization. As a result, Aldorian warfare has developed as an evolving combination of indigenous traditions and foreign innovations.&lt;br /&gt;
&lt;br /&gt;
The continuous cycle of observation, imitation, adaptation, and improvement has become a defining characteristic of the Aldorian military. Its commanders regard battlefield experience as an opportunity to identify weaknesses and develop new methods to counter them, contributing to the kingdom&#039;s reputation for military adaptability.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and armor ===&lt;br /&gt;
&lt;br /&gt;
==== Plate armor ====&lt;br /&gt;
Aldor is particularly renowned for its armorsmithing tradition, most notably the production of heavy plate armor. The development of Aldorian armor has been influenced by centuries of warfare, rebellions, and continual competition with neighboring civilizations. Compared with the heavy infantry of [[Nistra]], which traditionally relies on [[Scaled Armor|scale armor]], and the Maafs warriors of the [[Jacinth]] Kingdoms, who commonly employ heavily reinforced [[Elven Heavy Brigandine|brigandine]], Aldorian armorers are regarded as among the foremost practitioners of plate armor.&lt;br /&gt;
&lt;br /&gt;
Aldorian smiths produce a wide variety of protective equipment, ranging from cuirasses and chestplates to complete suits of plate armor. Such armor is designed to withstand powerful blows and provide substantial protection on the battlefield, although its manufacture requires considerable quantities of metal, skilled labor, and financial resources. Consequently, the heaviest forms of Aldorian armor are generally reserved for wealthier soldiers and the nobility.&lt;br /&gt;
&lt;br /&gt;
==== Swords and Halberds ====&lt;br /&gt;
The [[Knight Blade|sword]] holds a particularly prominent position within Aldorian knightly culture. Noble swords are traditionally associated with knighthood, social status, and martial prestige, making them a favored weapon among the kingdom&#039;s aristocratic warriors.&lt;br /&gt;
&lt;br /&gt;
Despite the cultural importance of the sword, Aldorian military doctrine does not restrict its soldiers to traditional weapons. Over time, Aldorian smiths and military authorities, including King Etbert himself, encouraged the adoption of a wider variety of weapons in order to familiarize troops with different forms of combat.&lt;br /&gt;
&lt;br /&gt;
Among common soldiers, guards and levies frequently employ one of the famous invention of polearms, the [[Guard Halberd|halberd]]. Its combination of cutting, thrusting, and hooking capabilities makes it a versatile weapon suitable for a variety of battlefield and non-battlefield duties. The halberd&#039;s adaptability allows commanders to employ their levies and guards in different roles without requiring them to carry specialized weapons for every task.&lt;br /&gt;
&lt;br /&gt;
The widespread use of foreign and unconventional weapons reflects the broader Aldorian military philosophy of adaptation and practicality, in which established traditions are maintained when effective but are readily supplemented or replaced when superior alternatives become available.&lt;br /&gt;
&lt;br /&gt;
==== Longbows ====&lt;br /&gt;
The [[Soldier Longbow|longbow]] is one of the most prominent weapons associated with the military traditions of Aldor. A common Aldorian proverb states, &#039;&#039;&amp;quot;as long as Aldor has at least a dozen longbows, it&#039;ll remain unconquered.&amp;quot;&#039;&#039; The saying reflects the reputation of Aldorian longbowmen and their importance in the kingdom&#039;s military history.&lt;br /&gt;
&lt;br /&gt;
Aldorian archers have gained a reputation among neighboring powers for their range, accuracy, and ability to deliver concentrated volleys. Historical accounts attribute several notable victories to the longbowmen, including the destruction of a [[Jacinth]] army after it was drawn into an Aldorian ambush. During conflicts with [[Nistra]], Aldorian archers were also credited with killing numerous enemy commanders, standard-bearers, and mages through concentrated and precisely aimed volleys.&lt;br /&gt;
&lt;br /&gt;
Despite the effectiveness of the longbow, its widespread use has not always been supported by the Aldorian nobility. Some nobles have historically regarded archery as an inferior martial practice associated with peasants and commoners, rather than a discipline worthy of aristocratic warriors. Rather than encouraging rural communities to maintain and develop their archery skills, certain lords have discouraged the practice or restricted the use of bows on their estates. In some territories, nobles have even imposed restrictions on archery in order to protect their private hunting grounds. These policies have occasionally placed the interests of aristocratic hunting traditions in conflict with the military value of maintaining a large population of skilled archers.&lt;br /&gt;
&lt;br /&gt;
=== Military tactics ===&lt;br /&gt;
&lt;br /&gt;
==== Wedge formation ====&lt;br /&gt;
Aldorian commanders have traditionally sought to weaken Nistrian formations through sustained volleys of longbow fire before committing their cavalry to a wedge formation intended to break the enemy&#039;s lines. However, this tactic carries considerable risks, particularly when the cavalry assault fails to achieve a decisive breakthrough. Failed charges can result in significant casualties and, in some cases, contribute to an Aldorian defeat.&lt;br /&gt;
&lt;br /&gt;
As a result, some Aldorian commanders and military reformers have advocated for changes to the traditional approach. These advocates have called upon the kingdom&#039;s knights and nobles to set aside their pride and study the tactics employed successfully by their Nistrian adversaries. Such proposals emphasize adapting proven enemy methods rather than relying exclusively on established Aldorian traditions of warfare.&lt;br /&gt;
&lt;br /&gt;
==== Pike and Shot formation ====&lt;br /&gt;
The practice was introduced by Commander Damian of the renowned Albatross Brigade, who employed a formation reminiscent of the ancient phalanx during the Battle of the Chilly Ford. The formation contributed to his decisive victory over Duke der Narn.&lt;br /&gt;
&lt;br /&gt;
Following the battle, many commanders advocated for the increased use of pikemen in military formations, arguing that pike formations represented an important development in the future of warfare. They further recommended that the Magistrate prioritize military reforms aimed at countering the Council Army&#039;s reliance on heavy cavalry.&lt;br /&gt;
&lt;br /&gt;
After Damian&#039;s proposed reforms, the training of pikemen and crossbowmen was to be significantly expanded. The two troop types were envisioned as the backbone of the Magistrate&#039;s army, with pikemen providing a defensive counter to cavalry charges while crossbowmen supplied ranged support against heavily armored opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crossbow with Pavise&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toward the end of &#039;&#039;&#039;King Etbert&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s reign, the Aldorian crown established the Crossbow Guardsmen, a formation that became widespread during the ensuing Civil War between the Council and the Magistrate. Crossbows were rapidly adopted because levies and commoners could be trained to use them in considerably less time than the renowned Aldorian longbowmen, making them effective for quickly reinforcing city defenses.&lt;br /&gt;
&lt;br /&gt;
Following the Civil War, the various factions developed their own crossbow designs and production methods. [[Maen]] favored a lightweight and simple design, while the [[Grand Magistrate|Magistrate]] adopted a more unique model inspired by the elven bolt-thrower. The Falcon Company of Brynn, its own crossbow brigade, further developed the weapon by introducing large pavise shields, allowing its crossbowmen to take cover behind them while fighting outside city walls.&lt;br /&gt;
&lt;br /&gt;
=== Military units ===&lt;br /&gt;
&#039;&#039;&#039;Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Knights of Aldor are primarily drawn from the nobles and highborn members of the houses of nobility within the Kingdom of Aldor. They traditionally serve as the kingdom&#039;s heavily armored cavalry and are commonly equipped with full plate armor and trained warhorses.&lt;br /&gt;
&lt;br /&gt;
Aldorian knights are also associated with the martial traditions and status of the nobility. Their social standing and adherence to chivalric customs have, on occasion, influenced their choice of weaponry. Some knights favor the use of noble swords, regarding them as a traditional and prestigious weapon, even when other weapons may be more practical for certain battlefield situations. Until King Etbert himself introduced them with many [[Knight Axe|axes]], [[Knight Warhammer|bludgeon]], and polearms that highten the status of that weapons to be worthy enough wielded by the nobles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peasant Levy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Aldor, particularly within territories governed by the Council, the distinction between knightly forces and peasant levies remains an established feature of the military system. For centuries, commoners have been conscripted into the army and typically provided with inexpensive equipment, with some receiving little or no standardized armament.&lt;br /&gt;
&lt;br /&gt;
Peasant levies are generally assigned simple and readily available weapons, most commonly spears and bows. In contrast to the heavily equipped knights and nobles, these troops are primarily intended to serve as mass infantry and supporting forces on the battlefield. This separation in equipment and military role reflects the broader social hierarchy of Aldorian society, in which military privileges and resources are concentrated among the noble classes.&lt;br /&gt;
&lt;br /&gt;
==== Free Company / Mercenaries ====&lt;br /&gt;
Mercenaries are a common sight throughout Aldor, particularly in the city of [[Brynn]]. They serve as a military force that fill the gap between the kingdom&#039;s noble knights and its peasant levies, providing professional soldiers for those who can afford their services.&lt;br /&gt;
&lt;br /&gt;
Mercenaries with proven battlefield experience and established reputations are sometimes hired to participate in wars fought by the Kingdom of Aldor. Their reputation and personal achievements can greatly influence their standing, with successful mercenaries often displaying their [[Captain Cuirass|armor]] and [[Mercenary Hat|equipment]] as symbols of their experience and worth.&lt;br /&gt;
&lt;br /&gt;
Polearms such as [[Mercenary Halberd|halberds]] and [[Mercenary Polehammer|polehammers]] are commonly employed by Aldorian mercenaries, owing to their effectiveness and versatility on the battlefield. More accomplished and prosperous mercenaries, however, may favor imposing [[Captain Greatsword|two-handed swords]]. Such weapons are sometimes fitted with elaborately gilded hilts or ornate scabbards, serving not only as weapons but also as visible demonstrations of their wealth, status, and position in the army.&lt;br /&gt;
&lt;br /&gt;
==== Royal Guardsmen ====&lt;br /&gt;
The Royal Guardsmen is the personal military force and bodyguard of King Etbert, tasked primarily with protecting the monarch and serving as his personal retinue. The Guardsmen is regarded as an elite formation within the Aldorian military and is entrusted with the defense of the royal household.&lt;br /&gt;
&lt;br /&gt;
Members of the Guardsmen are equipped with some of the finest weapons and armor produced by Aldorian smiths. Their standard equipment includes high-quality [[Guardsman Crossbow|crossbows]], [[Guardsman Gloves|heavy armor]], and [[Guardsman Shield|shield]] with [[Guardsman Broadsword|broadswords]] carried as sidearms. The quality of their equipment distinguishes the Royal Guard from the ordinary levies and regular troops of the Aldorian army.&lt;br /&gt;
&lt;br /&gt;
==== Longbowman ====&lt;br /&gt;
As a boastful Aldorian proverb goes, &amp;quot;&#039;&#039;As long as Aldor has at least a dozen longbows, it shall remain unconquered&#039;&#039;.&amp;quot; The longbowmen of Aldor have established a reputation for their skill in archery through numerous military campaigns and the defense of Aldorian cities against invading forces.&lt;br /&gt;
&lt;br /&gt;
During sieges and other defensive engagements, Aldorian longbowmen with their trusted [[Sharpshooter Bow|bow]] have reportedly killed numerous enemy commanders, battlemages, and standard-bearers through their marksmanship. Their ability to target important personnel from a distance has made them a particularly valued component of Aldorian defensive warfare.&lt;br /&gt;
&lt;br /&gt;
The widespread use of the longbow has also influenced the composition of Aldorian levies. Many levies are equipped and trained as longbowmen, with some having practiced archery from an early age and possessing years, or even a lifetime, of experience with the weapon.&lt;br /&gt;
&lt;br /&gt;
==== Blademaster ====&lt;br /&gt;
Blademasters are elite professional soldiers who receive twice the standard military wage in exchange for serving on the frontline. Their reputation and battlefield performance are often cited as justification for the considerable expense of maintaining them.&lt;br /&gt;
&lt;br /&gt;
Typically armed with [[Blademaster Greatsword|greatswords]], Blademasters are deployed against enemy infantry formations, particularly poorly equipped levies. Their primary role is to assault the frontline and disrupt its formation, with their presence and aggressive fighting style intended to undermine enemy morale and create openings for the rest of the army to exploit.&lt;br /&gt;
&lt;br /&gt;
==== Forest Watch ====&lt;br /&gt;
The Forest Watch are bands of militia tasked with patrolling the deepest and least-explored regions of Aldor. Watch pathfinders avoid heavy armor and excessive supplies, relying instead on years of experience navigating the wilderness. Even in unexplored territory, an experienced Watchman can quickly identify animal trails, tracks, and other signs that reveal a viable route.&lt;br /&gt;
&lt;br /&gt;
The Watch are renowned for their composure in even the most desperate circumstances. Years of patrols teach them the laws of nature and allow them to perceive the wilderness as an ally rather than an obstacle. This expertise gives the Forest Watch their greatest advantage: element of surprise.&lt;br /&gt;
&lt;br /&gt;
Knowledge of the terrain allows Watchmen to ambush enemies and dictate the terms of an engagement. The first arrow is considered especially important, particularly when it strikes its intended target. When possible, Watchmen avoid detection by frequently changing positions and engaging from maximum effective range. This tactic creates confusion and hesitation among their enemies, giving the Watch precious time to reposition, adjust their aim, and deliver the next volley.&lt;br /&gt;
&lt;br /&gt;
==== Battlemage ====&lt;br /&gt;
Battle-proven mages are highly valued within the Aldorian ranks. Following &#039;&#039;&#039;King Etbert&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s decree requiring mages to serve in the army during the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;, many were compelled to participate in the campaign. The conflict produced a number of veteran battlemages, while others never returned to Aldor.&lt;br /&gt;
&lt;br /&gt;
Academy-trained mages are regarded as formidable combatants and are often considered high-priority targets on the battlefield. They are typically equipped with protective gear such as  [[Battlemage Gloves|gloves]] and [[Battlemage Gambeson|gambesons]] or even [[Mail Mantle|chainmails]]. Many, however, forgo helmets to avoid hindering their ability to cast complex spells.&lt;br /&gt;
&lt;br /&gt;
==== The Vehement ====&lt;br /&gt;
The Vehement are militant Hieronites who take up arms against [[Ghoul|ghouls]], warlocks, and other unholy monstrosities. Unlike conventional military orders, the Vehement are not restricted to a particular social class or profession. Their ranks include peasants, zealous pilgrims, knights-errant, battlemages, and others who have devoted themselves to the cause.&lt;br /&gt;
&lt;br /&gt;
Membership in the Vehement requires the taking of a sacred vow. Those who swear the vow pledge &amp;quot;to stand in defense of the Hieron and the common folk, dedicating themselves to the eradication of evil wherever it may be found.&amp;quot; The vow is considered the foundation of the Vehement&#039;s identity, binding its members together despite their differences in origin, status, and training.&lt;br /&gt;
&lt;br /&gt;
The Vehement therefore function as both a religious brotherhood and a militant force, with their members united primarily by their oath rather than by a common military background.&lt;br /&gt;
&lt;br /&gt;
==== Sons of Eeders ====&lt;br /&gt;
Eeders is a remote and inhospitable village located deep within dense woodland. Its isolated location and harsh environment have contributed to its reputation as an unpleasant place for outsiders, with visitors rarely remaining for extended periods. The village is primarily known for two things: its extensive lumber mills and its perpetually combat-ready militia, many known as The Sons of Eeders. Eeders&#039; mills produce timber that is transported directly to the docks of [[Brynn]], making the settlement an important source of lumber for the region.&lt;br /&gt;
&lt;br /&gt;
The sons of Eeders are particularly renowned for their proficiency with heavy poleaxes, a skill regarded as exceptional throughout Aldor. The weapon most commonly associated with the village is the [[eederax]], a polearm named after its place of origin. The eederax bears similarities to the [[Skadian Bardiche|Skadian bardiche]], but features a hook attached to the rear of the axe blade to hook horsemen after their interaction with Nistrian cavalry. Eeders militiamen now are especially skilled in using the weapon&#039;s hook to catch and dismount enemy cavalrymen, making the eederax an effective weapon against mounted opponents. This technique, combined with their [[Eeders Longbow|longbowman]], has made the warriors of Eeders particularly well suited to defending their woodland settlement and confronting cavalry forces.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Company, Order, Group under Aldor ==&lt;br /&gt;
&lt;br /&gt;
* [[Spears Treatise II|Albatross Brigade]]&lt;br /&gt;
* [[Brotherhood of Ouroboros&#039; Shield|Brotherhood of Ouroboros]]&lt;br /&gt;
* [[Shield of Truth&#039;s Eternal Sun|Brotherhood of Truth&#039;s Eternal Sun]]&lt;br /&gt;
* [[Brynn Pavise|Crossbow Brigade]]&lt;br /&gt;
* [[Brynn Crossbow|Falcon Company]]&lt;br /&gt;
* [[Honorary Polehammer|Falcon Plume Company]]&lt;br /&gt;
* [[Border Guard Brigandine|Northern Border Guard]]&lt;br /&gt;
* [[Ornate Polehammer|Royal Armorbreakers]]&lt;br /&gt;
* [[Carved Longbow|Royal Ranger]]&lt;br /&gt;
* [[Royal Huntmaster Crossbow|Royal Huntmaster]]&lt;br /&gt;
* [[Two-Handed Swords Treatise I|Steel Company]]&lt;br /&gt;
* [[Maen Heavy Flail|The Cowls]]&lt;br /&gt;
* [[Wolfbrother Belt|The Wolfbrother]]&lt;br /&gt;
&lt;br /&gt;
== Former Order or Group in Aldor ==&lt;br /&gt;
&lt;br /&gt;
* [[Magic Mastery Treatise II|United Circle of Mages]]&lt;br /&gt;
* [[Triune Hand Order|Order of the Triune Hands]]&lt;br /&gt;
* [[Raven Heater Shield|The Raven Gang]]&lt;br /&gt;
* [[Hired Blade Cowl|The Blade]]&lt;br /&gt;
* [[Brotherhood of the Asp&#039;s Belt|Brotherhood of the Asp]]&lt;br /&gt;
* [[Woodwight Longflail|The Woodwight]]&lt;br /&gt;
&lt;br /&gt;
==Outdated Lore==&lt;br /&gt;
Half a century before the events of the game, Aldor waged a war against the elven [[Jade Kingdoms]]. This aggression was repelled by the elves who in turn invaded Aldor. The kingdom was swept by a wave of bloodsheds. Making his last stand, the [[Last King]] revived many fallen warriors to act as his last line of defense. However this terrifying blasphemy was doomed to failure and the Last King was soon vanquished leaving behind him a terrible legacy. The disappearance of the Last King signed the end of this horrific part of Aldor&#039;s history which the historians aptly named the [[War of the Fallen]].&lt;br /&gt;
&lt;br /&gt;
In the aftermath of the war and following the fall of the monarchy no one was left at the reign of the kingdom. After the Jade Kingdoms armies left all matters of pretenders sought to ascend to the throne. This was the start of a decade long civil war, the [[Discord]]. Only the [[Grand Magistrate]], an alliance of well-off merchant families, tired of hatred and violence, was capable of stopping that bloodshed.&lt;br /&gt;
&lt;br /&gt;
Still, years of conflicts left Aldor ravaged. The Grand Magistrate slowly lost its role as its members parted ways. The already tenuous peace of the kingdom was stretched thin. This fragile balance was shattered when the Last King suddenly returned. The great orc migration and another political race added fuel to the fire of war. In a blink of an eye the whole Aldor was split into zones, influenced by rivaling faction.&amp;lt;ref&amp;gt;https://www.kickstarter.com/projects/1926605606/stoneshard-open-world-roguelike-rpg-with-tactical/posts/2190173&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is where the story of {{Gamename}} begins...&lt;br /&gt;
&lt;br /&gt;
==Interesting Facts==&lt;br /&gt;
* At the time of the events of the game, Aldor is 428 years old.&lt;br /&gt;
* Aldor, before unification, consisted of three smaller kingdoms, which were later demoted to duchies. The name of only one of these kingdoms of the past is known for certain - Sentia and the name of its last king - [[Crown of Benor the Dauntless|Benor the Dauntless]]. It is on the territory of this kingdom that modern [[Brynn]] is located.&lt;br /&gt;
* The population of Aldor, with rare exceptions, professes [[Host# Gnostic Hieronism|Gnostic Hieronism]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Stoneshard]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Skadia&amp;diff=77050</id>
		<title>Skadia</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Skadia&amp;diff=77050"/>
		<updated>2026-09-19T14:53:09Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Geography and Economy */&lt;/p&gt;
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&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Velmir.png|right|Velmir is a Skadian revenger.]]&lt;br /&gt;
{{quote|Skadia is a distant northern country surrounded by many enemies. Skadians are rugged, reserved, and well-known for their disdain toward all manner of hierarchy, preferring to settle important matters by popular assemblies.}}&lt;br /&gt;
[[Skadia]], also known as &#039;&#039;&#039;Semigradye&#039;&#039;&#039; (&amp;quot;Land of Seven Cities&amp;quot;), is a predominantly [[human]] country located northeast of [[Aldor]]. It consists of numerous allied and independent city-states, seven of which are considered the most prominent and prosperous. &lt;br /&gt;
&lt;br /&gt;
==Geography and Economy==&lt;br /&gt;
Skadia is bordered by [[Fjall]] to the west, the [[Jacinth|Jacinth Kingdoms]] to the south, and various nomadic cultures to the east. It occupies the northern part of the Continent, extending toward the Icy Sea. &lt;br /&gt;
&lt;br /&gt;
The geography of Skadia is characterized by considerable regional variation. Mountainous terrain in the west and north gradually gives way to dense taiga, while the southeastern regions consist primarily of grasslands and steppe. Skadia also has an extensive coastline, comparable in length to those of [[Fjall]] and [[Nistra]]. Its maritime geography has contributed to a strong tradition of seafaring and trade among the Skadian population.&lt;br /&gt;
&lt;br /&gt;
Trade between Skadia and [[Aldor]] is significant. Skadian exports to Aldor commonly include [[Shipment of Timber|timber]], [[Handful Of Amber|amber]], pelts, meat, and other animal products, as well as weapons and armor. Agricultural products, particularly [[Sack of Grain|grain]] and [[Crates of Wine|wine]], are among the notable imports from Aldor.&lt;br /&gt;
&lt;br /&gt;
The northern branch of the [[Azure Thread]] trade route passes through the cities of &#039;&#039;&#039;Bela Brama&#039;&#039;&#039; and &#039;&#039;&#039;Nizhgrad&#039;&#039;&#039; before dividing toward &#039;&#039;&#039;Vezhina&#039;&#039;&#039; in the northeast and continuing westward into Fjall.&lt;br /&gt;
&lt;br /&gt;
==Government and religion==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
Skadia consists of numerous independent cities, although seven major cities are particularly well documented: &#039;&#039;&#039;Vezhina, Bela Brama, Nizhgrad, Veledz, Stroma, Brazhav&#039;&#039;&#039;, and &#039;&#039;&#039;Tur.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unlike many of its neighboring states, Skadia has no centralized hereditary monarchy. The nobility exercises comparatively limited political authority, and individual cities maintain a considerable degree of independence. Skadian cities generally maintain their own armies and mint their own currencies.&lt;br /&gt;
&lt;br /&gt;
Governmental decisions are commonly made through popular assemblies known as veches, in which influential townsmen participate. In times of major military or political crisis, the cities may collectively elect an &#039;&#039;&#039;Elder Prince&#039;&#039;&#039;, who assumes command of the country&#039;s forces and coordinates the cities&#039; response to the threat.&lt;br /&gt;
&lt;br /&gt;
The authority of an Elder Prince is therefore generally dependent on the support of the individual cities rather than hereditary succession.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
[[Host|Gnostic Hieronism]] is widespread in southern Skadia, particularly in regions with close cultural and commercial ties to Aldor. In northern Skadia, &#039;&#039;&#039;Northern Hieronism&#039;&#039;&#039;, also known as &#039;&#039;&#039;the Path of Stoicism&#039;&#039;&#039;, is more prevalent.&lt;br /&gt;
&lt;br /&gt;
The Path of Stoicism is also practiced in parts of northern Nistra, making the two regions among the few areas where the tradition remains prominent.&lt;br /&gt;
&lt;br /&gt;
==History and Culture==&lt;br /&gt;
Relatively little is known about the early history of Skadia. The country&#039;s development has been strongly influenced by repeated raids from Fjall and Jarimad, which have contributed to the development of Skadian military traditions and cultural attitudes. Most of their weapons and armor are developed or adopted from other tribes because of said raids. For example their [[Skadian Sovnya|sovnya]] are adopted from neighboring Poleds tribes, they start add iron plating to their chainmail [[Skadian Yushman|Yushman]] from the Jarimad warriors. &lt;br /&gt;
&lt;br /&gt;
Skadia has no immediate Hieronite neighbors other than Aldor. The two countries are separated by mountain ranges and do not share a direct border, despite maintaining significant commercial and cultural contact. &lt;br /&gt;
&lt;br /&gt;
Skadians are commonly described by Aldorians as rugged and reserved. A strong cultural emphasis is placed on personal honor and the repayment of grievances. Serious offenses may result in prolonged feuds, with blood vengeance traditionally regarded as an acceptable means of settling particularly severe disputes.&lt;br /&gt;
&lt;br /&gt;
Skadia is also known for its powerful practitioners of magic, known as &#039;&#039;&#039;volkhvs&#039;&#039;&#039;. Their particular magical disciplines and battlefield tactics are not well documented outside Skadia.&lt;br /&gt;
&lt;br /&gt;
Another distinctive aspect of Skadian culture is the importance attached to the [[Skadian Bardiche|bardiche]]. Bardiches are regarded not only as effective weapons but also as symbols of status and martial prestige. Their cultural significance in Skadia is comparable to that of swords in Aldor and maces and war hammers in Nistra.&lt;br /&gt;
&lt;br /&gt;
=== Cuisine ===&lt;br /&gt;
Skadian cuisine is generally characterized by practical and resource-efficient dishes. Common preparations incorporate [[Taiga Rassolnik (Recipe)|vegetables with offal]] and use [[Skadian Herbs|fortified herbs]] and other additives. The cuisine reflects the country&#039;s northern climate and the need to make extensive use of locally available ingredients.&lt;br /&gt;
&lt;br /&gt;
== Military and Weaponries ==&lt;br /&gt;
Skadian military organization is largely decentralized, reflecting the political independence of its cities. Most cities maintain their own militias, which are responsible for local defense. During major conflicts or large military campaigns, forces from several cities may be brought together under the command of an elected &#039;&#039;&#039;Elder Prince&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and armor ===&lt;br /&gt;
Maces and other [[Skadian Bludgeon|bludgeoning]] weapons occupy an important position in Skadian military culture. Their significance is reflected in weapons such as the [[chekan]] war hammer, as well as the [[Druzhyna Bludgeon|Druzhyna]] and [[Voivod Mace|Voivod]] maces, which are known beyond Skadia. These weapons serve both practical military purposes and symbolic functions associated with rank and status.&lt;br /&gt;
&lt;br /&gt;
Skadian bludgeoning weapons are generally characterized by simple and practical designs that are relatively easy to manufacture and wield. Their straightforward construction allows them to be used effectively by both trained warriors and city militias. Their balance and ease of handling also make them suitable for repeated swings in close-quarters combat, particularly against enemies in the frontline. The simplicity of these weapons has contributed to their widespread use throughout Skadia. Their effectiveness, combined with their association with military rank and tradition, has made maces an enduring feature of Skadian warfare.&lt;br /&gt;
&lt;br /&gt;
The [[Skadian Bardiche|bardiche]] is another prominent Skadian weapon. It is traditionally associated with elite warriors and has been used in major battles and campaigns. The effectiveness of Skadian bardiches has influenced neighboring militaries, including those of [[Aldor]] and [[Nistra]], which have developed their own versions of the weapon.&lt;br /&gt;
&lt;br /&gt;
Less information is available regarding Skadian armor production. Repeated raids by Fjall and Jarimad have nevertheless contributed to the adoption and development of foreign armor-making techniques. Skadian armor generally favors mobility and protection against ranged and thrusting attacks.&lt;br /&gt;
&lt;br /&gt;
Among the better-known forms of protection are light metal helmets and the [[Skadian Yushman|Skadian yushman]], a form of mail armor reinforced with metal plates designed to provide additional protection against arrows and spear thrusts.&lt;br /&gt;
&lt;br /&gt;
=== Tactics and organization ===&lt;br /&gt;
Due to the political independence of Skadian cities and the country&#039;s strong traditions of trade and seafaring, relatively little information is available regarding a standardized Skadian military doctrine. Each city has their own militas that are deployed to defend and patrol their areas. The only time all militias and high-ranking commanders gathered is when the Elder Prince himself propose the meeting or state of emergency. But most of their documented military traditions are about the defense of individual cities against raids rather than large-scale campaigns.&lt;br /&gt;
&lt;br /&gt;
=== Military Unit ===&lt;br /&gt;
The best-known organized troops are generally associated with the Elder Prince and major military campaigns. These include:&lt;br /&gt;
&lt;br /&gt;
==== Elder Prince&#039;s Retinues and Champions ====&lt;br /&gt;
Elite warriors serving under the Elder Prince. They are typically equipped with high-quality armor and weapons, including Skadian [[Skadian Bardiche|bardiches]] and [[Skadian Shield|shields]].&lt;br /&gt;
&lt;br /&gt;
==== Druzhyna ====&lt;br /&gt;
The personal bodyguard of the Elder Prince. Members of the Druzhyna are commonly associated with the distinctive [[Druzhyna Bludgeon|Druzhyna bludgeon]].&lt;br /&gt;
&lt;br /&gt;
==== Voivods ====&lt;br /&gt;
High-ranking military commanders, generally drawn from the nobility, who serve under the Elder Prince.&lt;br /&gt;
&lt;br /&gt;
==== Skadian Horsemen ====&lt;br /&gt;
Mounted warriors who commonly wield the [[Skadian Sovnya|Skadian sovnya]]. Their precise classification as light or heavy cavalry is uncertain.&lt;br /&gt;
&lt;br /&gt;
==== Volkhvs ====&lt;br /&gt;
Skadian spellcasters who may serve military roles. They are particularly associated with the [[Skadian Staff|Skadian staff]] and are regarded as some of the country&#039;s most powerful magical practitioners.&lt;br /&gt;
&lt;br /&gt;
The composition and organization of these forces may vary between cities and campaigns, reflecting the decentralized nature of Skadian political and military institutions.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Skadia is heavily inspired from Kievan Rus civilization.&lt;br /&gt;
* Elder Prince is referring to Kievan Rus Grand &#039;&#039;Knyaz&#039;&#039;.&lt;br /&gt;
* Many weapons and naming sense are borrowed from the real life of Kievan Rus or old Slavic language.&lt;br /&gt;
&lt;br /&gt;
==Notable Skadians==&lt;br /&gt;
*[[Velmir]]&lt;br /&gt;
*[[Zdenebrad]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Nistra&amp;diff=77049</id>
		<title>Nistra</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Nistra&amp;diff=77049"/>
		<updated>2026-09-19T14:06:36Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Skirmish Light Infantry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Leosthenes.png|right|Leosthenes was trained to be Agemon.]]&lt;br /&gt;
{{quote|Nistra is the last surviving fragment of Axonia, the great empire of old. The mountainous realm is home to many peoples, all ruled with iron fist by the Great Despot.}}&lt;br /&gt;
The &#039;&#039;&#039;Nistrian Despotate&#039;&#039;&#039;, commonly known as Nistra, is a predominantly [[human]] country located at the western end of the continent. It is regarded as the successor state to the ancient [[Axonian]] Empire and has historically been involved in numerous conflicts with the neighboring kingdom of [[Aldor|Aldo]]&amp;lt;nowiki/&amp;gt;r.&lt;br /&gt;
&lt;br /&gt;
== Geography and economy ==&lt;br /&gt;
Nistra is bordered by the [[Fjall]] clans to the north and [[Aldor]] to the east, while its southern and western borders are defined by the sea. The country is predominantly mountainous, particularly in its northern regions near Fjall. Its extensive and irregular coastline has contributed to the development of a strong maritime tradition, with Nistrian cities becoming centers of seafaring and trade. &lt;br /&gt;
&lt;br /&gt;
The eastern border with Aldor has historically been a major area of military conflict. Numerous skirmishes and larger wars between the two countries have taken place along the border, with some conflicts lasting for decades or longer.&lt;br /&gt;
&lt;br /&gt;
During the recent civil war in Aldor, Nistrian traders established commercial connections in [[Brynn]]. In recent years, trade between the two rival states has increased, including the exchange of manufactured goods, armaments, and technical knowledge. Nistrian merchants are known for trading weapons and shields, as well as [[Nistrian Flame Flask|bottled incendiary weapons]] and various [[potions]] produced by Nistrian alchemists. Other important exports include textiles made from [[Bolt of Cloth|linen]] and [[Spool of Thread|wool]].&lt;br /&gt;
&lt;br /&gt;
In exchange, Nistra imports timber and agricultural products, including [[Sack of Grain|grain]] and [[Crates of Wine|wine]], from Aldor and territories beyond it.&lt;br /&gt;
&lt;br /&gt;
The [[Azure Thread]] trade route passes through most of Nistra&#039;s coastal cities, including a settlement located on an island off the country&#039;s southwestern coast. The extent of Nistra&#039;s overland trade is uncertain, although it is believed to have been disrupted by the civil war in Aldor and continuing raids from Fjall. As a result, maritime trade has become an important economic lifeline for the country.&lt;br /&gt;
&lt;br /&gt;
== Government and religion ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
Nistra is an absolute monarchy ruled by a monarch who bears the title of Great Despot. The capital and principal seat of government is the city of Hieropolis. &lt;br /&gt;
&lt;br /&gt;
The government of the Despotate is characterized by centralized authority, strict adherence to tradition, and severe punishments for opposition to the monarch. The political institutions and customs of the Despotate are closely associated with its claim to be the legitimate successor of the ancient Axonian Empire.&lt;br /&gt;
&lt;br /&gt;
The Great Despot also serves a ceremonial and military role. An annual military parade is held in Hieropolis under the monarch&#039;s authority, displaying the strength of the Nistrian armed forces to the population.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
The population of Nistra follows several distinct traditions within the worship of the [[Host]]. The most prominent is Nistrian Hieronism, also known as the Path of Tradition. Its teachings are derived from religious practices associated with the Axonian era and are particularly prevalent in the coastal and eastern regions of the country.&lt;br /&gt;
&lt;br /&gt;
Gnostic Hieronism, which is more widely practiced in Aldor, has also established a presence in central Nistra. In the northwestern regions, the Chervenian people maintain Northern Hieronism, also known as the Path of Stoicism, which has historical and cultural connections to the distant land of [[Skadia]].&lt;br /&gt;
&lt;br /&gt;
== History and culture ==&lt;br /&gt;
Nistra traces its history to the period of the ancient [[Axonian]] Empire. The preservation of Axonian traditions plays an important role in Nistrian political and cultural identity. Elements of Axonian heritage can be found in the country&#039;s governmental institutions, religious practices, military organization, armaments, strategic doctrines, and cuisine.&lt;br /&gt;
&lt;br /&gt;
The preservation of these traditions serves both as a means of maintaining cultural heritage and as a basis for Nistra&#039;s claim to be the true successor of the Axonian Empire. Centuries of conflict and contact with [[Aldor]] have also resulted in both countries adopting aspects of each other&#039;s culture, technology, and military practices.&lt;br /&gt;
&lt;br /&gt;
The Great Despot, the ruler and patron of Nistra, is known for his military interests and regularly holds an annual military parade to demonstrate the strength of the Nistrian army. The event is attended by people from across Nistrian society and is regarded as an important occasion for public celebration and communal unity. The parade traditionally opens with a procession of cataphracts, whose appearance is associated with the military traditions of the ancient Nistrian Empire, which once extended far to the east. &lt;br /&gt;
&lt;br /&gt;
Nistrian cuisine includes several dishes and ingredients associated with the country&#039;s Axonian heritage. Among the better-known examples are traditional [[Nistrian Condiments|condiments]] mentioned in writings attributed to Axonian philosophers. A more recent addition to Nistrian cuisine is the [[Custard Muffin]], which has gained recognition outside the country.&lt;br /&gt;
&lt;br /&gt;
=== Council of Peoples ===&lt;br /&gt;
Despite the absolute nature of the Nistrian monarchy and the country&#039;s emphasis on tradition, its population is divided among four major peoples. Each group possesses its own language, customs, and cultural practices. Their rights and privileges are formally regulated through an institution known as the Council of Peoples.&lt;br /&gt;
&lt;br /&gt;
==== Chervenians ====&lt;br /&gt;
The Chervenians are the largest of the four major peoples of Nistra. Their language bears similarities to the languages spoken by the [[Skadia|Skadians]], although Chervenian culture is generally characterized as more mild and sociable.&lt;br /&gt;
&lt;br /&gt;
The majority of Chervenians are peasants and farmers, with relatively few belonging to the upper social classes. Chervenians who enter the nobility often face competition from members of other ethnic groups, who possess more extensive hereditary privileges. Although small in number, the Chervenian nobility maintains a strong sense of pride and identity. Centuries of rivalry with the aristocracies of other Nistran peoples have contributed to the development of distinctive styles of [[Voivod Belt|dress]] and [[Chervenian Mace|arms]], intended to distinguish Chervenian nobles from their counterparts.&lt;br /&gt;
&lt;br /&gt;
==== Marrs ====&lt;br /&gt;
The Marrs are the second-largest people in Nistra and share several cultural similarities with the Chervenians. They are concentrated primarily along the southern coastline, particularly in the country&#039;s major port cities.&lt;br /&gt;
&lt;br /&gt;
Marrs benefit from exemptions or reductions in certain taxes and fees. These privileges have contributed to a large proportion of the Marr population becoming merchants and craftsmen.&lt;br /&gt;
&lt;br /&gt;
==== Zeineshes ====&lt;br /&gt;
The Zeineshes trace their origins to ancient nomadic peoples who inhabited the plains of Nistra. They constitute the majority of the Great Despot&#039;s cavalry forces.&lt;br /&gt;
&lt;br /&gt;
Apart from their military traditions and distinctive language, the Zeineshes are generally culturally similar to the other peoples of Nistra. Zeineshes people are particularly known for their use of mounted [[Nistrian Bow|archery]] and their mastery of [[Nistrian Flail|maces]]. Some Zeineshes continue to practice a semi-nomadic or bandit lifestyle in the mountainous regions of Nistra. During times of conflict, these groups descend from the mountains to the lowlands, where they offer their military services to the highest bidder.&lt;br /&gt;
&lt;br /&gt;
==== Ksifits ====&lt;br /&gt;
The Ksifits are regarded as the closest surviving descendants of the ancient Axonians. Members of Ksifit bloodlines make up a significant proportion of the Nistrian nobility, city magistrates, and high clergy. The Great Despot also traditionally comes from a Ksifit lineage.&lt;br /&gt;
&lt;br /&gt;
The prominence of Ksifits in the political and religious institutions of Nistra has effectively established them as the country&#039;s dominant ethnic group. Nevertheless, the other peoples retain distinct cultural identities. Members of these groups frequently wear traditional folk patterns and clothing associated with their respective cultures, which can also serve as expressions of cultural independence from the Ksifit-dominated ruling class.&lt;br /&gt;
&lt;br /&gt;
==Military and warfare==&lt;br /&gt;
The Nistrian military is characterized by its adherence to the military traditions of Ancient Axonia. Like many aspects of Nistrian culture, its weapons, armor, and military doctrines have been preserved for centuries, with many practices remaining largely unchanged despite their antiquity. The preservation and reproduction of Axonian-era weapons and armor is considered a matter of prestige by the Great Despot, as it reinforces Nistra&#039;s claim to be the successor of the Great Axonian Empire.&lt;br /&gt;
&lt;br /&gt;
Nistrian warfare is characterized by an eclectic combination of ancient military traditions, modern innovations, and with a little bit of magical practices. This combination distinguishes Nistrian military organization from that of Aldor, where military forces are traditionally divided among noble knights, lowborn archers, and mages. This distinction is less pronounced in Nistra, where magical practitioners are more closely integrated into conventional military formations, making it difficult to distinguish between frontline troops and mages.&lt;br /&gt;
&lt;br /&gt;
Despite this adherence to tradition, the Nistrian military has adapted several foreign tactics and technologies as a result of its numerous conflicts with neighboring Aldor. Nistrian commanders have occasionally adopted enemy strategies or developed countermeasures in response to changes in warfare.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and Armor ===&lt;br /&gt;
&lt;br /&gt;
==== Maces ====&lt;br /&gt;
Maces hold a particularly prominent position in Nistrian military culture and are regarded as weapons of considerable prestige. This differs from the Skadian tradition, where bludgeoning weapons are produced in greater variety and are associated with a long-standing cultural reverence for the mace.&lt;br /&gt;
&lt;br /&gt;
In Nistra, the mace is primarily valued for its effectiveness against heavily armored opponents. In particular, Nistrian soldiers consider it an effective weapon against the full plate armor used by Aldorian knights. Numerous smiths, vendors, and traders produce specialized maces, with some designs reputed to be capable of denting even the finest Aldorian plate armor.&lt;br /&gt;
&lt;br /&gt;
==== Scale Armor ====&lt;br /&gt;
[[Scaled Armor|Scale armor]] remains widely used by the Nistrian military. Its continued use dates back to the period when Nistrian influence extended far into the East, when armies of heavily armored cataphracts formed an important part of Nistrian warfare.&lt;br /&gt;
&lt;br /&gt;
As a result of Nistra&#039;s emphasis on military tradition, scale armor remains common among its troops. Scaled cuirasses and [[Scaled Boots|scaled boots]] are frequently incorporated into Nistrian military equipment, both for protection and as a continuation of Axonian military customs.&lt;br /&gt;
&lt;br /&gt;
=== Military Tactics ===&lt;br /&gt;
The Nistrian military employs several tactics that have remained effective despite the development of contemporary warfare. Some of these tactics have gained recognition among Nistra&#039;s rivals, who have studied them either for adoption or for the development of countermeasures.&lt;br /&gt;
&lt;br /&gt;
==== Square Shield Formation ====&lt;br /&gt;
The square shield formation is one of the most recognizable Nistrian infantry formations. Heavy infantry form a compact square while carrying large tower shields. The formation provides protection for the front ranks while also shielding archers and other troops positioned behind or within the formation.&lt;br /&gt;
&lt;br /&gt;
The formation is particularly effective against disorganized attacks, including raids conducted by Fjall forces. It can also discourage Aldorian cavalry commanders from committing heavy cavalry to a frontal charge, as the formation provides substantial protection against cavalry assaults.&lt;br /&gt;
&lt;br /&gt;
==== Skirmishing ====&lt;br /&gt;
Nistrian heavy infantry are commonly supported by light cavalry and archers. While the heavily armored infantry engage the main enemy formation, skirmishers maneuver around the battlefield to attack exposed flanks, rear formations, and other vulnerable positions.&lt;br /&gt;
&lt;br /&gt;
Light cavalry are used primarily for flanking and harassment, while archers and horse archers attack enemy formations from a distance. This combination forces opponents to divide their attention between the Nistrian main line and attacks coming from their flanks and rear.&lt;br /&gt;
&lt;br /&gt;
==== Flame Flask ====&lt;br /&gt;
The [[Nistrian Flame Flask|Flame Flask]] is a distinctive Nistrian incendiary weapon produced using a secret formula developed by Nistrian alchemists and engineers. The exact composition of the substance is unknown outside Nistra, and attempts by Aldorian scholars to reproduce it have reportedly been unsuccessful.&lt;br /&gt;
&lt;br /&gt;
Flame Flasks are thrown against enemy formations and can ignite heavily armored soldiers as well as disorganized groups attempting to avoid the advancing Nistrian infantry. The weapon is particularly effective for disrupting formations and creating openings for an infantry advance.&lt;br /&gt;
&lt;br /&gt;
=== Military Units ===&lt;br /&gt;
The Nistrian army is renowned throughout the Continent for its strict training regimes, traditional weaponry, and heavily armored troops. Elite units are frequently trained for service in the Great Despot&#039;s military campaigns or for the protection of important cities and members of the Nistrian ruling establishment.&lt;br /&gt;
&lt;br /&gt;
==== Agemon ====&lt;br /&gt;
The Agemon, also known as the Aegemon, is an elite guard unit serving the Great Despot. Agemons are selected from a young age from throughout Nistra and are trained at the Gymnasium under an exceptionally demanding regimen. Their training focuses on physical conditioning, martial arts, and magic, particularly the study of [[Geomancy (skill tree)|Geomancy]]. &lt;br /&gt;
&lt;br /&gt;
Agemons are commonly equipped with heavy polehammers or [[Nistrian Polemace|two-handed maces]] and are trained to serve both as personal guards and as heavy assault infantry.&lt;br /&gt;
&lt;br /&gt;
==== Cataphract ====&lt;br /&gt;
Nistrian Cataphracts are heavily armored cavalry units descended from the ancient Axonian cataphract tradition. Both the rider and horse are protected by extensive armor, with riders commonly wearing scale armor and carrying heavy [[Flanged Mace|flanged maces]].&lt;br /&gt;
&lt;br /&gt;
Cataphracts traditionally charge in wedge formations. Their heavily armored mounts are used to break through enemy formations, including formations of pikemen. Following the initial charge and their cavalry trample, surviving opponents are finished with the cataphracts&#039; heavy maces.&lt;br /&gt;
&lt;br /&gt;
==== Nistrian Heavy Infantry ====&lt;br /&gt;
Nistrian Heavy Infantry form the core of the Nistrian infantry forces. Nistrian military doctrine places considerable emphasis on the durability and defensive capabilities of its infantry.&lt;br /&gt;
&lt;br /&gt;
Heavy infantry are commonly equipped with scale armor and large [[Nistrian Shield|Nistrian shields]]. Their formations are often supported by lighter infantry and archers positioned behind them, allowing the heavy infantry to function as a defensive front while providing protection for supporting troops.&lt;br /&gt;
&lt;br /&gt;
==== Skirmishers ====&lt;br /&gt;
Skirmishing is a prominent component of Nistrian battlefield tactics. Nistrian forces employ skirmishers to engage enemy formations from multiple directions, gradually inflicting casualties and disrupting their cohesion while the main infantry line advances steadily. The tactic is intended to weaken and disorganize opposing formations before committing heavily armoured units, such as their Cataphracts, to break through the weakened line and exploit the resulting disorder.&lt;br /&gt;
&lt;br /&gt;
Skirmish light cavalry are primarily employed for harassment, flanking maneuvers, and attacks against enemy rear formations. They complement the Nistrian Cataphracts by providing a faster and more mobile element capable of operating independently from the main army. Light cavalry units commonly carry [[Skirmisher Shield|shields]] to provide protection against arrows and other ranged attacks encountered while maneuvering on the battlefield.&lt;br /&gt;
&lt;br /&gt;
Meanwile skirmish light infantry are primarily used as ranged and mobile support troops. Archers constitute a significant portion of these forces and are typically positioned behind the main infantry formations. Their principal role is to inflict casualties through sustained missile fire while avoiding direct engagement with heavily equipped enemy formations.&lt;br /&gt;
&lt;br /&gt;
Other light infantry units are capable of maneuvering across the battlefield to exploit weaknesses in enemy formations, disrupt their movements, and conduct harassment attacks with their [[Skirmisher Shortbow|bows]].&lt;br /&gt;
&lt;br /&gt;
==== Geomancer ====&lt;br /&gt;
Geomancers are specialized magic-users serving within the Nistrian military. Although Agemons and senior commanders are commonly trained in basic [[Geomancy (skill tree)|Geomancy]], dedicated Geomancers possess significantly greater magical capabilities.&lt;br /&gt;
&lt;br /&gt;
Nistrian Geomancers are capable of using spells such as Runic Boulder and Earthquake, which can be used against enemy troops, fortifications, and buildings. Their destructive capabilities make them particularly valuable during sieges. Their abilities were notably demonstrated during the Nistrian siege of [[Aldwynn]].&lt;br /&gt;
&lt;br /&gt;
==== Varangs ====&lt;br /&gt;
The Nistrian military, like its rival Aldor, makes extensive use of mercenaries. These forces include northern brigands as well as the renowned Varang mercenaries originating from the Fjall clans.&lt;br /&gt;
&lt;br /&gt;
Nistra&#039;s long-standing employment of Varang mercenaries has resulted in the adoption of several foreign weapons and practices. Among these is the [[Nistrian Bardiche|bardiche]], a weapon introduced to Nistrian forces through their Varang auxiliaries who borrowed it from the [[Skadia|Skadian]] military traditions.&lt;br /&gt;
&lt;br /&gt;
=== Military Doctrine ===&lt;br /&gt;
Nistrian military doctrine is characterized by a combination of traditional Axonian warfare and gradual adaptation to foreign military practices. Heavy infantry, armored cavalry, ranged support, magic, and mercenary forces are commonly employed together rather than as independent elements.&lt;br /&gt;
&lt;br /&gt;
The continued use of ancient weapons and armor serves both a practical and symbolic purpose. Militarily, many traditional weapons remain effective against contemporary opponents, particularly the heavily armored forces of Aldor. Politically and culturally, their preservation reinforces Nistra&#039;s claim to the legacy of Ancient Axonia and the Great Axonian Empire.&lt;br /&gt;
&lt;br /&gt;
As a result, the Nistrian army maintains a distinctive military identity in which centuries-old traditions coexist with tactics and technologies developed in response to the changing nature of warfare on the Continent.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Nistra inspired heavily with the history of Byzantine Empire which how they proclaimed themselves as the successor of Axonian Empire which might be referenced Roman Empire.&lt;br /&gt;
* The many people in Nistra also transpired from Byzantine diverse ethnicity which at some point also include Slavs, Armenian, Syria, Southern Italy, Anatolia, and many more.&lt;br /&gt;
* Their box formation referenced Roman Empire testudo formation and square formation.&lt;br /&gt;
&lt;br /&gt;
== Notable Nistrians NPC/Character ==&lt;br /&gt;
&lt;br /&gt;
* [[Leosthenes]]&lt;br /&gt;
* [[Rigo Nevic]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Fjall&amp;diff=77048</id>
		<title>Fjall</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Fjall&amp;diff=77048"/>
		<updated>2026-09-19T11:14:39Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Land of Axes */&lt;/p&gt;
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&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Jorgrim.png|right|Jorgrim]]&lt;br /&gt;
[[File:Hilda.png|right|Hilda]]&lt;br /&gt;
{{quote|The mountains of Fjall is the land of the Dwarves. These stern, half-barbarous people earned themselves a bad reputation in Aldor due to constant raids. They do not believe in the &amp;quot;Host&amp;quot; of Aldor, instead considering the shrines of Aldor those of false gods.}}&lt;br /&gt;
&lt;br /&gt;
Fjall is a mountainous territory inhabited primarily by dwarven clans. The region is characterized by extensive mountain ranges, harsh weather, and a large population of dangerous beasts and monsters. Fjall is divided among several major dwarven clans, alongside numerous smaller clans and independent raider bands.&lt;br /&gt;
&lt;br /&gt;
Unlike most eastern and southern civilizations, the people of Fjall generally reject the worship of the Host Indivisible and continue to practice an ancestral form of paganism. Fjall society is heavily influenced by clan loyalty, raiding, hunting, warfare, and the pursuit of personal and familial glory.&lt;br /&gt;
&lt;br /&gt;
== Geography and economy ==&lt;br /&gt;
Fjall consists primarily of mountainous terrain, with portions of the territory extending into high-elevation regions and frozen tundra. Its extensive mountain ranges form natural borders with several neighboring countries. Nistra lies to the southwest, Aldor to the south, Maaf to the southeast, and [[Skadia]] to the east. The northern regions of Fjall consist largely of tundra and extend toward the cold Northern Sea.&lt;br /&gt;
&lt;br /&gt;
The geography of Fjall presents significant challenges to its inhabitants. In addition to the harsh climate, numerous beasts and monsters inhabit the mountains, caves, and surrounding wilderness. These creatures occasionally enter dwarven settlements, while raids and conflicts between the Fjall clans are also common.&lt;br /&gt;
&lt;br /&gt;
Despite these conditions, Fjall&#039;s dwarven population has survived and, in some regions, thrived. Agriculture is difficult to sustain in the colder regions, while hunting large game generally provides enough food for only a limited period of time. As a result, many Fjall dwarves seek wealth and employment outside their homeland.&lt;br /&gt;
&lt;br /&gt;
Raiding, pillaging, and mercenary work are common ways for Fjall dwarves to acquire wealth. Some clans and individuals conduct raids against neighboring settlements, while others travel abroad to serve as mercenaries for foreign kingdoms.&lt;br /&gt;
&lt;br /&gt;
Not all Fjall dwarves participate in raiding. Some hunters trade animal trophies, preserved meat, and locally produced weapons and equipment for crops, manufactured goods, and luxuries that are difficult or impossible to obtain within Fjall.&lt;br /&gt;
&lt;br /&gt;
==Government and religion==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
Fjall society is organized primarily around a clan system. Individual clans are generally governed by chieftains, or &#039;&#039;&#039;Jarl&#039;&#039;&#039; in their native language, who exercise authority over their territory and the people living within it.&lt;br /&gt;
&lt;br /&gt;
Four major clans are commonly recognized as controlling significant portions of Fjall:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Skarhogg Clan&#039;&#039;&#039; — Controls much of the southeastern mountains. The clan is strongly associated with the berserker tradition and maintains a number of shamanistic rituals on their warriors&#039; [[Skarhogg Garment|garment]].&lt;br /&gt;
* &#039;&#039;&#039;Norrheim Clan&#039;&#039;&#039; — Occupies the northeastern tundra near the Northern Sea. The clan has a strong hunting tradition, owing in part to the numerous dangerous beasts inhabiting its territory. Hunting these animals provides an important source of food and also trophies for their [[Norrheim Helmet|attribute]] as a means of demonstrating skill and prestige within the clan.&lt;br /&gt;
* &#039;&#039;&#039;Halveig Clan&#039;&#039;&#039; — Controls territory in the northwestern region. The Halveig Clan main settlement is in the north-west coastline, and one of many waypoint of the [[Azure Thread]] route. Further information regarding the clan&#039;s customs and traditions is limited.&lt;br /&gt;
* &#039;&#039;&#039;Eim Clan&#039;&#039;&#039; — Occupies the mountains along the [[Nistra|Nistrian]] border. Its location places the clan in close proximity to the Nistrian frontier and makes it one of the clans most directly exposed to interactions and conflicts with Nistra, but also the rumored Varangs came from.&lt;br /&gt;
&lt;br /&gt;
Little reliable information exists regarding the extent to which these clans have historically cooperated or shared a common political identity. Some accounts suggest that the clans have traditionally operated independently, while others describe frequent warfare and raiding between them in competition for territory, wealth, and influence.&lt;br /&gt;
&lt;br /&gt;
In addition to the four major clans, Fjall contains numerous smaller clans and independent groups. Some have separated themselves from the larger clans, while others exist as independent bands of raiders. Notable examples include the followers of [[Haakon&#039;s Axe|Haakon]] the Graybeard and the gang of Tyr the One-Eyed.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
The Fjall dwarves are among the few major peoples on the Continent who continue to practice a predominantly pagan religion centered around [[Ancestors&#039; Gaze|ancestor]] worship. They generally reject the teachings of the [[Host]] Indivisible and do not recognize its religious authority.&lt;br /&gt;
&lt;br /&gt;
Fjall belief places particular importance on the [[Ancestors&#039; Gaze|ancestors]], who are regarded as figures worthy of reverence because of their deeds, courage, and pursuit of honor and glory. Many dwarves believe that their ancestors continue to influence and protect the living.&lt;br /&gt;
&lt;br /&gt;
The Host Indivisible is generally regarded by Fjall dwarves as a false or unworthy collection of gods. Their rejection of the Host and its teachings has contributed to their cultural separation from neighboring civilizations, most of which have adopted some form of Hieronist belief.&lt;br /&gt;
&lt;br /&gt;
== History and culture ==&lt;br /&gt;
Very little written history survives from Fjall or its dwarven inhabitants. There is few to none scholar willing to travel to the dangerous beast-filled land of Fjall for knowledge, most came there for risky business or myth about hidden riches. Most information of Fjall history comes from accounts of raids, migrations, and conflicts recorded by neighboring civilizations. The dwarves themselves traditionally rely more heavily on oral traditions, tales, and sagas than on written historical records.&lt;br /&gt;
&lt;br /&gt;
As a result, many historical events have been lost or altered over generations. Stories passed down through clans are often embellished by storytellers, making it difficult to distinguish historical events from legendary accounts.&lt;br /&gt;
&lt;br /&gt;
Despite the dangers associated with traveling through Fjall, the region has attracted numerous travelers, scholars, and academics interested in studying dwarven society and culture.&lt;br /&gt;
&lt;br /&gt;
=== Trophies ===&lt;br /&gt;
One of the most distinctive aspects of Fjall culture is the widespread use of [[trophies]]. Dwarves frequently decorate [[Jorgrim&#039;s Belt|clothing]], weapons, [[Norrheim Helmet|armor]], [[Trophy Necklace|jewelry]], and personal [[Bone Charm|charms]] with objects taken from defeated enemies or slain beasts.&lt;br /&gt;
&lt;br /&gt;
Animal trophies may include bones, [[Deer Antlers|horns]], [[Boar Tusks|teeth]], [[Gulon Liver|organs]] and other remains from dangerous creatures hunted by the dwarves. More extreme [[trophies]] may include human scalps, fingers, ears, hands, and other body parts taken from enemies.&lt;br /&gt;
&lt;br /&gt;
These trophies can serve several purposes. They may represent an individual&#039;s accomplishments, commemorate a particularly dangerous hunt or battle, or simply indicate that the wearer has successfully defeated an enemy. The practice is particularly common among warriors and hunters.&lt;br /&gt;
&lt;br /&gt;
=== Cuisine ===&lt;br /&gt;
Fjall cuisine is generally simple and heavily influenced by the region&#039;s climate and limited agricultural resources. Unlike the elaborate cuisines of wealthier southern civilizations, Fjall cooking makes relatively little use of expensive spices or delicate condiments.&lt;br /&gt;
&lt;br /&gt;
Meat is the primary component of many traditional dishes and is commonly cooked immediately after a successful hunt or salted and preserved for the long winters. Fjall dwarves generally attempt to make use of as much of a hunted animal as possible, with parts considered undesirable elsewhere sometimes regarded as delicacies.&lt;br /&gt;
&lt;br /&gt;
Examples include dishes made from animal tongues, including [[Wolf Tongue|wolf tongue]]. Fjall cooking also includes various animal parts that would generally be considered inedible by the culinary standards of Brynn. This contrasts with Brynnian cuisine, where unusual ingredients are often heavily processed and incorporated into elaborate dishes. Fjall cooks generally favor simpler preparation methods that preserve the natural characteristics of the meat.&lt;br /&gt;
&lt;br /&gt;
== Military and Weaponries ==&lt;br /&gt;
&lt;br /&gt;
=== Axes ===&lt;br /&gt;
Fjall military culture places particular importance on [[Dwarven Axe|axes]]. A common saying describes Fjall dwarves as appreciating three things above all else: &#039;&#039;booze, looting, and a good axe&#039;&#039;. The reputation of Fjall [[Ancestral Hatchet|axes]] has spread throughout the Continent, despite the generally low quality of the steel and inconsistent smithing techniques used by many dwarven smiths.&lt;br /&gt;
&lt;br /&gt;
According to some historical accounts, Fjall once possessed an exceptional tradition of axe-making, with the craftsmanship of its smiths reportedly being regarded as among the finest on the Continent.&lt;br /&gt;
&lt;br /&gt;
Foreign militaries have gradually adopted and modified several Fjall weapons. [[Skadia]], for example, developed the [[Skadian Bardiche|bardiche]] partly as a response to numerous Fjall raids. Fjall warriors subsequently adopted the weapon, which was later introduced to [[Nistra|Nistrian]] forces through their use of Varang mercenaries. [[Aldor|Aldorian]] forces have likewise increasingly incorporated [[Footman Longaxe|longaxes]] and poleaxes into the equipment of their nobility, with some accounts attributing their adoption, rather painfully, to dwarven influence.&lt;br /&gt;
&lt;br /&gt;
Fjall warriors are also renowned for their skill with axes. Numerous accounts describe individual dwarves capable of using large axes with sufficient skill and strength to cut through infantry formations or kill large beasts with a single strike.&lt;br /&gt;
&lt;br /&gt;
Although the axe is the most characteristic Fjall weapon, dwarves also employ [[Norse Blade|blades]], [[Norse Spear|spears]], [[Norse Bow|bows]], and [[Dwarven Staff|staffs]]. Blades are traditionally associated with wealthier or noble dwarves, similar with Aldor culture. While staffs are commonly carried by their Seidr or shamans. Spears are frequently used by hunters, and bows are often favored by younger or less experienced warriors who have yet to become accustomed to frontline combat.&lt;br /&gt;
&lt;br /&gt;
=== Rune Protection ===&lt;br /&gt;
Fjall warriors generally rely on relatively light armor. The harsh climate has encouraged the use of animal fur, hides, and bones, which provide protection against the cold while remaining suitable for movement through mountainous terrain.&lt;br /&gt;
&lt;br /&gt;
Some dwarves produce [[Fjall Armor|armor]] from low-quality iron. Although the material is generally inferior to the armor produced by more advanced civilizations, Fjall smiths are capable of forging it into functional chest pieces and other protective equipment.&lt;br /&gt;
&lt;br /&gt;
Because of their relatively light to no armor, Fjall warriors frequently use [[Dwarven Shield|shields]] to protect themselves against arrows and direct attacks. Or they will don their garments and amulet of protective runes that they believe will protect the Fjall dwarves in their fights. This rune enhancement can be from ancient artifact, sacrificial stone, rune etched amulet, or directly blessed by a ritual that their [[Dwarven Staff|Seidr]] cast to the Fjall warriors before the combat.&lt;br /&gt;
&lt;br /&gt;
=== Military tactic ===&lt;br /&gt;
&lt;br /&gt;
==== Berserks ====&lt;br /&gt;
Fjall warfare is strongly influenced by the values of clan loyalty, freedom, wealth, and personal glory. Dwarves generally place little importance on the formal rules of warfare practiced by civilizations such as [[Aldor]]. In particular, the knightly traditions of Aldorian society, which emphasize combat etiquette and honorable conduct, are often viewed by Fjall warriors as unnecessary or meaningless.&lt;br /&gt;
&lt;br /&gt;
Fjall warriors are willing to employ deception, ambushes, and other unconventional tactics when doing so increases their chances of victory. Their military culture is often summarized by the principle of &amp;quot;all or nothing&amp;quot;, representing ideals such as freedom or death, wealth or ruin, and glory or dishonor.&lt;br /&gt;
&lt;br /&gt;
During raids, Fjall warriors are known for their aggressive pursuit of wealth and plunder. When defending their homes and clans, their fighting is often described as exceptionally violent and uncompromising. The intensity of Fjall attacks has reportedly unsettled even experienced soldiers from other nations.&lt;br /&gt;
&lt;br /&gt;
Fjall raiding parties generally favor targets that are unable to mount effective resistance. Settlements weakened by prolonged warfare are particularly vulnerable, especially when their governments can no longer maintain sufficient patrols, soldiers, or mercenaries.&lt;br /&gt;
&lt;br /&gt;
Despite the reputation of Fjall warriors for uncontrolled aggression, organized defensive formations and disciplined armies can effectively counter their attacks when given sufficient preparation.&lt;br /&gt;
&lt;br /&gt;
==== Shield wall ====&lt;br /&gt;
Beside their fruious strike, Fjall also developed defensive tactic such as a tigh formation of shield wall. Their [[Dwarven Shield|dwarven shield]] are constructed to suit both defensive formation, but also in one-on-one combat. Their armor and shield has been said while not maintained by good quality iron, it&#039;s believed protected by runes, pagan blessing, and The Ancestors.&lt;br /&gt;
&lt;br /&gt;
=== Military Unit ===&lt;br /&gt;
&lt;br /&gt;
==== Berserker ====&lt;br /&gt;
Berserks are elite shock warriors known for their extreme aggression and use of paired axes. They commonly wear little armor, often relying primarily on [[Berserker Bear Cowl|bear pelts]] for protection.&lt;br /&gt;
&lt;br /&gt;
Before battle, Berserks consume a special alcoholic or herbal brew intended to induce a state of heightened aggression. The exact recipe is closely guarded by Fjall traditions. Accounts claim that the mixture contains henbane flowers and unidentified mushrooms.&lt;br /&gt;
&lt;br /&gt;
The brew is highly toxic to most humans and dwarves and can cause severe physical distress. Berserks, however, are known to consume it willingly before battle.&lt;br /&gt;
&lt;br /&gt;
==== Huscarl ====&lt;br /&gt;
Huscarls serve as the personal bodyguards of Fjall chieftains and other members of dwarven nobility. They are expected to remain prepared for sudden attacks, including ambushes and attacks by wild beasts.&lt;br /&gt;
&lt;br /&gt;
Huscarls traditionally sleep with their [[Huscarl Shield|shield]] and weapons nearby, allowing them to respond immediately to threats or beast attack against their masters.&lt;br /&gt;
&lt;br /&gt;
==== Seidr ====&lt;br /&gt;
Seidr are Fjall shamans who practice the traditional pagan magic of the dwarves. Their abilities primarily involve protective and strengthening magic toward the warriors or their [[Skarhogg Garment|armaments]].&lt;br /&gt;
&lt;br /&gt;
Seidr commonly accompany warriors with their [[Dwarven Staff|staff]] before battle and may provide magical protection or enhance the physical abilities of warriors preparing for combat.&lt;br /&gt;
&lt;br /&gt;
==== Raiders ====&lt;br /&gt;
Fjall Raiders are among the most infamous warriors originating from the region. Their reputation is largely based on their attacks against settlements throughout neighboring countries.&lt;br /&gt;
&lt;br /&gt;
Raiders generally prioritize wealth and plunder and have developed a reputation for extreme violence during their attacks. Their willingness to attack vulnerable settlements has made them a persistent threat to the communities surrounding Fjall.&lt;br /&gt;
&lt;br /&gt;
==== Varangs ====&lt;br /&gt;
Varangs are Fjall dwarves who have chosen to work as mercenaries outside their homeland. They serve foreign states and armies willing to pay for their services.&lt;br /&gt;
&lt;br /&gt;
The widespread employment of Varangs has contributed to the exchange of weapons, tactics, and military traditions between Fjall and other civilizations. Their service abroad has also helped spread the reputation of Fjall warriors throughout the Continent.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Each name of the Fjall clans have meaning on Old Norse such as: Skarðhögg (A notched blow or a deep slash), Norðrheimr (Northern home or dwelling), Eimr (Steam, vapor, smoke), and Hallveig (Strength of stone).&lt;br /&gt;
&lt;br /&gt;
==Notable Fjall Character/NPC==&lt;br /&gt;
*[[Jorgrim]]&lt;br /&gt;
*[[Hilda]]&lt;br /&gt;
*[[Ormi]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Fjall&amp;diff=77044</id>
		<title>Fjall</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Fjall&amp;diff=77044"/>
		<updated>2026-09-18T16:31:57Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Military and Weaponry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Jorgrim.png|right|Jorgrim]]&lt;br /&gt;
[[File:Hilda.png|right|Hilda]]&lt;br /&gt;
{{quote|The mountains of Fjall is the land of the Dwarves. These stern, half-barbarous people earned themselves a bad reputation in Aldor due to constant raids. They do not believe in the &amp;quot;Host&amp;quot; of Aldor, instead considering the shrines of Aldor those of false gods.}}&lt;br /&gt;
&lt;br /&gt;
Fjall is a mountainous territory inhabited primarily by dwarven clans. The region is characterized by extensive mountain ranges, harsh weather, and a large population of dangerous beasts and monsters. Fjall is divided among several major dwarven clans, alongside numerous smaller clans and independent raider bands.&lt;br /&gt;
&lt;br /&gt;
Unlike most eastern and southern civilizations, the people of Fjall generally reject the worship of the Host Indivisible and continue to practice an ancestral form of paganism. Fjall society is heavily influenced by clan loyalty, raiding, hunting, warfare, and the pursuit of personal and familial glory.&lt;br /&gt;
&lt;br /&gt;
== Geography and economy ==&lt;br /&gt;
Fjall consists primarily of mountainous terrain, with portions of the territory extending into high-elevation regions and frozen tundra. Its extensive mountain ranges form natural borders with several neighboring countries. Nistra lies to the southwest, Aldor to the south, Maaf to the southeast, and [[Skadia]] to the east. The northern regions of Fjall consist largely of tundra and extend toward the cold Northern Sea.&lt;br /&gt;
&lt;br /&gt;
The geography of Fjall presents significant challenges to its inhabitants. In addition to the harsh climate, numerous beasts and monsters inhabit the mountains, caves, and surrounding wilderness. These creatures occasionally enter dwarven settlements, while raids and conflicts between the Fjall clans are also common.&lt;br /&gt;
&lt;br /&gt;
Despite these conditions, Fjall&#039;s dwarven population has survived and, in some regions, thrived. Agriculture is difficult to sustain in the colder regions, while hunting large game generally provides enough food for only a limited period of time. As a result, many Fjall dwarves seek wealth and employment outside their homeland.&lt;br /&gt;
&lt;br /&gt;
Raiding, pillaging, and mercenary work are common ways for Fjall dwarves to acquire wealth. Some clans and individuals conduct raids against neighboring settlements, while others travel abroad to serve as mercenaries for foreign kingdoms.&lt;br /&gt;
&lt;br /&gt;
Not all Fjall dwarves participate in raiding. Some hunters trade animal trophies, preserved meat, and locally produced weapons and equipment for crops, manufactured goods, and luxuries that are difficult or impossible to obtain within Fjall.&lt;br /&gt;
&lt;br /&gt;
==Government and religion==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
Fjall society is organized primarily around a clan system. Individual clans are generally governed by chieftains, or &#039;&#039;&#039;Jarl&#039;&#039;&#039; in their native language, who exercise authority over their territory and the people living within it.&lt;br /&gt;
&lt;br /&gt;
Four major clans are commonly recognized as controlling significant portions of Fjall:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Skarhogg Clan&#039;&#039;&#039; — Controls much of the southeastern mountains. The clan is strongly associated with the berserker tradition and maintains a number of shamanistic rituals on their warriors&#039; [[Skarhogg Garment|garment]].&lt;br /&gt;
* &#039;&#039;&#039;Norrheim Clan&#039;&#039;&#039; — Occupies the northeastern tundra near the Northern Sea. The clan has a strong hunting tradition, owing in part to the numerous dangerous beasts inhabiting its territory. Hunting these animals provides an important source of food and also trophies for their [[Norrheim Helmet|attribute]] as a means of demonstrating skill and prestige within the clan.&lt;br /&gt;
* &#039;&#039;&#039;Halveig Clan&#039;&#039;&#039; — Controls territory in the northwestern region. The Halveig Clan main settlement is in the north-west coastline, and one of many waypoint of the [[Azure Thread]] route. Further information regarding the clan&#039;s customs and traditions is limited.&lt;br /&gt;
* &#039;&#039;&#039;Eim Clan&#039;&#039;&#039; — Occupies the mountains along the [[Nistra|Nistrian]] border. Its location places the clan in close proximity to the Nistrian frontier and makes it one of the clans most directly exposed to interactions and conflicts with Nistra, but also the rumored Varangs came from.&lt;br /&gt;
&lt;br /&gt;
Little reliable information exists regarding the extent to which these clans have historically cooperated or shared a common political identity. Some accounts suggest that the clans have traditionally operated independently, while others describe frequent warfare and raiding between them in competition for territory, wealth, and influence.&lt;br /&gt;
&lt;br /&gt;
In addition to the four major clans, Fjall contains numerous smaller clans and independent groups. Some have separated themselves from the larger clans, while others exist as independent bands of raiders. Notable examples include the followers of [[Haakon&#039;s Axe|Haakon]] the Graybeard and the gang of Tyr the One-Eyed.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
The Fjall dwarves are among the few major peoples on the Continent who continue to practice a predominantly pagan religion centered around [[Ancestors&#039; Gaze|ancestor]] worship. They generally reject the teachings of the [[Host]] Indivisible and do not recognize its religious authority.&lt;br /&gt;
&lt;br /&gt;
Fjall belief places particular importance on the [[Ancestors&#039; Gaze|ancestors]], who are regarded as figures worthy of reverence because of their deeds, courage, and pursuit of honor and glory. Many dwarves believe that their ancestors continue to influence and protect the living.&lt;br /&gt;
&lt;br /&gt;
The Host Indivisible is generally regarded by Fjall dwarves as a false or unworthy collection of gods. Their rejection of the Host and its teachings has contributed to their cultural separation from neighboring civilizations, most of which have adopted some form of Hieronist belief.&lt;br /&gt;
&lt;br /&gt;
== History and culture ==&lt;br /&gt;
Very little written history survives from Fjall or its dwarven inhabitants. There is few to none scholar willing to travel to the dangerous beast-filled land of Fjall for knowledge, most came there for risky business or myth about hidden riches. Most information of Fjall history comes from accounts of raids, migrations, and conflicts recorded by neighboring civilizations. The dwarves themselves traditionally rely more heavily on oral traditions, tales, and sagas than on written historical records.&lt;br /&gt;
&lt;br /&gt;
As a result, many historical events have been lost or altered over generations. Stories passed down through clans are often embellished by storytellers, making it difficult to distinguish historical events from legendary accounts.&lt;br /&gt;
&lt;br /&gt;
Despite the dangers associated with traveling through Fjall, the region has attracted numerous travelers, scholars, and academics interested in studying dwarven society and culture.&lt;br /&gt;
&lt;br /&gt;
=== Trophies ===&lt;br /&gt;
One of the most distinctive aspects of Fjall culture is the widespread use of [[trophies]]. Dwarves frequently decorate [[Jorgrim&#039;s Belt|clothing]], weapons, [[Norrheim Helmet|armor]], [[Trophy Necklace|jewelry]], and personal [[Bone Charm|charms]] with objects taken from defeated enemies or slain beasts.&lt;br /&gt;
&lt;br /&gt;
Animal trophies may include bones, [[Deer Antlers|horns]], [[Boar Tusks|teeth]], [[Gulon Liver|organs]] and other remains from dangerous creatures hunted by the dwarves. More extreme [[trophies]] may include human scalps, fingers, ears, hands, and other body parts taken from enemies.&lt;br /&gt;
&lt;br /&gt;
These trophies can serve several purposes. They may represent an individual&#039;s accomplishments, commemorate a particularly dangerous hunt or battle, or simply indicate that the wearer has successfully defeated an enemy. The practice is particularly common among warriors and hunters.&lt;br /&gt;
&lt;br /&gt;
=== Cuisine ===&lt;br /&gt;
Fjall cuisine is generally simple and heavily influenced by the region&#039;s climate and limited agricultural resources. Unlike the elaborate cuisines of wealthier southern civilizations, Fjall cooking makes relatively little use of expensive spices or delicate condiments.&lt;br /&gt;
&lt;br /&gt;
Meat is the primary component of many traditional dishes and is commonly cooked immediately after a successful hunt or salted and preserved for the long winters. Fjall dwarves generally attempt to make use of as much of a hunted animal as possible, with parts considered undesirable elsewhere sometimes regarded as delicacies.&lt;br /&gt;
&lt;br /&gt;
Examples include dishes made from animal tongues, including [[Wolf Tongue|wolf tongue]]. Fjall cooking also includes various animal parts that would generally be considered inedible by the culinary standards of Brynn. This contrasts with Brynnian cuisine, where unusual ingredients are often heavily processed and incorporated into elaborate dishes. Fjall cooks generally favor simpler preparation methods that preserve the natural characteristics of the meat.&lt;br /&gt;
&lt;br /&gt;
== Military and Weaponries ==&lt;br /&gt;
&lt;br /&gt;
=== Land of Axes ===&lt;br /&gt;
Fjall military culture places particular importance on [[Dwarven Axe|axes]]. A common saying describes Fjall dwarves as appreciating three things above all else: &#039;&#039;booze, looting, and a good axe&#039;&#039;. The reputation of Fjall [[Ancestral Hatchet|axes]] has spread throughout the Continent, despite the generally low quality of the steel and inconsistent smithing techniques used by many dwarven smiths.&lt;br /&gt;
&lt;br /&gt;
According to some historical accounts, Fjall once possessed an exceptional tradition of axe-making, with the craftsmanship of its smiths reportedly being regarded as among the finest on the Continent.&lt;br /&gt;
&lt;br /&gt;
Foreign militaries have gradually adopted and modified several Fjall weapons. [[Skadia]], for example, developed the [[Skadian Bardiche|bardiche]] partly as a response to numerous Fjall raids. Fjall warriors subsequently adopted the weapon, which was later introduced to [[Nistra|Nistrian]] forces through their use of Varang mercenaries. [[Aldor|Aldorian]] forces have likewise increasingly incorporated [[Footman Longaxe|longaxes]] and poleaxes into the equipment of their nobility, with some accounts attributing their adoption, rather painfully, to dwarven influence.&lt;br /&gt;
&lt;br /&gt;
Fjall warriors are also renowned for their skill with axes. Numerous accounts describe individual dwarves capable of using large axes with sufficient skill and strength to cut through infantry formations or kill large beasts with a single strike.&lt;br /&gt;
&lt;br /&gt;
Although the axe is the most characteristic Fjall weapon, dwarves also employ [[Norse Blade|blades]], [[Norse Spear|spears]], [[Norse Bow|bows]], and [[Dwarven Staff|staffs]]. Blades are traditionally associated with wealthier or noble dwarves, similar with Aldor culture. While staffs are commonly carried by their Seidr or shamans. Spears are frequently used by hunters, and bows are often favored by younger or less experienced warriors who have yet to become accustomed to frontline combat.&lt;br /&gt;
&lt;br /&gt;
=== Rune Armor ===&lt;br /&gt;
Fjall warriors generally rely on relatively light armor. The harsh climate has encouraged the use of animal fur, hides, and bones, which provide protection against the cold while remaining suitable for movement through mountainous terrain.&lt;br /&gt;
&lt;br /&gt;
Some dwarves produce [[Fjall Armor|armor]] from low-quality iron. Although the material is generally inferior to the armor produced by more advanced civilizations, Fjall smiths are capable of forging it into functional chest pieces and other protective equipment.&lt;br /&gt;
&lt;br /&gt;
Because of their relatively light to no armor, Fjall warriors frequently use [[Dwarven Shield|shields]] to protect themselves against arrows and direct attacks. Or they will don their garments and amulet of protective runes that they believe will protect the Fjall dwarves in their fights. This rune enhancement can be from ancient artifact, sacrificial stone, rune etched amulet, or directly blessed by a ritual that their [[Dwarven Staff|Seidr]] cast to the Fjall warriors before the combat.&lt;br /&gt;
&lt;br /&gt;
=== Military tactic ===&lt;br /&gt;
&lt;br /&gt;
==== Berserks ====&lt;br /&gt;
Fjall warfare is strongly influenced by the values of clan loyalty, freedom, wealth, and personal glory. Dwarves generally place little importance on the formal rules of warfare practiced by civilizations such as [[Aldor]]. In particular, the knightly traditions of Aldorian society, which emphasize combat etiquette and honorable conduct, are often viewed by Fjall warriors as unnecessary or meaningless.&lt;br /&gt;
&lt;br /&gt;
Fjall warriors are willing to employ deception, ambushes, and other unconventional tactics when doing so increases their chances of victory. Their military culture is often summarized by the principle of &amp;quot;all or nothing&amp;quot;, representing ideals such as freedom or death, wealth or ruin, and glory or dishonor.&lt;br /&gt;
&lt;br /&gt;
During raids, Fjall warriors are known for their aggressive pursuit of wealth and plunder. When defending their homes and clans, their fighting is often described as exceptionally violent and uncompromising. The intensity of Fjall attacks has reportedly unsettled even experienced soldiers from other nations.&lt;br /&gt;
&lt;br /&gt;
Fjall raiding parties generally favor targets that are unable to mount effective resistance. Settlements weakened by prolonged warfare are particularly vulnerable, especially when their governments can no longer maintain sufficient patrols, soldiers, or mercenaries.&lt;br /&gt;
&lt;br /&gt;
Despite the reputation of Fjall warriors for uncontrolled aggression, organized defensive formations and disciplined armies can effectively counter their attacks when given sufficient preparation.&lt;br /&gt;
&lt;br /&gt;
==== Shield wall ====&lt;br /&gt;
Beside their fruious strike, Fjall also developed defensive tactic such as a tigh formation of shield wall. Their [[Dwarven Shield|dwarven shield]] are constructed to suit both defensive formation, but also in one-on-one combat. Their armor and shield has been said while not maintained by good quality iron, it&#039;s believed protected by runes, pagan blessing, and The Ancestors.&lt;br /&gt;
&lt;br /&gt;
=== Military Unit ===&lt;br /&gt;
&lt;br /&gt;
==== Berserker ====&lt;br /&gt;
Berserks are elite shock warriors known for their extreme aggression and use of paired axes. They commonly wear little armor, often relying primarily on [[Berserker Bear Cowl|bear pelts]] for protection.&lt;br /&gt;
&lt;br /&gt;
Before battle, Berserks consume a special alcoholic or herbal brew intended to induce a state of heightened aggression. The exact recipe is closely guarded by Fjall traditions. Accounts claim that the mixture contains henbane flowers and unidentified mushrooms.&lt;br /&gt;
&lt;br /&gt;
The brew is highly toxic to most humans and dwarves and can cause severe physical distress. Berserks, however, are known to consume it willingly before battle.&lt;br /&gt;
&lt;br /&gt;
==== Huscarl ====&lt;br /&gt;
Huscarls serve as the personal bodyguards of Fjall chieftains and other members of dwarven nobility. They are expected to remain prepared for sudden attacks, including ambushes and attacks by wild beasts.&lt;br /&gt;
&lt;br /&gt;
Huscarls traditionally sleep with their [[Huscarl Shield|shield]] and weapons nearby, allowing them to respond immediately to threats or beast attack against their masters.&lt;br /&gt;
&lt;br /&gt;
==== Seidr ====&lt;br /&gt;
Seidr are Fjall shamans who practice the traditional pagan magic of the dwarves. Their abilities primarily involve protective and strengthening magic toward the warriors or their [[Skarhogg Garment|armaments]].&lt;br /&gt;
&lt;br /&gt;
Seidr commonly accompany warriors with their [[Dwarven Staff|staff]] before battle and may provide magical protection or enhance the physical abilities of warriors preparing for combat.&lt;br /&gt;
&lt;br /&gt;
==== Raiders ====&lt;br /&gt;
Fjall Raiders are among the most infamous warriors originating from the region. Their reputation is largely based on their attacks against settlements throughout neighboring countries.&lt;br /&gt;
&lt;br /&gt;
Raiders generally prioritize wealth and plunder and have developed a reputation for extreme violence during their attacks. Their willingness to attack vulnerable settlements has made them a persistent threat to the communities surrounding Fjall.&lt;br /&gt;
&lt;br /&gt;
==== Varangs ====&lt;br /&gt;
Varangs are Fjall dwarves who have chosen to work as mercenaries outside their homeland. They serve foreign states and armies willing to pay for their services.&lt;br /&gt;
&lt;br /&gt;
The widespread employment of Varangs has contributed to the exchange of weapons, tactics, and military traditions between Fjall and other civilizations. Their service abroad has also helped spread the reputation of Fjall warriors throughout the Continent.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Each name of the Fjall clans have meaning on Old Norse such as: Skarðhögg (A notched blow or a deep slash), Norðrheimr (Northern home or dwelling), Eimr (Steam, vapor, smoke), and Hallveig (Strength of stone).&lt;br /&gt;
&lt;br /&gt;
==Notable Fjall Character/NPC==&lt;br /&gt;
*[[Jorgrim]]&lt;br /&gt;
*[[Hilda]]&lt;br /&gt;
*[[Ormi]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Fjall&amp;diff=77043</id>
		<title>Fjall</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Fjall&amp;diff=77043"/>
		<updated>2026-09-18T16:10:19Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* History and culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Jorgrim.png|right|Jorgrim]]&lt;br /&gt;
[[File:Hilda.png|right|Hilda]]&lt;br /&gt;
{{quote|The mountains of Fjall is the land of the Dwarves. These stern, half-barbarous people earned themselves a bad reputation in Aldor due to constant raids. They do not believe in the &amp;quot;Host&amp;quot; of Aldor, instead considering the shrines of Aldor those of false gods.}}&lt;br /&gt;
&lt;br /&gt;
Fjall is a mountainous territory inhabited primarily by dwarven clans. The region is characterized by extensive mountain ranges, harsh weather, and a large population of dangerous beasts and monsters. Fjall is divided among several major dwarven clans, alongside numerous smaller clans and independent raider bands.&lt;br /&gt;
&lt;br /&gt;
Unlike most eastern and southern civilizations, the people of Fjall generally reject the worship of the Host Indivisible and continue to practice an ancestral form of paganism. Fjall society is heavily influenced by clan loyalty, raiding, hunting, warfare, and the pursuit of personal and familial glory.&lt;br /&gt;
&lt;br /&gt;
== Geography and economy ==&lt;br /&gt;
Fjall consists primarily of mountainous terrain, with portions of the territory extending into high-elevation regions and frozen tundra. Its extensive mountain ranges form natural borders with several neighboring countries. Nistra lies to the southwest, Aldor to the south, Maaf to the southeast, and [[Skadia]] to the east. The northern regions of Fjall consist largely of tundra and extend toward the cold Northern Sea.&lt;br /&gt;
&lt;br /&gt;
The geography of Fjall presents significant challenges to its inhabitants. In addition to the harsh climate, numerous beasts and monsters inhabit the mountains, caves, and surrounding wilderness. These creatures occasionally enter dwarven settlements, while raids and conflicts between the Fjall clans are also common.&lt;br /&gt;
&lt;br /&gt;
Despite these conditions, Fjall&#039;s dwarven population has survived and, in some regions, thrived. Agriculture is difficult to sustain in the colder regions, while hunting large game generally provides enough food for only a limited period of time. As a result, many Fjall dwarves seek wealth and employment outside their homeland.&lt;br /&gt;
&lt;br /&gt;
Raiding, pillaging, and mercenary work are common ways for Fjall dwarves to acquire wealth. Some clans and individuals conduct raids against neighboring settlements, while others travel abroad to serve as mercenaries for foreign kingdoms.&lt;br /&gt;
&lt;br /&gt;
Not all Fjall dwarves participate in raiding. Some hunters trade animal trophies, preserved meat, and locally produced weapons and equipment for crops, manufactured goods, and luxuries that are difficult or impossible to obtain within Fjall.&lt;br /&gt;
&lt;br /&gt;
==Government and religion==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
Fjall society is organized primarily around a clan system. Individual clans are generally governed by chieftains, or &#039;&#039;&#039;Jarl&#039;&#039;&#039; in their native language, who exercise authority over their territory and the people living within it.&lt;br /&gt;
&lt;br /&gt;
Four major clans are commonly recognized as controlling significant portions of Fjall:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Skarhogg Clan&#039;&#039;&#039; — Controls much of the southeastern mountains. The clan is strongly associated with the berserker tradition and maintains a number of shamanistic rituals on their warriors&#039; [[Skarhogg Garment|garment]].&lt;br /&gt;
* &#039;&#039;&#039;Norrheim Clan&#039;&#039;&#039; — Occupies the northeastern tundra near the Northern Sea. The clan has a strong hunting tradition, owing in part to the numerous dangerous beasts inhabiting its territory. Hunting these animals provides an important source of food and also trophies for their [[Norrheim Helmet|attribute]] as a means of demonstrating skill and prestige within the clan.&lt;br /&gt;
* &#039;&#039;&#039;Halveig Clan&#039;&#039;&#039; — Controls territory in the northwestern region. The Halveig Clan main settlement is in the north-west coastline, and one of many waypoint of the [[Azure Thread]] route. Further information regarding the clan&#039;s customs and traditions is limited.&lt;br /&gt;
* &#039;&#039;&#039;Eim Clan&#039;&#039;&#039; — Occupies the mountains along the [[Nistra|Nistrian]] border. Its location places the clan in close proximity to the Nistrian frontier and makes it one of the clans most directly exposed to interactions and conflicts with Nistra, but also the rumored Varangs came from.&lt;br /&gt;
&lt;br /&gt;
Little reliable information exists regarding the extent to which these clans have historically cooperated or shared a common political identity. Some accounts suggest that the clans have traditionally operated independently, while others describe frequent warfare and raiding between them in competition for territory, wealth, and influence.&lt;br /&gt;
&lt;br /&gt;
In addition to the four major clans, Fjall contains numerous smaller clans and independent groups. Some have separated themselves from the larger clans, while others exist as independent bands of raiders. Notable examples include the followers of [[Haakon&#039;s Axe|Haakon]] the Graybeard and the gang of Tyr the One-Eyed.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
The Fjall dwarves are among the few major peoples on the Continent who continue to practice a predominantly pagan religion centered around [[Ancestors&#039; Gaze|ancestor]] worship. They generally reject the teachings of the [[Host]] Indivisible and do not recognize its religious authority.&lt;br /&gt;
&lt;br /&gt;
Fjall belief places particular importance on the [[Ancestors&#039; Gaze|ancestors]], who are regarded as figures worthy of reverence because of their deeds, courage, and pursuit of honor and glory. Many dwarves believe that their ancestors continue to influence and protect the living.&lt;br /&gt;
&lt;br /&gt;
The Host Indivisible is generally regarded by Fjall dwarves as a false or unworthy collection of gods. Their rejection of the Host and its teachings has contributed to their cultural separation from neighboring civilizations, most of which have adopted some form of Hieronist belief.&lt;br /&gt;
&lt;br /&gt;
== History and culture ==&lt;br /&gt;
Very little written history survives from Fjall or its dwarven inhabitants. There is few to none scholar willing to travel to the dangerous beast-filled land of Fjall for knowledge, most came there for risky business or myth about hidden riches. Most information of Fjall history comes from accounts of raids, migrations, and conflicts recorded by neighboring civilizations. The dwarves themselves traditionally rely more heavily on oral traditions, tales, and sagas than on written historical records.&lt;br /&gt;
&lt;br /&gt;
As a result, many historical events have been lost or altered over generations. Stories passed down through clans are often embellished by storytellers, making it difficult to distinguish historical events from legendary accounts.&lt;br /&gt;
&lt;br /&gt;
Despite the dangers associated with traveling through Fjall, the region has attracted numerous travelers, scholars, and academics interested in studying dwarven society and culture.&lt;br /&gt;
&lt;br /&gt;
=== Trophies ===&lt;br /&gt;
One of the most distinctive aspects of Fjall culture is the widespread use of [[trophies]]. Dwarves frequently decorate [[Jorgrim&#039;s Belt|clothing]], weapons, [[Norrheim Helmet|armor]], [[Trophy Necklace|jewelry]], and personal [[Bone Charm|charms]] with objects taken from defeated enemies or slain beasts.&lt;br /&gt;
&lt;br /&gt;
Animal trophies may include bones, [[Deer Antlers|horns]], [[Boar Tusks|teeth]], [[Gulon Liver|organs]] and other remains from dangerous creatures hunted by the dwarves. More extreme [[trophies]] may include human scalps, fingers, ears, hands, and other body parts taken from enemies.&lt;br /&gt;
&lt;br /&gt;
These trophies can serve several purposes. They may represent an individual&#039;s accomplishments, commemorate a particularly dangerous hunt or battle, or simply indicate that the wearer has successfully defeated an enemy. The practice is particularly common among warriors and hunters.&lt;br /&gt;
&lt;br /&gt;
=== Cuisine ===&lt;br /&gt;
Fjall cuisine is generally simple and heavily influenced by the region&#039;s climate and limited agricultural resources. Unlike the elaborate cuisines of wealthier southern civilizations, Fjall cooking makes relatively little use of expensive spices or delicate condiments.&lt;br /&gt;
&lt;br /&gt;
Meat is the primary component of many traditional dishes and is commonly cooked immediately after a successful hunt or salted and preserved for the long winters. Fjall dwarves generally attempt to make use of as much of a hunted animal as possible, with parts considered undesirable elsewhere sometimes regarded as delicacies.&lt;br /&gt;
&lt;br /&gt;
Examples include dishes made from animal tongues, including [[Wolf Tongue|wolf tongue]]. Fjall cooking also includes various animal parts that would generally be considered inedible by the culinary standards of Brynn. This contrasts with Brynnian cuisine, where unusual ingredients are often heavily processed and incorporated into elaborate dishes. Fjall cooks generally favor simpler preparation methods that preserve the natural characteristics of the meat.&lt;br /&gt;
&lt;br /&gt;
== Military and Weaponries ==&lt;br /&gt;
&lt;br /&gt;
=== Military and Weaponry ===&lt;br /&gt;
Fjall military culture places particular importance on axes. A common saying describes Fjall dwarves as appreciating three things above all else: booze, looting, and a good axe. The reputation of Fjall [[Dwarven Axe|axes]] has spread throughout the Continent, despite the generally low quality of the steel and inconsistent smithing techniques used by many dwarven smiths.&lt;br /&gt;
&lt;br /&gt;
According to some historical accounts, Fjall once possessed an exceptional tradition of axe-making, with the craftsmanship of its smiths reportedly being regarded as among the finest on the Continent.&lt;br /&gt;
&lt;br /&gt;
Foreign militaries have gradually adopted and modified several Fjall weapons. [[Skadia]], for example, developed the [[Skadian Bardiche|bardiche]] partly as a response to Fjall raids. Fjall warriors subsequently adopted the weapon, which was later introduced to [[Nistra|Nistrian]] forces through their use of Varang mercenaries. [[Aldor|Aldorian]] forces have likewise increasingly incorporated [[Footman Longaxe|longaxes]] and poleaxes into the equipment of their nobility, with some accounts attributing their adoption to dwarven influence.&lt;br /&gt;
&lt;br /&gt;
Fjall warriors are also renowned for their skill with axes. Numerous accounts describe individual dwarves capable of using large axes with sufficient skill and strength to cut through infantry formations or kill large beasts with a single strike.&lt;br /&gt;
&lt;br /&gt;
Although the axe is the most characteristic Fjall weapon, dwarves also employ [[Norse Blade|blades]], [[Norse Spear|spears]], [[Norse Bow|bows]], and [[Dwarven Staff|staffs]]. Blades are traditionally associated with wealthier or noble dwarves, while staffs are commonly carried by shamans. Spears are frequently used by hunters, and bows are often favored by younger or less experienced warriors who have yet to become accustomed to frontline combat.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
Fjall warriors generally rely on relatively light armor. The harsh climate has encouraged the use of animal fur, hides, and bones, which provide protection against the cold while remaining suitable for movement through mountainous terrain.&lt;br /&gt;
&lt;br /&gt;
Some dwarves produce [[Fjall Armor|armor]] from low-quality iron. Although the material is generally inferior to the armor produced by more advanced civilizations, Fjall smiths are capable of forging it into functional chest pieces and other protective equipment.&lt;br /&gt;
&lt;br /&gt;
Because of their relatively light armor, Fjall warriors frequently use [[Dwarven Shield|shields]] to protect themselves against arrows and direct attacks. Protective charms, runes, and magical enchantments provided by shamans are also important elements of Fjall defensive equipment.&lt;br /&gt;
&lt;br /&gt;
=== Military tactic ===&lt;br /&gt;
&lt;br /&gt;
==== Berserks ====&lt;br /&gt;
Fjall warfare is strongly influenced by the values of clan loyalty, freedom, wealth, and personal glory. Dwarves generally place little importance on the formal rules of warfare practiced by civilizations such as [[Aldor]]. In particular, the knightly traditions of Aldorian society, which emphasize combat etiquette and honorable conduct, are often viewed by Fjall warriors as unnecessary or meaningless.&lt;br /&gt;
&lt;br /&gt;
Fjall warriors are willing to employ deception, ambushes, and other unconventional tactics when doing so increases their chances of victory. Their military culture is often summarized by the principle of &amp;quot;all or nothing&amp;quot;, representing ideals such as freedom or death, wealth or ruin, and glory or dishonor.&lt;br /&gt;
&lt;br /&gt;
During raids, Fjall warriors are known for their aggressive pursuit of wealth and plunder. When defending their homes and clans, their fighting is often described as exceptionally violent and uncompromising. The intensity of Fjall attacks has reportedly unsettled even experienced soldiers from other nations.&lt;br /&gt;
&lt;br /&gt;
Fjall raiding parties generally favor targets that are unable to mount effective resistance. Settlements weakened by prolonged warfare are particularly vulnerable, especially when their governments can no longer maintain sufficient patrols, soldiers, or mercenaries.&lt;br /&gt;
&lt;br /&gt;
Despite the reputation of Fjall warriors for uncontrolled aggression, organized defensive formations and disciplined armies can effectively counter their attacks when given sufficient preparation.&lt;br /&gt;
&lt;br /&gt;
==== Shield wall ====&lt;br /&gt;
Beside their fruious strike, Fjall also developed defensive tactic such as a tigh formation of shield wall. Their [[Dwarven Shield|dwarven shield]] are constructed to suit both defensive formation, but also in one-on-one combat. Their armor and shield has been said while not maintained by good quality iron, it&#039;s believed protected by runes, pagan blessing, and The Ancestors.&lt;br /&gt;
&lt;br /&gt;
=== Military Unit ===&lt;br /&gt;
&lt;br /&gt;
==== Berserker ====&lt;br /&gt;
Berserks are elite shock warriors known for their extreme aggression and use of paired axes. They commonly wear little armor, often relying primarily on [[Berserker Bear Cowl|bear pelts]] for protection.&lt;br /&gt;
&lt;br /&gt;
Before battle, Berserks consume a special alcoholic or herbal brew intended to induce a state of heightened aggression. The exact recipe is closely guarded by Fjall traditions. Accounts claim that the mixture contains henbane flowers and unidentified mushrooms.&lt;br /&gt;
&lt;br /&gt;
The brew is highly toxic to most humans and dwarves and can cause severe physical distress. Berserks, however, are known to consume it willingly before battle.&lt;br /&gt;
&lt;br /&gt;
==== Huscarl ====&lt;br /&gt;
Huscarls serve as the personal bodyguards of Fjall chieftains and other members of dwarven nobility. They are expected to remain prepared for sudden attacks, including ambushes and attacks by wild beasts.&lt;br /&gt;
&lt;br /&gt;
Huscarls traditionally sleep with their [[Huscarl Shield|shield]] and weapons nearby, allowing them to respond immediately to threats or beast attack against their masters.&lt;br /&gt;
&lt;br /&gt;
==== Seidr ====&lt;br /&gt;
Seidr are Fjall shamans who practice the traditional pagan magic of the dwarves. Their abilities primarily involve protective and strengthening magic toward the warriors or their [[Skarhogg Garment|armaments]].&lt;br /&gt;
&lt;br /&gt;
Seidr commonly accompany warriors with their [[Dwarven Staff|staff]] before battle and may provide magical protection or enhance the physical abilities of warriors preparing for combat.&lt;br /&gt;
&lt;br /&gt;
==== Raiders ====&lt;br /&gt;
Fjall Raiders are among the most infamous warriors originating from the region. Their reputation is largely based on their attacks against settlements throughout neighboring countries.&lt;br /&gt;
&lt;br /&gt;
Raiders generally prioritize wealth and plunder and have developed a reputation for extreme violence during their attacks. Their willingness to attack vulnerable settlements has made them a persistent threat to the communities surrounding Fjall.&lt;br /&gt;
&lt;br /&gt;
==== Varangs ====&lt;br /&gt;
Varangs are Fjall dwarves who have chosen to work as mercenaries outside their homeland. They serve foreign states and armies willing to pay for their services.&lt;br /&gt;
&lt;br /&gt;
The widespread employment of Varangs has contributed to the exchange of weapons, tactics, and military traditions between Fjall and other civilizations. Their service abroad has also helped spread the reputation of Fjall warriors throughout the Continent.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Each name of the Fjall clans have meaning on Old Norse such as: Skarðhögg (A notched blow or a deep slash), Norðrheimr (Northern home or dwelling), Eimr (Steam, vapor, smoke), and Hallveig (Strength of stone).&lt;br /&gt;
&lt;br /&gt;
==Notable Fjall Character/NPC==&lt;br /&gt;
*[[Jorgrim]]&lt;br /&gt;
*[[Hilda]]&lt;br /&gt;
*[[Ormi]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Fjall&amp;diff=77042</id>
		<title>Fjall</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Fjall&amp;diff=77042"/>
		<updated>2026-09-18T15:58:38Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Government */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Jorgrim.png|right|Jorgrim]]&lt;br /&gt;
[[File:Hilda.png|right|Hilda]]&lt;br /&gt;
{{quote|The mountains of Fjall is the land of the Dwarves. These stern, half-barbarous people earned themselves a bad reputation in Aldor due to constant raids. They do not believe in the &amp;quot;Host&amp;quot; of Aldor, instead considering the shrines of Aldor those of false gods.}}&lt;br /&gt;
&lt;br /&gt;
Fjall is a mountainous territory inhabited primarily by dwarven clans. The region is characterized by extensive mountain ranges, harsh weather, and a large population of dangerous beasts and monsters. Fjall is divided among several major dwarven clans, alongside numerous smaller clans and independent raider bands.&lt;br /&gt;
&lt;br /&gt;
Unlike most eastern and southern civilizations, the people of Fjall generally reject the worship of the Host Indivisible and continue to practice an ancestral form of paganism. Fjall society is heavily influenced by clan loyalty, raiding, hunting, warfare, and the pursuit of personal and familial glory.&lt;br /&gt;
&lt;br /&gt;
== Geography and economy ==&lt;br /&gt;
Fjall consists primarily of mountainous terrain, with portions of the territory extending into high-elevation regions and frozen tundra. Its extensive mountain ranges form natural borders with several neighboring countries. Nistra lies to the southwest, Aldor to the south, Maaf to the southeast, and [[Skadia]] to the east. The northern regions of Fjall consist largely of tundra and extend toward the cold Northern Sea.&lt;br /&gt;
&lt;br /&gt;
The geography of Fjall presents significant challenges to its inhabitants. In addition to the harsh climate, numerous beasts and monsters inhabit the mountains, caves, and surrounding wilderness. These creatures occasionally enter dwarven settlements, while raids and conflicts between the Fjall clans are also common.&lt;br /&gt;
&lt;br /&gt;
Despite these conditions, Fjall&#039;s dwarven population has survived and, in some regions, thrived. Agriculture is difficult to sustain in the colder regions, while hunting large game generally provides enough food for only a limited period of time. As a result, many Fjall dwarves seek wealth and employment outside their homeland.&lt;br /&gt;
&lt;br /&gt;
Raiding, pillaging, and mercenary work are common ways for Fjall dwarves to acquire wealth. Some clans and individuals conduct raids against neighboring settlements, while others travel abroad to serve as mercenaries for foreign kingdoms.&lt;br /&gt;
&lt;br /&gt;
Not all Fjall dwarves participate in raiding. Some hunters trade animal trophies, preserved meat, and locally produced weapons and equipment for crops, manufactured goods, and luxuries that are difficult or impossible to obtain within Fjall.&lt;br /&gt;
&lt;br /&gt;
==Government and religion==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
Fjall society is organized primarily around a clan system. Individual clans are generally governed by chieftains, or &#039;&#039;&#039;Jarl&#039;&#039;&#039; in their native language, who exercise authority over their territory and the people living within it.&lt;br /&gt;
&lt;br /&gt;
Four major clans are commonly recognized as controlling significant portions of Fjall:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Skarhogg Clan&#039;&#039;&#039; — Controls much of the southeastern mountains. The clan is strongly associated with the berserker tradition and maintains a number of shamanistic rituals on their warriors&#039; [[Skarhogg Garment|garment]].&lt;br /&gt;
* &#039;&#039;&#039;Norrheim Clan&#039;&#039;&#039; — Occupies the northeastern tundra near the Northern Sea. The clan has a strong hunting tradition, owing in part to the numerous dangerous beasts inhabiting its territory. Hunting these animals provides an important source of food and also trophies for their [[Norrheim Helmet|attribute]] as a means of demonstrating skill and prestige within the clan.&lt;br /&gt;
* &#039;&#039;&#039;Halveig Clan&#039;&#039;&#039; — Controls territory in the northwestern region. The Halveig Clan main settlement is in the north-west coastline, and one of many waypoint of the [[Azure Thread]] route. Further information regarding the clan&#039;s customs and traditions is limited.&lt;br /&gt;
* &#039;&#039;&#039;Eim Clan&#039;&#039;&#039; — Occupies the mountains along the [[Nistra|Nistrian]] border. Its location places the clan in close proximity to the Nistrian frontier and makes it one of the clans most directly exposed to interactions and conflicts with Nistra, but also the rumored Varangs came from.&lt;br /&gt;
&lt;br /&gt;
Little reliable information exists regarding the extent to which these clans have historically cooperated or shared a common political identity. Some accounts suggest that the clans have traditionally operated independently, while others describe frequent warfare and raiding between them in competition for territory, wealth, and influence.&lt;br /&gt;
&lt;br /&gt;
In addition to the four major clans, Fjall contains numerous smaller clans and independent groups. Some have separated themselves from the larger clans, while others exist as independent bands of raiders. Notable examples include the followers of [[Haakon&#039;s Axe|Haakon]] the Graybeard and the gang of Tyr the One-Eyed.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
The Fjall dwarves are among the few major peoples on the Continent who continue to practice a predominantly pagan religion centered around [[Ancestors&#039; Gaze|ancestor]] worship. They generally reject the teachings of the [[Host]] Indivisible and do not recognize its religious authority.&lt;br /&gt;
&lt;br /&gt;
Fjall belief places particular importance on the [[Ancestors&#039; Gaze|ancestors]], who are regarded as figures worthy of reverence because of their deeds, courage, and pursuit of honor and glory. Many dwarves believe that their ancestors continue to influence and protect the living.&lt;br /&gt;
&lt;br /&gt;
The Host Indivisible is generally regarded by Fjall dwarves as a false or unworthy collection of gods. Their rejection of the Host and its teachings has contributed to their cultural separation from neighboring civilizations, most of which have adopted some form of Hieronist belief.&lt;br /&gt;
&lt;br /&gt;
== History and culture ==&lt;br /&gt;
Very little written history survives from Fjall or its dwarven inhabitants. There is only a few people who want to travel to the dangerous mountainous area of Fjall for knowledge, most came there for risky business that they cannot refure. Most information of Fjall history comes from accounts of raids, migrations, and conflicts recorded by neighboring civilizations. The dwarves themselves traditionally rely more heavily on oral traditions, tales, and sagas than on written historical records.&lt;br /&gt;
&lt;br /&gt;
As a result, many historical events have been lost or altered over generations. Stories passed down through clans are often embellished by storytellers, making it difficult to distinguish historical events from legendary accounts.&lt;br /&gt;
&lt;br /&gt;
Despite the dangers associated with traveling through Fjall, the region has attracted numerous travelers, scholars, and academics interested in studying dwarven society and culture.&lt;br /&gt;
&lt;br /&gt;
=== Trophies ===&lt;br /&gt;
One of the most distinctive aspects of Fjall culture is the widespread use of [[trophies]]. Dwarves frequently decorate [[Jorgrim&#039;s Belt|clothing]], weapons, [[Norrheim Helmet|armor]], [[Trophy Necklace|jewelry]], and personal [[Bone Charm|charms]] with objects taken from defeated enemies or slain beasts.&lt;br /&gt;
&lt;br /&gt;
Animal trophies may include bones, [[Deer Antlers|horns]], [[Boar Tusks|teeth]], [[Gulon Liver|organs]] and other remains from dangerous creatures hunted by the dwarves. More extreme [[trophies]] may include human scalps, fingers, ears, hands, and other body parts taken from enemies.&lt;br /&gt;
&lt;br /&gt;
These trophies can serve several purposes. They may represent an individual&#039;s accomplishments, commemorate a particularly dangerous hunt or battle, or simply indicate that the wearer has successfully defeated an enemy. The practice is particularly common among warriors and hunters.&lt;br /&gt;
&lt;br /&gt;
=== Cuisine ===&lt;br /&gt;
Fjall cuisine is generally simple and heavily influenced by the region&#039;s climate and limited agricultural resources. Unlike the elaborate cuisines of wealthier southern civilizations, Fjall cooking makes relatively little use of expensive spices or delicate condiments.&lt;br /&gt;
&lt;br /&gt;
Meat is the primary component of many traditional dishes and is commonly cooked immediately after a successful hunt or salted and preserved for the long winters. Fjall dwarves generally attempt to make use of as much of a hunted animal as possible, with parts considered undesirable elsewhere sometimes regarded as delicacies.&lt;br /&gt;
&lt;br /&gt;
Examples include dishes made from animal tongues, including [[Wolf Tongue|wolf tongue]]. Fjall cooking also includes various animal parts that would generally be considered inedible by the culinary standards of Brynn. This contrasts with Brynnian cuisine, where unusual ingredients are often heavily processed and incorporated into elaborate dishes. Fjall cooks generally favor simpler preparation methods that preserve the natural characteristics of the meat.&lt;br /&gt;
&lt;br /&gt;
== Military and Weaponries ==&lt;br /&gt;
&lt;br /&gt;
=== Military and Weaponry ===&lt;br /&gt;
Fjall military culture places particular importance on axes. A common saying describes Fjall dwarves as appreciating three things above all else: booze, looting, and a good axe. The reputation of Fjall [[Dwarven Axe|axes]] has spread throughout the Continent, despite the generally low quality of the steel and inconsistent smithing techniques used by many dwarven smiths.&lt;br /&gt;
&lt;br /&gt;
According to some historical accounts, Fjall once possessed an exceptional tradition of axe-making, with the craftsmanship of its smiths reportedly being regarded as among the finest on the Continent.&lt;br /&gt;
&lt;br /&gt;
Foreign militaries have gradually adopted and modified several Fjall weapons. [[Skadia]], for example, developed the [[Skadian Bardiche|bardiche]] partly as a response to Fjall raids. Fjall warriors subsequently adopted the weapon, which was later introduced to [[Nistra|Nistrian]] forces through their use of Varang mercenaries. [[Aldor|Aldorian]] forces have likewise increasingly incorporated [[Footman Longaxe|longaxes]] and poleaxes into the equipment of their nobility, with some accounts attributing their adoption to dwarven influence.&lt;br /&gt;
&lt;br /&gt;
Fjall warriors are also renowned for their skill with axes. Numerous accounts describe individual dwarves capable of using large axes with sufficient skill and strength to cut through infantry formations or kill large beasts with a single strike.&lt;br /&gt;
&lt;br /&gt;
Although the axe is the most characteristic Fjall weapon, dwarves also employ [[Norse Blade|blades]], [[Norse Spear|spears]], [[Norse Bow|bows]], and [[Dwarven Staff|staffs]]. Blades are traditionally associated with wealthier or noble dwarves, while staffs are commonly carried by shamans. Spears are frequently used by hunters, and bows are often favored by younger or less experienced warriors who have yet to become accustomed to frontline combat.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
Fjall warriors generally rely on relatively light armor. The harsh climate has encouraged the use of animal fur, hides, and bones, which provide protection against the cold while remaining suitable for movement through mountainous terrain.&lt;br /&gt;
&lt;br /&gt;
Some dwarves produce [[Fjall Armor|armor]] from low-quality iron. Although the material is generally inferior to the armor produced by more advanced civilizations, Fjall smiths are capable of forging it into functional chest pieces and other protective equipment.&lt;br /&gt;
&lt;br /&gt;
Because of their relatively light armor, Fjall warriors frequently use [[Dwarven Shield|shields]] to protect themselves against arrows and direct attacks. Protective charms, runes, and magical enchantments provided by shamans are also important elements of Fjall defensive equipment.&lt;br /&gt;
&lt;br /&gt;
=== Military tactic ===&lt;br /&gt;
&lt;br /&gt;
==== Berserks ====&lt;br /&gt;
Fjall warfare is strongly influenced by the values of clan loyalty, freedom, wealth, and personal glory. Dwarves generally place little importance on the formal rules of warfare practiced by civilizations such as [[Aldor]]. In particular, the knightly traditions of Aldorian society, which emphasize combat etiquette and honorable conduct, are often viewed by Fjall warriors as unnecessary or meaningless.&lt;br /&gt;
&lt;br /&gt;
Fjall warriors are willing to employ deception, ambushes, and other unconventional tactics when doing so increases their chances of victory. Their military culture is often summarized by the principle of &amp;quot;all or nothing&amp;quot;, representing ideals such as freedom or death, wealth or ruin, and glory or dishonor.&lt;br /&gt;
&lt;br /&gt;
During raids, Fjall warriors are known for their aggressive pursuit of wealth and plunder. When defending their homes and clans, their fighting is often described as exceptionally violent and uncompromising. The intensity of Fjall attacks has reportedly unsettled even experienced soldiers from other nations.&lt;br /&gt;
&lt;br /&gt;
Fjall raiding parties generally favor targets that are unable to mount effective resistance. Settlements weakened by prolonged warfare are particularly vulnerable, especially when their governments can no longer maintain sufficient patrols, soldiers, or mercenaries.&lt;br /&gt;
&lt;br /&gt;
Despite the reputation of Fjall warriors for uncontrolled aggression, organized defensive formations and disciplined armies can effectively counter their attacks when given sufficient preparation.&lt;br /&gt;
&lt;br /&gt;
==== Shield wall ====&lt;br /&gt;
Beside their fruious strike, Fjall also developed defensive tactic such as a tigh formation of shield wall. Their [[Dwarven Shield|dwarven shield]] are constructed to suit both defensive formation, but also in one-on-one combat. Their armor and shield has been said while not maintained by good quality iron, it&#039;s believed protected by runes, pagan blessing, and The Ancestors.&lt;br /&gt;
&lt;br /&gt;
=== Military Unit ===&lt;br /&gt;
&lt;br /&gt;
==== Berserker ====&lt;br /&gt;
Berserks are elite shock warriors known for their extreme aggression and use of paired axes. They commonly wear little armor, often relying primarily on [[Berserker Bear Cowl|bear pelts]] for protection.&lt;br /&gt;
&lt;br /&gt;
Before battle, Berserks consume a special alcoholic or herbal brew intended to induce a state of heightened aggression. The exact recipe is closely guarded by Fjall traditions. Accounts claim that the mixture contains henbane flowers and unidentified mushrooms.&lt;br /&gt;
&lt;br /&gt;
The brew is highly toxic to most humans and dwarves and can cause severe physical distress. Berserks, however, are known to consume it willingly before battle.&lt;br /&gt;
&lt;br /&gt;
==== Huscarl ====&lt;br /&gt;
Huscarls serve as the personal bodyguards of Fjall chieftains and other members of dwarven nobility. They are expected to remain prepared for sudden attacks, including ambushes and attacks by wild beasts.&lt;br /&gt;
&lt;br /&gt;
Huscarls traditionally sleep with their [[Huscarl Shield|shield]] and weapons nearby, allowing them to respond immediately to threats or beast attack against their masters.&lt;br /&gt;
&lt;br /&gt;
==== Seidr ====&lt;br /&gt;
Seidr are Fjall shamans who practice the traditional pagan magic of the dwarves. Their abilities primarily involve protective and strengthening magic toward the warriors or their [[Skarhogg Garment|armaments]].&lt;br /&gt;
&lt;br /&gt;
Seidr commonly accompany warriors with their [[Dwarven Staff|staff]] before battle and may provide magical protection or enhance the physical abilities of warriors preparing for combat.&lt;br /&gt;
&lt;br /&gt;
==== Raiders ====&lt;br /&gt;
Fjall Raiders are among the most infamous warriors originating from the region. Their reputation is largely based on their attacks against settlements throughout neighboring countries.&lt;br /&gt;
&lt;br /&gt;
Raiders generally prioritize wealth and plunder and have developed a reputation for extreme violence during their attacks. Their willingness to attack vulnerable settlements has made them a persistent threat to the communities surrounding Fjall.&lt;br /&gt;
&lt;br /&gt;
==== Varangs ====&lt;br /&gt;
Varangs are Fjall dwarves who have chosen to work as mercenaries outside their homeland. They serve foreign states and armies willing to pay for their services.&lt;br /&gt;
&lt;br /&gt;
The widespread employment of Varangs has contributed to the exchange of weapons, tactics, and military traditions between Fjall and other civilizations. Their service abroad has also helped spread the reputation of Fjall warriors throughout the Continent.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Each name of the Fjall clans have meaning on Old Norse such as: Skarðhögg (A notched blow or a deep slash), Norðrheimr (Northern home or dwelling), Eimr (Steam, vapor, smoke), and Hallveig (Strength of stone).&lt;br /&gt;
&lt;br /&gt;
==Notable Fjall Character/NPC==&lt;br /&gt;
*[[Jorgrim]]&lt;br /&gt;
*[[Hilda]]&lt;br /&gt;
*[[Ormi]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Factions_%26_Settlements&amp;diff=77041</id>
		<title>Factions &amp; Settlements</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Factions_%26_Settlements&amp;diff=77041"/>
		<updated>2026-09-18T13:59:06Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* The World */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
The world of &#039;&#039;Stoneshard&#039;&#039; is primarily centered on the Kingdom of [[Aldor]], one of several major empires that span across &#039;&#039;&#039;the Continent&#039;&#039;&#039;, the currently known world in the game&#039;s setting. Although the game&#039;s events only take place within Aldor, its lore encompasses various civilizations, cultures, weapons, characters, and other elements from many civilizations across the Continent.&lt;br /&gt;
&lt;br /&gt;
Some of the known civilizations in the world of &#039;&#039;Stoneshard&#039;&#039; are as follows:&lt;br /&gt;
* Kingdom of [[Aldor|Aldor.]]&lt;br /&gt;
* [[Nistra|Nistrian]] Despotate.&lt;br /&gt;
* [[Jacinth]] Kingdoms (&#039;&#039;&#039;Jibei&#039;&#039;&#039; Sultanate, Maafian Empire of &#039;&#039;&#039;Ahjat&#039;&#039;&#039;, Khandom of &#039;&#039;&#039;Jarimad&#039;&#039;&#039;, Warlords of &#039;&#039;&#039;Ohir&#039;&#039;&#039;, High Kingdom of &#039;&#039;&#039;Yohara&#039;&#039;&#039;).&lt;br /&gt;
* Clans of [[Fjall]].&lt;br /&gt;
* City-states of [[Skadia]].&lt;br /&gt;
* Dukedom of [[Bronze Isles|Bronza]] (Bronze Isles)&lt;br /&gt;
* Theocracy of [[Barcia]].&lt;br /&gt;
* Warring tribes of [[Whale Coast]].&lt;br /&gt;
* Sea Kings of [[Bahari]].&lt;br /&gt;
* Shahdom of [[Sundanar]].&lt;br /&gt;
* [[Saadir]] Dynasty.&lt;br /&gt;
* Princedoms of [[Majayat]].&lt;br /&gt;
* Temple cities of [[Shenfen]].&lt;br /&gt;
* And multiple nomad tribes, such as the &#039;&#039;&#039;Polyed&#039;&#039;&#039;, &#039;&#039;&#039;Unki&#039;&#039;&#039;, &#039;&#039;&#039;Ozok&#039;&#039;&#039;, and &#039;&#039;&#039;Lu&#039;&#039;&#039; peoples.&lt;br /&gt;
&lt;br /&gt;
==Settlements==&lt;br /&gt;
Each Settlement in the [[Aldor]] map has a fixed layout and a set of NPCs that offer various services. Among the types of settlement are cities, towns, as well as small homesteads.&lt;br /&gt;
&lt;br /&gt;
=== [[NPCs]] ===&lt;br /&gt;
* Provide lore and rumors about the game world.&lt;br /&gt;
* NPCs cannot be attacked without consequences (see [[Crime &amp;amp; Punishment|Crime]])&lt;br /&gt;
*Some NPCs stay the same between playthroughs (inn and shop keepers, village elders, etc.) while some are randomly generated each new game (peasants, guardsmen, etc.).&lt;br /&gt;
*Some NPCs will walk around their town on a fixed path, commonly from their homes to work in a shop or in the fields.&lt;br /&gt;
*If an NPC happens to block your path in a town, you can right-click him and select &#039;&#039;&#039;Swap position&#039;&#039;&#039;. This option is only available with town NPCs, you cannot swap positions with enemies or animals.&lt;br /&gt;
&lt;br /&gt;
===Activities in Settlements=== &lt;br /&gt;
*You can move freely around a settlement without the risk of being ambushed. Enemies can still follow you into certain locations.&lt;br /&gt;
*You can buy and sell items - [[Weapons]], [[Armor]], [[Jewelry]], [[Consumables]] and [[Loot]].&lt;br /&gt;
* You can obtain [[Contracts]] from a Village Elder or Town Official.&lt;br /&gt;
*You can [[Save system|save your progress]] and store your items in a [[Permanent Chest|permanent chest]] at the Inn.&lt;br /&gt;
*You cannot freely open [[Containers]] present in a settlement, as that is considered stealing and you [[Crime &amp;amp; Punishment|will be punished]]. Same goes for wandering into buildings you are not welcome into, and picking up loose items.&lt;br /&gt;
*Settlements are one of the few reliable locations where you can refill your [[Waterskin]], always having some type of well or water source present.&lt;br /&gt;
*Once you obtain your first caravan following Verren&#039;s quest, you can travel between Osbrook and Mannshire by speaking to [[Verren]]. This is not a permanent option.&lt;br /&gt;
*After travelling to Brynn with Verren, he no longer offers to take you between towns. Instead, [[Ol&#039; Tott]] offers transport between certain settlements for a fee.&lt;br /&gt;
&lt;br /&gt;
===Reputation===&lt;br /&gt;
Each settlement belongs to a faction. Depending on your actions, different towns can offer different items for purchase at the town&#039;s shops and pay different prices for your items. See [[Reputation]] for more info.&lt;br /&gt;
&lt;br /&gt;
More towns are going to be added in future updates - check out the [[Development roadmap]].&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
{{Outdated}}Factions are political and military groups spread across Aldor that strive for control. After the death of the last king of Aldor, Etbert, the Grand Magistrate took control as the first governing body, in open rebellion to the regent Queen, but their rule is disputed by many. Each Faction controls several settlements and the nearby area falls under their influence as well.&lt;br /&gt;
&lt;br /&gt;
 Parts of the lore depicted below comes from before the Early Access release and might be subject to changes.&lt;br /&gt;
[[File:Factions.png|center|alt=Factions|Factions]]&lt;br /&gt;
&lt;br /&gt;
==Council==&lt;br /&gt;
The Council is a group of the most influential Aldorian feudal leaders, united around the regent Queen and her young son Verne – &#039;&#039;allegedly&#039;&#039; the legal heir.&lt;br /&gt;
&lt;br /&gt;
Inora, King Etbert&#039;s last wife, married him several months before his untimely death. This marriage was a complete surprise for the entire court - even the nosiest gossipers were surprised by the news. The sudden death of the monarch which soon followed became the basis for the rumor that Inora had killed her husband – and her son Verne, born after the Etbert’s death, doesn’t have even a single drop of royal blood in his veins.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, there were plenty of people who believed the Queen. Thanks to her natural cunning and diplomacy, she managed to find many influential allies among nobles – who later formed the Council.&lt;br /&gt;
&lt;br /&gt;
The backbone of the Council consists of two seemingly opposing groups. The first is the Etbert’s old guard – the loyalists who held important posts during his reign. They see Verne as the legitimate successor of the dynasty, which they faithfully served all their lives. The second group consists of those who fell into disgrace during the King Etbert’s rule. For them supporting Inora is a reliable way to regain lost influence and reintegrate into the court life.&lt;br /&gt;
&lt;br /&gt;
However, all of them pursue the common goal: to put down the insurrection and destroy the rebels; restore the crown’s power throughout Aldor; and raise Queen to the throne.&lt;br /&gt;
&lt;br /&gt;
[[File:Council logo.png|800px|link=|Council|center|alt=Council]]&lt;br /&gt;
&lt;br /&gt;
===Settlements controlled by the Council===&lt;br /&gt;
*Aldwynn&lt;br /&gt;
*Skonfert&lt;br /&gt;
*Yostwayne&lt;br /&gt;
*Kord&lt;br /&gt;
&lt;br /&gt;
== Grand Magistrate==&lt;br /&gt;
The Grand Magistrate is a union of city councils, rebellious aristocrats, as well as artisan and merchant guilds – all fighting for their independence from the royal court.&lt;br /&gt;
&lt;br /&gt;
The roots of the Great Magistrate lie in the long-standing conflict of King Etbert and the city of [[Brynn]]. Having come to power, Etbert deprived Brynn of its free city status. This autocratic move earned him enemies among Brynn’s influential families. And all these years they waited for the right moment to restore trampled justice.&lt;br /&gt;
&lt;br /&gt;
After the king died and Inora laid claims to the throne, Brynn’s city council unanimously voted to quit Aldor, if it would be ruled by an impostor. Surely, the burghers were somewhat deceitful – they weren’t going to tolerate any more power over themselves, and Verne’s unclear origin was just a good excuse. Many neighboring settlements, tired of feudal oppression, followed their example. This union was called the Grand Magistrate – since any decisions are discussed by representatives of all the member settlements.&lt;br /&gt;
&lt;br /&gt;
Thanks to the rich treasury and the wide use of mercenaries, the Magistrate fought with the Council on an equal footing, not yielding even an inch of its land. The obtained status quo was finally consolidated after the outbreak of the Crimson Plague – frightened by the unprecedented illness, the parties declared a truce to curb the epidemic.&lt;br /&gt;
&lt;br /&gt;
Taking advantage of the resulting respite, the Magistrate only grew in power, rebuilding everything destroyed by war and sending ambassadors abroad. This gave the Council another significant reason to call the Magistrate traitors – as they say, the Magistrate’s ties with Jacinth elves are much closer than is required just for commerce.&lt;br /&gt;
&lt;br /&gt;
[[File:Grand Magistrate.png|800px|link=|Grand Magistrate|center|alt=Grand Magistrate]]&lt;br /&gt;
{{W|(Old logo of the faction, with its previous name : &amp;quot;Great Magistrate&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
===Settlements controlled by the Grand Magistrate (Brynn March)===&lt;br /&gt;
* [[Brynn]]&lt;br /&gt;
* [[Osbrook]]&lt;br /&gt;
* [[Mannshire]]&lt;br /&gt;
* [[Denbrie]]&lt;br /&gt;
&lt;br /&gt;
====Minor Settlements====&lt;br /&gt;
* [[Distant Homestead]]&lt;br /&gt;
* [[Ralph &amp;amp; Sons Inn]]&lt;br /&gt;
* [[Roadside Chapel]]&lt;br /&gt;
&lt;br /&gt;
==Gray Army==&lt;br /&gt;
The Gray Army is a folk uprising that has recently taken on an enormous scale. The composition of the Gray Army is quite dissimilar – the majority are peasants and various artisans, but there are other groups as well; former brigands, clerics-in-doubt, broke feudal lords, as well as Magistrate and Council deserters.&lt;br /&gt;
&lt;br /&gt;
For several years, the common people meekly endured all the war; they fought under the banners of the Council and the Magistrate, paid wartime taxes, watched lawlessness and violence, suffered from hunger and disease, and died – by thousands. However, the longer the war went on, the louder the grumbling became.&lt;br /&gt;
&lt;br /&gt;
These moods were skillfully used by Nir – a man of unknown origin, and therefore even more mysterious and frightening. A former monk; runaway slave; criminal on the run; feudal lord, who lost his mind after losing his title – there are so many rumors regarding his possible past, the safest bet is not to believe any of them.&lt;br /&gt;
&lt;br /&gt;
The philosophy of the movement is quite confusing and controversial – mainly because only Nir himself grasps it fully. The rest only has to interpret the scattered fragments of his statements – the so-called Words. The Gray Army considers immoderation and incontinence in all its manifestations to be the most important cause of all evil. Nir believes that the ability to find and keep a fine line is paramount, and only in this way people can protect themselves from corruption.&lt;br /&gt;
&lt;br /&gt;
Due to the multiplicity and desperate courage, the Gray Army managed to occupy numerous territories, having won several settlements from the Council and the Magistrate. Now the Army is looking forward to the end of the truce – to finally finish off all those who deny their dogmas.&lt;br /&gt;
&lt;br /&gt;
[[File:Gray Army.png|800px|link=|Gray Army|center|alt=Gray Army]]&lt;br /&gt;
&lt;br /&gt;
===Settlements controlled by the Gray Army===&lt;br /&gt;
*Maen&lt;br /&gt;
*Eeders&lt;br /&gt;
*Forholt&lt;br /&gt;
*Ratten&lt;br /&gt;
&lt;br /&gt;
==Unaligned Settlements &amp;amp; Factions==&lt;br /&gt;
There are various smaller, independent locations and factions not beholdent to, or mostly separate from, any of the major faction. These include:&lt;br /&gt;
&lt;br /&gt;
*[[Rotten Willow Tavern|The Rotten Willow Tavern]]&lt;br /&gt;
&lt;br /&gt;
==Interesting Facts==&lt;br /&gt;
* Grey army draws heavily from the Hussites, German Peasants&#039; War and Savonarola&#039;s millenarianism.&lt;br /&gt;
&lt;br /&gt;
{{Template:Navigation||plain}}&lt;br /&gt;
[[Category:Stoneshard]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Factions_%26_Settlements&amp;diff=77040</id>
		<title>Factions &amp; Settlements</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Factions_%26_Settlements&amp;diff=77040"/>
		<updated>2026-09-18T13:56:20Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Settlements */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
The Stoneshard game are focused in one place known as the Kingdom of [[Aldor]]. By the lore itself, Kingdom of Aldor is one of many big empires that spread &#039;&#039;&#039;The Continent&#039;&#039;&#039;, which are the current set of known world. Eventhough the game will be centralized on Aldor only, there are many lores, weapons, even characters that players will found and meet across the game.&lt;br /&gt;
&lt;br /&gt;
Some of known civilizations in the world of Sroneshard is as follows:&lt;br /&gt;
&lt;br /&gt;
* Kingdom of [[Aldor|Aldor.]]&lt;br /&gt;
* [[Nistra|Nistrian]] Despotate.&lt;br /&gt;
* [[Jacinth]] Kingdoms (&#039;&#039;&#039;Jibei&#039;&#039;&#039; Sultanate, Maafian Empire of &#039;&#039;&#039;Ahjat&#039;&#039;&#039;, Khandom of &#039;&#039;&#039;Jarimad&#039;&#039;&#039;, Warlords of &#039;&#039;&#039;Ohir&#039;&#039;&#039;, High Kingdom of &#039;&#039;&#039;Yohara&#039;&#039;&#039;).&lt;br /&gt;
* Clans of [[Fjall]].&lt;br /&gt;
* City-states of [[Skadia]].&lt;br /&gt;
* Dukedom of [[Bronze Isles|Bronza]] (Bronze Isles)&lt;br /&gt;
* Theocracy of [[Barcia]].&lt;br /&gt;
* Warring tribes of [[Whale Coast]].&lt;br /&gt;
* Sea Kings of [[Bahari]].&lt;br /&gt;
* Shahdom of [[Sundanar]].&lt;br /&gt;
* [[Saadir]] Dynasty.&lt;br /&gt;
* Princedoms of [[Majayat]].&lt;br /&gt;
* Temple cities of [[Shenfen]].&lt;br /&gt;
* And multiple nomad tribes, such as the &#039;&#039;&#039;Polyed&#039;&#039;&#039;, &#039;&#039;&#039;Unki&#039;&#039;&#039;, &#039;&#039;&#039;Ozok&#039;&#039;&#039;, and &#039;&#039;&#039;Lu&#039;&#039;&#039; peoples.&lt;br /&gt;
&lt;br /&gt;
==Settlements==&lt;br /&gt;
Each Settlement in the [[Aldor]] map has a fixed layout and a set of NPCs that offer various services. Among the types of settlement are cities, towns, as well as small homesteads.&lt;br /&gt;
&lt;br /&gt;
=== [[NPCs]] ===&lt;br /&gt;
* Provide lore and rumors about the game world.&lt;br /&gt;
* NPCs cannot be attacked without consequences (see [[Crime &amp;amp; Punishment|Crime]])&lt;br /&gt;
*Some NPCs stay the same between playthroughs (inn and shop keepers, village elders, etc.) while some are randomly generated each new game (peasants, guardsmen, etc.).&lt;br /&gt;
*Some NPCs will walk around their town on a fixed path, commonly from their homes to work in a shop or in the fields.&lt;br /&gt;
*If an NPC happens to block your path in a town, you can right-click him and select &#039;&#039;&#039;Swap position&#039;&#039;&#039;. This option is only available with town NPCs, you cannot swap positions with enemies or animals.&lt;br /&gt;
&lt;br /&gt;
===Activities in Settlements=== &lt;br /&gt;
*You can move freely around a settlement without the risk of being ambushed. Enemies can still follow you into certain locations.&lt;br /&gt;
*You can buy and sell items - [[Weapons]], [[Armor]], [[Jewelry]], [[Consumables]] and [[Loot]].&lt;br /&gt;
* You can obtain [[Contracts]] from a Village Elder or Town Official.&lt;br /&gt;
*You can [[Save system|save your progress]] and store your items in a [[Permanent Chest|permanent chest]] at the Inn.&lt;br /&gt;
*You cannot freely open [[Containers]] present in a settlement, as that is considered stealing and you [[Crime &amp;amp; Punishment|will be punished]]. Same goes for wandering into buildings you are not welcome into, and picking up loose items.&lt;br /&gt;
*Settlements are one of the few reliable locations where you can refill your [[Waterskin]], always having some type of well or water source present.&lt;br /&gt;
*Once you obtain your first caravan following Verren&#039;s quest, you can travel between Osbrook and Mannshire by speaking to [[Verren]]. This is not a permanent option.&lt;br /&gt;
*After travelling to Brynn with Verren, he no longer offers to take you between towns. Instead, [[Ol&#039; Tott]] offers transport between certain settlements for a fee.&lt;br /&gt;
&lt;br /&gt;
===Reputation===&lt;br /&gt;
Each settlement belongs to a faction. Depending on your actions, different towns can offer different items for purchase at the town&#039;s shops and pay different prices for your items. See [[Reputation]] for more info.&lt;br /&gt;
&lt;br /&gt;
More towns are going to be added in future updates - check out the [[Development roadmap]].&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
{{Outdated}}Factions are political and military groups spread across Aldor that strive for control. After the death of the last king of Aldor, Etbert, the Grand Magistrate took control as the first governing body, in open rebellion to the regent Queen, but their rule is disputed by many. Each Faction controls several settlements and the nearby area falls under their influence as well.&lt;br /&gt;
&lt;br /&gt;
 Parts of the lore depicted below comes from before the Early Access release and might be subject to changes.&lt;br /&gt;
[[File:Factions.png|center|alt=Factions|Factions]]&lt;br /&gt;
&lt;br /&gt;
==Council==&lt;br /&gt;
The Council is a group of the most influential Aldorian feudal leaders, united around the regent Queen and her young son Verne – &#039;&#039;allegedly&#039;&#039; the legal heir.&lt;br /&gt;
&lt;br /&gt;
Inora, King Etbert&#039;s last wife, married him several months before his untimely death. This marriage was a complete surprise for the entire court - even the nosiest gossipers were surprised by the news. The sudden death of the monarch which soon followed became the basis for the rumor that Inora had killed her husband – and her son Verne, born after the Etbert’s death, doesn’t have even a single drop of royal blood in his veins.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, there were plenty of people who believed the Queen. Thanks to her natural cunning and diplomacy, she managed to find many influential allies among nobles – who later formed the Council.&lt;br /&gt;
&lt;br /&gt;
The backbone of the Council consists of two seemingly opposing groups. The first is the Etbert’s old guard – the loyalists who held important posts during his reign. They see Verne as the legitimate successor of the dynasty, which they faithfully served all their lives. The second group consists of those who fell into disgrace during the King Etbert’s rule. For them supporting Inora is a reliable way to regain lost influence and reintegrate into the court life.&lt;br /&gt;
&lt;br /&gt;
However, all of them pursue the common goal: to put down the insurrection and destroy the rebels; restore the crown’s power throughout Aldor; and raise Queen to the throne.&lt;br /&gt;
&lt;br /&gt;
[[File:Council logo.png|800px|link=|Council|center|alt=Council]]&lt;br /&gt;
&lt;br /&gt;
===Settlements controlled by the Council===&lt;br /&gt;
*Aldwynn&lt;br /&gt;
*Skonfert&lt;br /&gt;
*Yostwayne&lt;br /&gt;
*Kord&lt;br /&gt;
&lt;br /&gt;
== Grand Magistrate==&lt;br /&gt;
The Grand Magistrate is a union of city councils, rebellious aristocrats, as well as artisan and merchant guilds – all fighting for their independence from the royal court.&lt;br /&gt;
&lt;br /&gt;
The roots of the Great Magistrate lie in the long-standing conflict of King Etbert and the city of [[Brynn]]. Having come to power, Etbert deprived Brynn of its free city status. This autocratic move earned him enemies among Brynn’s influential families. And all these years they waited for the right moment to restore trampled justice.&lt;br /&gt;
&lt;br /&gt;
After the king died and Inora laid claims to the throne, Brynn’s city council unanimously voted to quit Aldor, if it would be ruled by an impostor. Surely, the burghers were somewhat deceitful – they weren’t going to tolerate any more power over themselves, and Verne’s unclear origin was just a good excuse. Many neighboring settlements, tired of feudal oppression, followed their example. This union was called the Grand Magistrate – since any decisions are discussed by representatives of all the member settlements.&lt;br /&gt;
&lt;br /&gt;
Thanks to the rich treasury and the wide use of mercenaries, the Magistrate fought with the Council on an equal footing, not yielding even an inch of its land. The obtained status quo was finally consolidated after the outbreak of the Crimson Plague – frightened by the unprecedented illness, the parties declared a truce to curb the epidemic.&lt;br /&gt;
&lt;br /&gt;
Taking advantage of the resulting respite, the Magistrate only grew in power, rebuilding everything destroyed by war and sending ambassadors abroad. This gave the Council another significant reason to call the Magistrate traitors – as they say, the Magistrate’s ties with Jacinth elves are much closer than is required just for commerce.&lt;br /&gt;
&lt;br /&gt;
[[File:Grand Magistrate.png|800px|link=|Grand Magistrate|center|alt=Grand Magistrate]]&lt;br /&gt;
{{W|(Old logo of the faction, with its previous name : &amp;quot;Great Magistrate&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
===Settlements controlled by the Grand Magistrate (Brynn March)===&lt;br /&gt;
* [[Brynn]]&lt;br /&gt;
* [[Osbrook]]&lt;br /&gt;
* [[Mannshire]]&lt;br /&gt;
* [[Denbrie]]&lt;br /&gt;
&lt;br /&gt;
====Minor Settlements====&lt;br /&gt;
* [[Distant Homestead]]&lt;br /&gt;
* [[Ralph &amp;amp; Sons Inn]]&lt;br /&gt;
* [[Roadside Chapel]]&lt;br /&gt;
&lt;br /&gt;
==Gray Army==&lt;br /&gt;
The Gray Army is a folk uprising that has recently taken on an enormous scale. The composition of the Gray Army is quite dissimilar – the majority are peasants and various artisans, but there are other groups as well; former brigands, clerics-in-doubt, broke feudal lords, as well as Magistrate and Council deserters.&lt;br /&gt;
&lt;br /&gt;
For several years, the common people meekly endured all the war; they fought under the banners of the Council and the Magistrate, paid wartime taxes, watched lawlessness and violence, suffered from hunger and disease, and died – by thousands. However, the longer the war went on, the louder the grumbling became.&lt;br /&gt;
&lt;br /&gt;
These moods were skillfully used by Nir – a man of unknown origin, and therefore even more mysterious and frightening. A former monk; runaway slave; criminal on the run; feudal lord, who lost his mind after losing his title – there are so many rumors regarding his possible past, the safest bet is not to believe any of them.&lt;br /&gt;
&lt;br /&gt;
The philosophy of the movement is quite confusing and controversial – mainly because only Nir himself grasps it fully. The rest only has to interpret the scattered fragments of his statements – the so-called Words. The Gray Army considers immoderation and incontinence in all its manifestations to be the most important cause of all evil. Nir believes that the ability to find and keep a fine line is paramount, and only in this way people can protect themselves from corruption.&lt;br /&gt;
&lt;br /&gt;
Due to the multiplicity and desperate courage, the Gray Army managed to occupy numerous territories, having won several settlements from the Council and the Magistrate. Now the Army is looking forward to the end of the truce – to finally finish off all those who deny their dogmas.&lt;br /&gt;
&lt;br /&gt;
[[File:Gray Army.png|800px|link=|Gray Army|center|alt=Gray Army]]&lt;br /&gt;
&lt;br /&gt;
===Settlements controlled by the Gray Army===&lt;br /&gt;
*Maen&lt;br /&gt;
*Eeders&lt;br /&gt;
*Forholt&lt;br /&gt;
*Ratten&lt;br /&gt;
&lt;br /&gt;
==Unaligned Settlements &amp;amp; Factions==&lt;br /&gt;
There are various smaller, independent locations and factions not beholdent to, or mostly separate from, any of the major faction. These include:&lt;br /&gt;
&lt;br /&gt;
*[[Rotten Willow Tavern|The Rotten Willow Tavern]]&lt;br /&gt;
&lt;br /&gt;
==Interesting Facts==&lt;br /&gt;
* Grey army draws heavily from the Hussites, German Peasants&#039; War and Savonarola&#039;s millenarianism.&lt;br /&gt;
&lt;br /&gt;
{{Template:Navigation||plain}}&lt;br /&gt;
[[Category:Stoneshard]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Factions_%26_Settlements&amp;diff=77039</id>
		<title>Factions &amp; Settlements</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Factions_%26_Settlements&amp;diff=77039"/>
		<updated>2026-09-18T13:55:54Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
The Stoneshard game are focused in one place known as the Kingdom of [[Aldor]]. By the lore itself, Kingdom of Aldor is one of many big empires that spread &#039;&#039;&#039;The Continent&#039;&#039;&#039;, which are the current set of known world. Eventhough the game will be centralized on Aldor only, there are many lores, weapons, even characters that players will found and meet across the game.&lt;br /&gt;
&lt;br /&gt;
Some of known civilizations in the world of Sroneshard is as follows:&lt;br /&gt;
&lt;br /&gt;
* Kingdom of [[Aldor|Aldor.]]&lt;br /&gt;
* [[Nistra|Nistrian]] Despotate.&lt;br /&gt;
* [[Jacinth]] Kingdoms (&#039;&#039;&#039;Jibei&#039;&#039;&#039; Sultanate, Maafian Empire of &#039;&#039;&#039;Ahjat&#039;&#039;&#039;, Khandom of &#039;&#039;&#039;Jarimad&#039;&#039;&#039;, Warlords of &#039;&#039;&#039;Ohir&#039;&#039;&#039;, High Kingdom of &#039;&#039;&#039;Yohara&#039;&#039;&#039;).&lt;br /&gt;
* Clans of [[Fjall]].&lt;br /&gt;
* City-states of [[Skadia]].&lt;br /&gt;
* Dukedom of [[Bronze Isles|Bronza]] (Bronze Isles)&lt;br /&gt;
* Theocracy of [[Barcia]].&lt;br /&gt;
* Warring tribes of [[Whale Coast]].&lt;br /&gt;
* Sea Kings of [[Bahari]].&lt;br /&gt;
* Shahdom of [[Sundanar]].&lt;br /&gt;
* [[Saadir]] Dynasty.&lt;br /&gt;
* Princedoms of [[Majayat]].&lt;br /&gt;
* Temple cities of [[Shenfen]].&lt;br /&gt;
* And multiple nomad tribes, such as the &#039;&#039;&#039;Polyed&#039;&#039;&#039;, &#039;&#039;&#039;Unki&#039;&#039;&#039;, &#039;&#039;&#039;Ozok&#039;&#039;&#039;, and &#039;&#039;&#039;Lu&#039;&#039;&#039; peoples.&lt;br /&gt;
&lt;br /&gt;
==Settlements==&lt;br /&gt;
Each Settlement has a fixed layout and a set of NPCs that offer various services. Among the types of settlement are cities, towns, as well as small homesteads.&lt;br /&gt;
&lt;br /&gt;
=== [[NPCs]] ===&lt;br /&gt;
* Provide lore and rumors about the game world.&lt;br /&gt;
* NPCs cannot be attacked without consequences (see [[Crime &amp;amp; Punishment|Crime]])&lt;br /&gt;
*Some NPCs stay the same between playthroughs (inn and shop keepers, village elders, etc.) while some are randomly generated each new game (peasants, guardsmen, etc.).&lt;br /&gt;
*Some NPCs will walk around their town on a fixed path, commonly from their homes to work in a shop or in the fields.&lt;br /&gt;
*If an NPC happens to block your path in a town, you can right-click him and select &#039;&#039;&#039;Swap position&#039;&#039;&#039;. This option is only available with town NPCs, you cannot swap positions with enemies or animals.&lt;br /&gt;
&lt;br /&gt;
===Activities in Settlements=== &lt;br /&gt;
*You can move freely around a settlement without the risk of being ambushed. Enemies can still follow you into certain locations.&lt;br /&gt;
*You can buy and sell items - [[Weapons]], [[Armor]], [[Jewelry]], [[Consumables]] and [[Loot]].&lt;br /&gt;
* You can obtain [[Contracts]] from a Village Elder or Town Official.&lt;br /&gt;
*You can [[Save system|save your progress]] and store your items in a [[Permanent Chest|permanent chest]] at the Inn.&lt;br /&gt;
*You cannot freely open [[Containers]] present in a settlement, as that is considered stealing and you [[Crime &amp;amp; Punishment|will be punished]]. Same goes for wandering into buildings you are not welcome into, and picking up loose items.&lt;br /&gt;
*Settlements are one of the few reliable locations where you can refill your [[Waterskin]], always having some type of well or water source present.&lt;br /&gt;
*Once you obtain your first caravan following Verren&#039;s quest, you can travel between Osbrook and Mannshire by speaking to [[Verren]]. This is not a permanent option.&lt;br /&gt;
*After travelling to Brynn with Verren, he no longer offers to take you between towns. Instead, [[Ol&#039; Tott]] offers transport between certain settlements for a fee.&lt;br /&gt;
&lt;br /&gt;
===Reputation===&lt;br /&gt;
Each settlement belongs to a faction. Depending on your actions, different towns can offer different items for purchase at the town&#039;s shops and pay different prices for your items. See [[Reputation]] for more info.&lt;br /&gt;
&lt;br /&gt;
More towns are going to be added in future updates - check out the [[Development roadmap]].&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
{{Outdated}}Factions are political and military groups spread across Aldor that strive for control. After the death of the last king of Aldor, Etbert, the Grand Magistrate took control as the first governing body, in open rebellion to the regent Queen, but their rule is disputed by many. Each Faction controls several settlements and the nearby area falls under their influence as well.&lt;br /&gt;
&lt;br /&gt;
 Parts of the lore depicted below comes from before the Early Access release and might be subject to changes.&lt;br /&gt;
[[File:Factions.png|center|alt=Factions|Factions]]&lt;br /&gt;
&lt;br /&gt;
==Council==&lt;br /&gt;
The Council is a group of the most influential Aldorian feudal leaders, united around the regent Queen and her young son Verne – &#039;&#039;allegedly&#039;&#039; the legal heir.&lt;br /&gt;
&lt;br /&gt;
Inora, King Etbert&#039;s last wife, married him several months before his untimely death. This marriage was a complete surprise for the entire court - even the nosiest gossipers were surprised by the news. The sudden death of the monarch which soon followed became the basis for the rumor that Inora had killed her husband – and her son Verne, born after the Etbert’s death, doesn’t have even a single drop of royal blood in his veins.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, there were plenty of people who believed the Queen. Thanks to her natural cunning and diplomacy, she managed to find many influential allies among nobles – who later formed the Council.&lt;br /&gt;
&lt;br /&gt;
The backbone of the Council consists of two seemingly opposing groups. The first is the Etbert’s old guard – the loyalists who held important posts during his reign. They see Verne as the legitimate successor of the dynasty, which they faithfully served all their lives. The second group consists of those who fell into disgrace during the King Etbert’s rule. For them supporting Inora is a reliable way to regain lost influence and reintegrate into the court life.&lt;br /&gt;
&lt;br /&gt;
However, all of them pursue the common goal: to put down the insurrection and destroy the rebels; restore the crown’s power throughout Aldor; and raise Queen to the throne.&lt;br /&gt;
&lt;br /&gt;
[[File:Council logo.png|800px|link=|Council|center|alt=Council]]&lt;br /&gt;
&lt;br /&gt;
===Settlements controlled by the Council===&lt;br /&gt;
*Aldwynn&lt;br /&gt;
*Skonfert&lt;br /&gt;
*Yostwayne&lt;br /&gt;
*Kord&lt;br /&gt;
&lt;br /&gt;
== Grand Magistrate==&lt;br /&gt;
The Grand Magistrate is a union of city councils, rebellious aristocrats, as well as artisan and merchant guilds – all fighting for their independence from the royal court.&lt;br /&gt;
&lt;br /&gt;
The roots of the Great Magistrate lie in the long-standing conflict of King Etbert and the city of [[Brynn]]. Having come to power, Etbert deprived Brynn of its free city status. This autocratic move earned him enemies among Brynn’s influential families. And all these years they waited for the right moment to restore trampled justice.&lt;br /&gt;
&lt;br /&gt;
After the king died and Inora laid claims to the throne, Brynn’s city council unanimously voted to quit Aldor, if it would be ruled by an impostor. Surely, the burghers were somewhat deceitful – they weren’t going to tolerate any more power over themselves, and Verne’s unclear origin was just a good excuse. Many neighboring settlements, tired of feudal oppression, followed their example. This union was called the Grand Magistrate – since any decisions are discussed by representatives of all the member settlements.&lt;br /&gt;
&lt;br /&gt;
Thanks to the rich treasury and the wide use of mercenaries, the Magistrate fought with the Council on an equal footing, not yielding even an inch of its land. The obtained status quo was finally consolidated after the outbreak of the Crimson Plague – frightened by the unprecedented illness, the parties declared a truce to curb the epidemic.&lt;br /&gt;
&lt;br /&gt;
Taking advantage of the resulting respite, the Magistrate only grew in power, rebuilding everything destroyed by war and sending ambassadors abroad. This gave the Council another significant reason to call the Magistrate traitors – as they say, the Magistrate’s ties with Jacinth elves are much closer than is required just for commerce.&lt;br /&gt;
&lt;br /&gt;
[[File:Grand Magistrate.png|800px|link=|Grand Magistrate|center|alt=Grand Magistrate]]&lt;br /&gt;
{{W|(Old logo of the faction, with its previous name : &amp;quot;Great Magistrate&amp;quot;)}}&lt;br /&gt;
&lt;br /&gt;
===Settlements controlled by the Grand Magistrate (Brynn March)===&lt;br /&gt;
* [[Brynn]]&lt;br /&gt;
* [[Osbrook]]&lt;br /&gt;
* [[Mannshire]]&lt;br /&gt;
* [[Denbrie]]&lt;br /&gt;
&lt;br /&gt;
====Minor Settlements====&lt;br /&gt;
* [[Distant Homestead]]&lt;br /&gt;
* [[Ralph &amp;amp; Sons Inn]]&lt;br /&gt;
* [[Roadside Chapel]]&lt;br /&gt;
&lt;br /&gt;
==Gray Army==&lt;br /&gt;
The Gray Army is a folk uprising that has recently taken on an enormous scale. The composition of the Gray Army is quite dissimilar – the majority are peasants and various artisans, but there are other groups as well; former brigands, clerics-in-doubt, broke feudal lords, as well as Magistrate and Council deserters.&lt;br /&gt;
&lt;br /&gt;
For several years, the common people meekly endured all the war; they fought under the banners of the Council and the Magistrate, paid wartime taxes, watched lawlessness and violence, suffered from hunger and disease, and died – by thousands. However, the longer the war went on, the louder the grumbling became.&lt;br /&gt;
&lt;br /&gt;
These moods were skillfully used by Nir – a man of unknown origin, and therefore even more mysterious and frightening. A former monk; runaway slave; criminal on the run; feudal lord, who lost his mind after losing his title – there are so many rumors regarding his possible past, the safest bet is not to believe any of them.&lt;br /&gt;
&lt;br /&gt;
The philosophy of the movement is quite confusing and controversial – mainly because only Nir himself grasps it fully. The rest only has to interpret the scattered fragments of his statements – the so-called Words. The Gray Army considers immoderation and incontinence in all its manifestations to be the most important cause of all evil. Nir believes that the ability to find and keep a fine line is paramount, and only in this way people can protect themselves from corruption.&lt;br /&gt;
&lt;br /&gt;
Due to the multiplicity and desperate courage, the Gray Army managed to occupy numerous territories, having won several settlements from the Council and the Magistrate. Now the Army is looking forward to the end of the truce – to finally finish off all those who deny their dogmas.&lt;br /&gt;
&lt;br /&gt;
[[File:Gray Army.png|800px|link=|Gray Army|center|alt=Gray Army]]&lt;br /&gt;
&lt;br /&gt;
===Settlements controlled by the Gray Army===&lt;br /&gt;
*Maen&lt;br /&gt;
*Eeders&lt;br /&gt;
*Forholt&lt;br /&gt;
*Ratten&lt;br /&gt;
&lt;br /&gt;
==Unaligned Settlements &amp;amp; Factions==&lt;br /&gt;
There are various smaller, independent locations and factions not beholdent to, or mostly separate from, any of the major faction. These include:&lt;br /&gt;
&lt;br /&gt;
*[[Rotten Willow Tavern|The Rotten Willow Tavern]]&lt;br /&gt;
&lt;br /&gt;
==Interesting Facts==&lt;br /&gt;
* Grey army draws heavily from the Hussites, German Peasants&#039; War and Savonarola&#039;s millenarianism.&lt;br /&gt;
&lt;br /&gt;
{{Template:Navigation||plain}}&lt;br /&gt;
[[Category:Stoneshard]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Bronze_Isles&amp;diff=77038</id>
		<title>Bronze Isles</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Bronze_Isles&amp;diff=77038"/>
		<updated>2026-09-18T12:34:14Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Warfare */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}[[Bronze Isles]], also known by several names in different cultures, is an island duchy located in the Southern Sea. [[Jacinth|Elves]] commonly refer to the country as &#039;&#039;al-Burunz&#039;&#039; or &#039;&#039;Burons&#039;&#039;, while [[Nistra|Nistrians]] call it &#039;&#039;Bronzos&#039;&#039;. In [[Aldor]], &#039;&#039;Bronze Isles&#039;&#039; is the most common name, while its native inhabitants refer to the country as &#039;&#039;&#039;Bronzia&#039;&#039;&#039; or &#039;&#039;&#039;Bronza&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Geography and Economy ==&lt;br /&gt;
The Bronze Isles consists of two major islands and four smaller islands. &#039;&#039;Lyrra Island&#039;&#039;, the most distant of the major islands, is located closest to the &#039;&#039;&#039;Continent&#039;&#039;&#039;. The country&#039;s insular geography has resulted in numerous harbors, ports, and docks, which serve as centers for trade and maritime activity.&lt;br /&gt;
&lt;br /&gt;
The Bronze Isles occupies a strategically important position in the Southern Sea. A significant proportion of merchant ships traveling between the western regions of the continent and territories farther east pass through Bronzian waters. The country&#039;s ports provide merchants and sailors with opportunities to resupply and recover from the hazards encountered during long voyages.&lt;br /&gt;
&lt;br /&gt;
This position has made Bronza an important crossroads for cultures and commerce. [[Skadia|Skadian]] merchants, [[Jacinth|elven]] travelers, [[Nistra|Nistrian]] seafarers, and [[Aldor|Aldorian]] traders regularly interact in its ports. Foreign merchants and travelers have also brought goods, knowledge, customs, and technologies from distant regions, including the Golden Cities of &#039;&#039;&#039;Aktum&#039;&#039;&#039;, the Thalassocracy of &#039;&#039;&#039;Bahari&#039;&#039;&#039;, and the Princedom of &#039;&#039;&#039;Majayat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The continuous exchange of goods and knowledge contributed to the development of Bronzian science, art, and craftsmanship. Bronzian rulers traditionally offered financial rewards and patronage to inventors, scholars, mages, and other individuals whose work was considered beneficial to the country.&lt;br /&gt;
&lt;br /&gt;
As a result, the Bronze Isles became one of the continent&#039;s most prosperous and technologically innovative states. Its cities are known for their large populations, busy ports, and unusual inventions. One notable example is a mechanical device installed on the tower of the capital&#039;s city hall that measures the time of day without the use of magic or human operation.&lt;br /&gt;
&lt;br /&gt;
The Bronzian economy benefits both from maritime services and international trade. Merchants profit from providing accommodation, supplies, and other services to ships visiting its ports, while also trading in exotic goods brought by foreign travelers. Information and knowledge acquired from visiting merchants are likewise considered valuable commodities.&lt;br /&gt;
&lt;br /&gt;
Bronzian bankers are credited with developing a system of [[Bill of Exchange|bills of exchange]], allowing merchants to conduct transactions without transporting large quantities of coins. The system reduced the risks associated with carrying physical currency over long distances and was subsequently adopted by bankers and merchants in [[Brynn]].&lt;br /&gt;
&lt;br /&gt;
== Government and Religion ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Bronze Isles is governed as a duchy, with a Duke serving as the country&#039;s head of state and government. The Duke holds legal authority over the nation&#039;s military, economy, and foreign relations. The process by which a new Duke is selected remains poorly documented, although the population has traditionally recognized the authority of the ruling Duke.&lt;br /&gt;
&lt;br /&gt;
The current ruler, Duke [[Orro Denye]], is regarded as a highly superstitious and indecisive leader. His timid and paranoid character has reportedly made him susceptible to the influence of sycophants and fraudulent advisers.&lt;br /&gt;
&lt;br /&gt;
According to accounts from the period, several of Orro&#039;s advisers claimed to have foreseen a catastrophic event arriving from across the sea that would devastate Bronza and bring an end to its established order. Influenced by these prophecies, Orro ordered the closure of the country&#039;s ports and the severance of most contact with foreign nations.&lt;br /&gt;
&lt;br /&gt;
The resulting isolation law prohibited ordinary maritime contact with the outside world and was accompanied by the imposition of martial law. Bronzian forces were ordered to attack or sink unauthorized vessels approaching the islands, including ships whose crews were apparently unaware of the new restrictions.&lt;br /&gt;
&lt;br /&gt;
The isolation policy caused considerable discontent among the Bronzian population and eventually contributed to an attempted rebellion. The details of the uprising remain uncertain, although surviving accounts claim that the rebellion was suppressed at considerable cost of life. Much of the information concerning the event originates from rumors and accounts carried by smugglers, making the precise circumstances of the rebellion difficult to establish.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Centuries of interaction with peoples from across the continent have resulted in a diverse religious landscape in the Bronze Isles. Various traditions associated with the worship of the [[Host]] have been introduced through trade, travel, and cultural exchange.&lt;br /&gt;
&lt;br /&gt;
Nistrian Hieronism was introduced by Nistrian sailors and merchants and remains one of the notable religious traditions in the islands. Gnostic Hieronism spread primarily through contact with Aldorian merchants, while elements of Eraffa teachings were introduced by elven travelers.&lt;br /&gt;
&lt;br /&gt;
The coexistence of these traditions reflects the broader cultural influence of the Bronze Isles&#039; position as a major maritime crossroads.&lt;br /&gt;
&lt;br /&gt;
== History and Culture ==&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Relatively little is known about the early history of the Bronze Isles. Most surviving accounts describe the islands primarily as a major meeting place for merchants, travelers, scholars, and inventors from across the continent. Its strategic position along important maritime routes allowed Bronza to develop extensive connections with distant nations and cultures.&lt;br /&gt;
&lt;br /&gt;
The introduction of the isolation law under Duke [[Orro Denye]] has significantly reduced the flow of information from the islands. Foreign travelers and merchants are largely prohibited from entering the country, while information leaving Bronza is mostly carried through clandestine channels. Smugglers remain among the few individuals able to maintain contact with the outside world, primarily through the illegal trade of goods and weapons that were once openly exchanged in Bronzian ports.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
Bronzian culture has been heavily shaped by centuries of contact with foreign peoples. Rather than developing in isolation, the islands have absorbed influences from many of the cultures encountered through their maritime trade. Elven travelers, Aldorian knights, Nistrian merchants, and visitors from distant regions such as the Golden Cities of Aktum, the Thalassocracy of Bahari, and the Princedom of Majayat have all contributed to the cultural development of Bronza.&lt;br /&gt;
&lt;br /&gt;
This extensive cultural exchange has resulted in a highly diverse society in which foreign customs, artistic traditions, technologies, and ideas have been incorporated into local practices.&lt;br /&gt;
&lt;br /&gt;
Bronzian society places particular value on innovation and ingenuity. Historically, the rulers of Bronza provided generous patronage to inventors, scholars, mages, and other individuals who introduced new ideas or technologies. Such patronage encouraged the development of unusual forms of craftsmanship, weaponry, engineering, and magical research.&lt;br /&gt;
&lt;br /&gt;
The country&#039;s emphasis on innovation has resulted in numerous inventions and techniques that are uncommon elsewhere on the continent. Bronza has consequently developed a reputation as a center of experimentation and technological advancement.&lt;br /&gt;
&lt;br /&gt;
One notable example is the rediscovery of [[Electromancy (skill tree)|Electromancy]]. Bronzian scholars recovered and interpreted ancient knowledge concerning the Lesser Element, leading to the revival of Electromancy as a distinct school of magic. The discipline subsequently became an important part of Bronzian magical scholarship and contributed to the country&#039;s reputation for unconventional magical research.&lt;br /&gt;
&lt;br /&gt;
== Military and Weaponries ==&lt;br /&gt;
Bronzian weaponry is distinguished by the combination of artistic craftsmanship and practical lethality. Local smiths frequently transform otherwise ordinary weapons, such as daggers and spears, into elaborate and visually distinctive weapons. Bronzian craftsmanship is highly regarded abroad, with some weapons reportedly attracting the admiration of Jacinth nobility and Aldorian military commanders.&lt;br /&gt;
&lt;br /&gt;
Bronzian weapons differ considerably from the traditions of neighboring cultures. Fjall weapons are often associated with rugged construction, Nistrian weapons with the preservation of Axonian forms, Aldorian weapons with practicality, and elven weapons with precision and refinement. Bronzian smiths are instead known for experimentation and unconventional designs. Some weapons are deliberately elaborate or unusual in appearance, while others incorporate innovations intended to address longstanding military problems.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and armor ===&lt;br /&gt;
[[Ducal Dagger|Daggers]] and [[Spontoon|spears]] are among the most notable examples of Bronzian weapon craftsmanship. Although traditionally considered weapons of common soldiers, Bronzian smiths have developed numerous specialized forms that combine elaborate designs with effective battlefield functions.&lt;br /&gt;
&lt;br /&gt;
Some Bronzian innovations have influenced foreign weapon design. The Aldorian [[guisarme]], for example, is believed to have been influenced by Bronzian designs before being adapted into a form more suitable for conventional military use.&lt;br /&gt;
&lt;br /&gt;
Compared with its weaponry, less information is available regarding distinctive Bronzian armor. Nevertheless, certain styles are recognizable throughout the continent. The origins of [[Visored Sentinet|sentinet]], in particular, remain disputed, with scholars variously attributing its development to refined [[Sentian]] craftsmanship or Bronzian experimentation.&lt;br /&gt;
&lt;br /&gt;
=== Military tactic ===&lt;br /&gt;
Little is known about traditional Bronzian military doctrine. The Bronze Isles historically favored maritime commerce and diplomatic agreements over large-scale warfare with other nations, and therefore had comparatively little experience in prolonged land campaigns.&lt;br /&gt;
&lt;br /&gt;
The country&#039;s maritime defenses became particularly significant following the implementation of Duke Orro Denye&#039;s isolation policy. The Bronzian coast guard and other naval forces demonstrated considerable effectiveness in preventing foreign vessels from entering the country&#039;s ports. Their ability to defend the islands and attack unauthorized ships has contributed to the reputation of Bronzian coastal defenses as a formidable obstacle to foreign naval forces.&lt;br /&gt;
&lt;br /&gt;
Bronza also possesses a longstanding tradition of &#039;&#039;&#039;dueling&#039;&#039;&#039;. Duels may be fought either as formal contests between rivals or as a means of settling personal disputes. Bronzian dueling culture places considerable emphasis on agility, deception, and tactical ingenuity.&lt;br /&gt;
&lt;br /&gt;
This differs from the more formalized traditions of Aldorian duelling, in which martial honor and chivalric conduct are emphasized. Bronzian duelists are instead known for combining principles of honor with guile and tactical deception. This tradition has encouraged the development of specialized [[Parrying Dagger|daggers]], swords, and [[Rondache|rondaches]], as well as techniques involving [[Dual Wielding (skill tree)|dual-wielding]], unconventional bucklers, and unexpected attacks.&lt;br /&gt;
&lt;br /&gt;
=== Military forces ===&lt;br /&gt;
Several military organizations and specialist groups are associated with the Duke&#039;s armed forces.&lt;br /&gt;
&lt;br /&gt;
==== Bronza Coast Guard ====&lt;br /&gt;
The Bronza Coast Guard is responsible for patrolling and defending the numerous ports and harbors throughout the islands. Little information is available regarding its standard tactics or equipment. Following the implementation of the isolation policy, the Coast Guard became notorious for attacking and sinking unauthorized vessels attempting to enter Bronzian waters.&lt;br /&gt;
&lt;br /&gt;
==== Corsairs ====&lt;br /&gt;
Piracy has historically been a persistent problem in the waters surrounding the Bronze Isles. The Bronzian government has responded by employing some pirates as corsairs, effectively redirecting their maritime skills toward the defense of Bronzian waters.&lt;br /&gt;
&lt;br /&gt;
Corsairs patrol the surrounding seas and are particularly experienced in boarding hostile vessels. The [[Boarding Hatchet|boarding hatchet]] is commonly associated with their combat style.&lt;br /&gt;
&lt;br /&gt;
==== Duelists ====&lt;br /&gt;
Bronzian duelists are renowned throughout the continent for their agility, specialized weapons, and unconventional fighting techniques. They commonly carry [[Parrying Dagger|parrying daggers]] or [[Rondache|rondaches]] and are often trained to wield a second weapon in the off-hand.&lt;br /&gt;
&lt;br /&gt;
==== Castelliers Order ====&lt;br /&gt;
The Castelliers Order is a prominent Bronzian branch of the [[Triune Hand Order]]. The order is particularly associated with combating piracy and constructing heavily fortified strongholds throughout the islands.&lt;br /&gt;
&lt;br /&gt;
Its fortifications are considered among the most formidable defensive structures in Bronza, reflecting the order&#039;s role in protecting the country&#039;s ports and maritime trade.&lt;br /&gt;
&lt;br /&gt;
==== Electromancers ====&lt;br /&gt;
Electromancers are practitioners of [[Electromancy (skill tree)|Electromancy]], a relatively young magical discipline in the modern era. Although an Electromancy Circle has since been established at [[Maen]] Academy, the revival of the discipline is strongly associated with the Bronzian scholar &#039;&#039;&#039;Alfano the Elder&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Alfano is credited with deciphering ancient texts concerning the Lesser Element and reviving the previously neglected school of Electromancy. His work contributed to the renewed study of the discipline and the emergence of numerous aspiring electromancers in the Bronze Isles.&lt;br /&gt;
&lt;br /&gt;
==Notable Bronzian NPC/Character==&lt;br /&gt;
&lt;br /&gt;
* [[Arno di Berro]] is from scion and noble family who fled from Bronze Isles to Brynn.&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Bronze_Isles&amp;diff=77037</id>
		<title>Bronze Isles</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Bronze_Isles&amp;diff=77037"/>
		<updated>2026-09-18T12:23:33Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}[[Bronze Isles]], also known by several names in different cultures, is an island duchy located in the Southern Sea. [[Jacinth|Elves]] commonly refer to the country as &#039;&#039;al-Burunz&#039;&#039; or &#039;&#039;Burons&#039;&#039;, while [[Nistra|Nistrians]] call it &#039;&#039;Bronzos&#039;&#039;. In [[Aldor]], &#039;&#039;Bronze Isles&#039;&#039; is the most common name, while its native inhabitants refer to the country as &#039;&#039;&#039;Bronzia&#039;&#039;&#039; or &#039;&#039;&#039;Bronza&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Geography and Economy ==&lt;br /&gt;
The Bronze Isles consists of two major islands and four smaller islands. &#039;&#039;Lyrra Island&#039;&#039;, the most distant of the major islands, is located closest to the &#039;&#039;&#039;Continent&#039;&#039;&#039;. The country&#039;s insular geography has resulted in numerous harbors, ports, and docks, which serve as centers for trade and maritime activity.&lt;br /&gt;
&lt;br /&gt;
The Bronze Isles occupies a strategically important position in the Southern Sea. A significant proportion of merchant ships traveling between the western regions of the continent and territories farther east pass through Bronzian waters. The country&#039;s ports provide merchants and sailors with opportunities to resupply and recover from the hazards encountered during long voyages.&lt;br /&gt;
&lt;br /&gt;
This position has made Bronza an important crossroads for cultures and commerce. [[Skadia|Skadian]] merchants, [[Jacinth|elven]] travelers, [[Nistra|Nistrian]] seafarers, and [[Aldor|Aldorian]] traders regularly interact in its ports. Foreign merchants and travelers have also brought goods, knowledge, customs, and technologies from distant regions, including the Golden Cities of &#039;&#039;&#039;Aktum&#039;&#039;&#039;, the Thalassocracy of &#039;&#039;&#039;Bahari&#039;&#039;&#039;, and the Princedom of &#039;&#039;&#039;Majayat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The continuous exchange of goods and knowledge contributed to the development of Bronzian science, art, and craftsmanship. Bronzian rulers traditionally offered financial rewards and patronage to inventors, scholars, mages, and other individuals whose work was considered beneficial to the country.&lt;br /&gt;
&lt;br /&gt;
As a result, the Bronze Isles became one of the continent&#039;s most prosperous and technologically innovative states. Its cities are known for their large populations, busy ports, and unusual inventions. One notable example is a mechanical device installed on the tower of the capital&#039;s city hall that measures the time of day without the use of magic or human operation.&lt;br /&gt;
&lt;br /&gt;
The Bronzian economy benefits both from maritime services and international trade. Merchants profit from providing accommodation, supplies, and other services to ships visiting its ports, while also trading in exotic goods brought by foreign travelers. Information and knowledge acquired from visiting merchants are likewise considered valuable commodities.&lt;br /&gt;
&lt;br /&gt;
Bronzian bankers are credited with developing a system of [[Bill of Exchange|bills of exchange]], allowing merchants to conduct transactions without transporting large quantities of coins. The system reduced the risks associated with carrying physical currency over long distances and was subsequently adopted by bankers and merchants in [[Brynn]].&lt;br /&gt;
&lt;br /&gt;
== Government and Religion ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Bronze Isles is governed as a duchy, with a Duke serving as the country&#039;s head of state and government. The Duke holds legal authority over the nation&#039;s military, economy, and foreign relations. The process by which a new Duke is selected remains poorly documented, although the population has traditionally recognized the authority of the ruling Duke.&lt;br /&gt;
&lt;br /&gt;
The current ruler, Duke [[Orro Denye]], is regarded as a highly superstitious and indecisive leader. His timid and paranoid character has reportedly made him susceptible to the influence of sycophants and fraudulent advisers.&lt;br /&gt;
&lt;br /&gt;
According to accounts from the period, several of Orro&#039;s advisers claimed to have foreseen a catastrophic event arriving from across the sea that would devastate Bronza and bring an end to its established order. Influenced by these prophecies, Orro ordered the closure of the country&#039;s ports and the severance of most contact with foreign nations.&lt;br /&gt;
&lt;br /&gt;
The resulting isolation law prohibited ordinary maritime contact with the outside world and was accompanied by the imposition of martial law. Bronzian forces were ordered to attack or sink unauthorized vessels approaching the islands, including ships whose crews were apparently unaware of the new restrictions.&lt;br /&gt;
&lt;br /&gt;
The isolation policy caused considerable discontent among the Bronzian population and eventually contributed to an attempted rebellion. The details of the uprising remain uncertain, although surviving accounts claim that the rebellion was suppressed at considerable cost of life. Much of the information concerning the event originates from rumors and accounts carried by smugglers, making the precise circumstances of the rebellion difficult to establish.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Centuries of interaction with peoples from across the continent have resulted in a diverse religious landscape in the Bronze Isles. Various traditions associated with the worship of the [[Host]] have been introduced through trade, travel, and cultural exchange.&lt;br /&gt;
&lt;br /&gt;
Nistrian Hieronism was introduced by Nistrian sailors and merchants and remains one of the notable religious traditions in the islands. Gnostic Hieronism spread primarily through contact with Aldorian merchants, while elements of Eraffa teachings were introduced by elven travelers.&lt;br /&gt;
&lt;br /&gt;
The coexistence of these traditions reflects the broader cultural influence of the Bronze Isles&#039; position as a major maritime crossroads.&lt;br /&gt;
&lt;br /&gt;
== History and Culture ==&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Relatively little is known about the early history of the Bronze Isles. Most surviving accounts describe the islands primarily as a major meeting place for merchants, travelers, scholars, and inventors from across the continent. Its strategic position along important maritime routes allowed Bronza to develop extensive connections with distant nations and cultures.&lt;br /&gt;
&lt;br /&gt;
The introduction of the isolation law under Duke [[Orro Denye]] has significantly reduced the flow of information from the islands. Foreign travelers and merchants are largely prohibited from entering the country, while information leaving Bronza is mostly carried through clandestine channels. Smugglers remain among the few individuals able to maintain contact with the outside world, primarily through the illegal trade of goods and weapons that were once openly exchanged in Bronzian ports.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
Bronzian culture has been heavily shaped by centuries of contact with foreign peoples. Rather than developing in isolation, the islands have absorbed influences from many of the cultures encountered through their maritime trade. Elven travelers, Aldorian knights, Nistrian merchants, and visitors from distant regions such as the Golden Cities of Aktum, the Thalassocracy of Bahari, and the Princedom of Majayat have all contributed to the cultural development of Bronza.&lt;br /&gt;
&lt;br /&gt;
This extensive cultural exchange has resulted in a highly diverse society in which foreign customs, artistic traditions, technologies, and ideas have been incorporated into local practices.&lt;br /&gt;
&lt;br /&gt;
Bronzian society places particular value on innovation and ingenuity. Historically, the rulers of Bronza provided generous patronage to inventors, scholars, mages, and other individuals who introduced new ideas or technologies. Such patronage encouraged the development of unusual forms of craftsmanship, weaponry, engineering, and magical research.&lt;br /&gt;
&lt;br /&gt;
The country&#039;s emphasis on innovation has resulted in numerous inventions and techniques that are uncommon elsewhere on the continent. Bronza has consequently developed a reputation as a center of experimentation and technological advancement.&lt;br /&gt;
&lt;br /&gt;
One notable example is the rediscovery of [[Electromancy (skill tree)|Electromancy]]. Bronzian scholars recovered and interpreted ancient knowledge concerning the Lesser Element, leading to the revival of Electromancy as a distinct school of magic. The discipline subsequently became an important part of Bronzian magical scholarship and contributed to the country&#039;s reputation for unconventional magical research.&lt;br /&gt;
&lt;br /&gt;
== Military and Weaponries ==&lt;br /&gt;
Bronzian weaponry is distinguished by the combination of artistic craftsmanship and practical lethality. Local smiths frequently transform otherwise ordinary weapons, such as daggers and spears, into elaborate and visually distinctive weapons. Bronzian craftsmanship is highly regarded abroad, with some weapons reportedly attracting the admiration of Jacinth nobility and Aldorian military commanders.&lt;br /&gt;
&lt;br /&gt;
Bronzian weapons differ considerably from the traditions of neighboring cultures. Fjall weapons are often associated with rugged construction, Nistrian weapons with the preservation of Axonian forms, Aldorian weapons with practicality, and elven weapons with precision and refinement. Bronzian smiths are instead known for experimentation and unconventional designs. Some weapons are deliberately elaborate or unusual in appearance, while others incorporate innovations intended to address longstanding military problems.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and armor ===&lt;br /&gt;
[[Ducal Dagger|Daggers]] and [[Spontoon|spears]] are among the most notable examples of Bronzian weapon craftsmanship. Although traditionally considered weapons of common soldiers, Bronzian smiths have developed numerous specialized forms that combine elaborate designs with effective battlefield functions.&lt;br /&gt;
&lt;br /&gt;
Some Bronzian innovations have influenced foreign weapon design. The Aldorian [[guisarme]], for example, is believed to have been influenced by Bronzian designs before being adapted into a form more suitable for conventional military use.&lt;br /&gt;
&lt;br /&gt;
Compared with its weaponry, less information is available regarding distinctive Bronzian armor. Nevertheless, certain styles are recognizable throughout the continent. The origins of [[Visored Sentinet|sentinet]], in particular, remain disputed, with scholars variously attributing its development to refined [[Sentian]] craftsmanship or Bronzian experimentation.&lt;br /&gt;
&lt;br /&gt;
=== Warfare ===&lt;br /&gt;
Little is known about traditional Bronzian military doctrine. The Bronze Isles historically favored maritime commerce and diplomatic agreements over large-scale warfare with other nations, and therefore had comparatively little experience in prolonged land campaigns.&lt;br /&gt;
&lt;br /&gt;
The country&#039;s maritime defenses became particularly significant following the implementation of Duke Orro Denye&#039;s isolation policy. The Bronzian coast guard and other naval forces demonstrated considerable effectiveness in preventing foreign vessels from entering the country&#039;s ports. Their ability to defend the islands and attack unauthorized ships has contributed to the reputation of Bronzian coastal defenses as a formidable obstacle to foreign naval forces.&lt;br /&gt;
&lt;br /&gt;
Bronza also possesses a longstanding tradition of &#039;&#039;&#039;dueling&#039;&#039;&#039;. Duels may be fought either as formal contests between rivals or as a means of settling personal disputes. Bronzian dueling culture places considerable emphasis on agility, deception, and tactical ingenuity.&lt;br /&gt;
&lt;br /&gt;
This differs from the more formalized traditions of Aldorian jousting, in which martial honor and chivalric conduct are emphasized. Bronzian duelists are instead known for combining principles of honor with guile and tactical deception. This tradition has encouraged the development of specialized [[Parrying Dagger|daggers]], swords, and [[Rondache|rondaches]], as well as techniques involving [[Dual Wielding (skill tree)|dual-wielding]], unconventional bucklers, and unexpected attacks.&lt;br /&gt;
&lt;br /&gt;
=== Military forces ===&lt;br /&gt;
Several military organizations and specialist groups are associated with the Duke&#039;s armed forces.&lt;br /&gt;
&lt;br /&gt;
==== Bronza Coast Guard ====&lt;br /&gt;
The Bronza Coast Guard is responsible for patrolling and defending the numerous ports and harbors throughout the islands. Little information is available regarding its standard tactics or equipment. Following the implementation of the isolation policy, the Coast Guard became notorious for attacking and sinking unauthorized vessels attempting to enter Bronzian waters.&lt;br /&gt;
&lt;br /&gt;
==== Corsairs ====&lt;br /&gt;
Piracy has historically been a persistent problem in the waters surrounding the Bronze Isles. The Bronzian government has responded by employing some pirates as corsairs, effectively redirecting their maritime skills toward the defense of Bronzian waters.&lt;br /&gt;
&lt;br /&gt;
Corsairs patrol the surrounding seas and are particularly experienced in boarding hostile vessels. The [[Boarding Hatchet|boarding hatchet]] is commonly associated with their combat style.&lt;br /&gt;
&lt;br /&gt;
==== Duelists ====&lt;br /&gt;
Bronzian duelists are renowned throughout the continent for their agility, specialized weapons, and unconventional fighting techniques. They commonly carry [[Parrying Dagger|parrying daggers]] or [[Rondache|rondaches]] and are often trained to wield a second weapon in the off-hand.&lt;br /&gt;
&lt;br /&gt;
==== Castelliers Order ====&lt;br /&gt;
The Castelliers Order is a prominent Bronzian branch of the [[Triune Hand Order]]. The order is particularly associated with combating piracy and constructing heavily fortified strongholds throughout the islands.&lt;br /&gt;
&lt;br /&gt;
Its fortifications are considered among the most formidable defensive structures in Bronza, reflecting the order&#039;s role in protecting the country&#039;s ports and maritime trade.&lt;br /&gt;
&lt;br /&gt;
==== Electromancers ====&lt;br /&gt;
Electromancers are practitioners of [[Electromancy (skill tree)|Electromancy]], a relatively young magical discipline in the modern era. Although an Electromancy Circle has since been established at [[Maen]] Academy, the revival of the discipline is strongly associated with the Bronzian scholar &#039;&#039;&#039;Alfano the Elder&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Alfano is credited with deciphering ancient texts concerning the Lesser Element and reviving the previously neglected school of Electromancy. His work contributed to the renewed study of the discipline and the emergence of numerous aspiring electromancers in the Bronze Isles.&lt;br /&gt;
&lt;br /&gt;
==Notable Bronzian NPC/Character==&lt;br /&gt;
&lt;br /&gt;
* [[Arno di Berro]] is from scion and noble family who fled from Bronze Isles to Brynn.&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Bronze_Isles&amp;diff=77036</id>
		<title>Bronze Isles</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Bronze_Isles&amp;diff=77036"/>
		<updated>2026-09-18T11:26:12Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Geography and Economy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}[[Bronze Isles]], also known by several names in different cultures, is an island duchy located in the Southern Sea. [[Jacinth|Elves]] commonly refer to the country as &#039;&#039;al-Burunz&#039;&#039; or &#039;&#039;Burons&#039;&#039;, while [[Nistra|Nistrians]] call it &#039;&#039;Bronzos&#039;&#039;. In [[Aldor]], &#039;&#039;Bronze Isles&#039;&#039; is the most common name, while its native inhabitants refer to the country as &#039;&#039;&#039;Bronzia&#039;&#039;&#039; or &#039;&#039;&#039;Bronza&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Geography and Economy ==&lt;br /&gt;
The Bronze Isles consists of two major islands and four smaller islands. &#039;&#039;Lyrra Island&#039;&#039;, the most distant of the major islands, is located closest to the &#039;&#039;&#039;Continent&#039;&#039;&#039;. The country&#039;s insular geography has resulted in numerous harbors, ports, and docks, which serve as centers for trade and maritime activity.&lt;br /&gt;
&lt;br /&gt;
The Bronze Isles occupies a strategically important position in the Southern Sea. A significant proportion of merchant ships traveling between the western regions of the continent and territories farther east pass through Bronzian waters. The country&#039;s ports provide merchants and sailors with opportunities to resupply and recover from the hazards encountered during long voyages.&lt;br /&gt;
&lt;br /&gt;
This position has made Bronza an important crossroads for cultures and commerce. [[Skadia|Skadian]] merchants, [[Jacinth|elven]] travelers, [[Nistra|Nistrian]] seafarers, and [[Aldor|Aldorian]] traders regularly interact in its ports. Foreign merchants and travelers have also brought goods, knowledge, customs, and technologies from distant regions, including the Golden Cities of &#039;&#039;&#039;Aktum&#039;&#039;&#039;, the Thalassocracy of &#039;&#039;&#039;Bahari&#039;&#039;&#039;, and the Princedom of &#039;&#039;&#039;Majayat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The continuous exchange of goods and knowledge contributed to the development of Bronzian science, art, and craftsmanship. Bronzian rulers traditionally offered financial rewards and patronage to inventors, scholars, mages, and other individuals whose work was considered beneficial to the country.&lt;br /&gt;
&lt;br /&gt;
As a result, the Bronze Isles became one of the continent&#039;s most prosperous and technologically innovative states. Its cities are known for their large populations, busy ports, and unusual inventions. One notable example is a mechanical device installed on the tower of the capital&#039;s city hall that measures the time of day without the use of magic or human operation.&lt;br /&gt;
&lt;br /&gt;
The Bronzian economy benefits both from maritime services and international trade. Merchants profit from providing accommodation, supplies, and other services to ships visiting its ports, while also trading in exotic goods brought by foreign travelers. Information and knowledge acquired from visiting merchants are likewise considered valuable commodities.&lt;br /&gt;
&lt;br /&gt;
Bronzian bankers are credited with developing a system of [[Bill of Exchange|bills of exchange]], allowing merchants to conduct transactions without transporting large quantities of coins. The system reduced the risks associated with carrying physical currency over long distances and was subsequently adopted by bankers and merchants in [[Brynn]].&lt;br /&gt;
&lt;br /&gt;
== Government and Religion ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Bronze Isles is governed as a duchy, with a Duke serving as the country&#039;s head of state and government. The Duke holds legal authority over the nation&#039;s military, economy, and foreign relations. The process by which a new Duke is selected remains poorly documented, although the population has traditionally recognized the authority of the ruling Duke.&lt;br /&gt;
&lt;br /&gt;
The current ruler, Duke [[Orro Denye]], is regarded as a highly superstitious and indecisive leader. His timid and paranoid character has reportedly made him susceptible to the influence of sycophants and fraudulent advisers.&lt;br /&gt;
&lt;br /&gt;
According to accounts from the period, several of Orro&#039;s advisers claimed to have foreseen a catastrophic event arriving from across the sea that would devastate Bronza and bring an end to its established order. Influenced by these prophecies, Orro ordered the closure of the country&#039;s ports and the severance of most contact with foreign nations.&lt;br /&gt;
&lt;br /&gt;
The resulting isolation law prohibited ordinary maritime contact with the outside world and was accompanied by the imposition of martial law. Bronzian forces were ordered to attack or sink unauthorized vessels approaching the islands, including ships whose crews were apparently unaware of the new restrictions.&lt;br /&gt;
&lt;br /&gt;
The isolation policy caused considerable discontent among the Bronzian population and eventually contributed to an attempted rebellion. The details of the uprising remain uncertain, although surviving accounts claim that the rebellion was suppressed at considerable cost of life. Much of the information concerning the event originates from rumors and accounts carried by smugglers, making the precise circumstances of the rebellion difficult to establish.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Centuries of interaction with peoples from across the continent have resulted in a diverse religious landscape in the Bronze Isles. Various traditions associated with the worship of the [[Host]] have been introduced through trade, travel, and cultural exchange.&lt;br /&gt;
&lt;br /&gt;
Nistrian Hieronism was introduced by Nistrian sailors and merchants and remains one of the notable religious traditions in the islands. Gnostic Hieronism spread primarily through contact with Aldorian merchants, while elements of Eraffa teachings were introduced by elven travelers.&lt;br /&gt;
&lt;br /&gt;
The coexistence of these traditions reflects the broader cultural influence of the Bronze Isles&#039; position as a major maritime crossroads.&lt;br /&gt;
&lt;br /&gt;
== History and Culture ==&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Relatively little is known about the early history of the Bronze Isles. Most surviving accounts describe the islands primarily as a major meeting place for merchants, travelers, scholars, and inventors from across the continent. Its strategic position along important maritime routes allowed Bronza to develop extensive connections with distant nations and cultures.&lt;br /&gt;
&lt;br /&gt;
The introduction of the isolation law under Duke [[Orro Denye]] has significantly reduced the flow of information from the islands. Foreign travelers and merchants are largely prohibited from entering the country, while information leaving Bronza is mostly carried through clandestine channels. Smugglers remain among the few individuals able to maintain contact with the outside world, primarily through the illegal trade of goods and weapons that were once openly exchanged in Bronzian ports.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
Bronzian culture has been heavily shaped by centuries of contact with foreign peoples. Rather than developing in isolation, the islands have absorbed influences from many of the cultures encountered through their maritime trade. Elven travelers, Aldorian knights, Nistrian merchants, and visitors from distant regions such as the Golden Cities of Aktum, the Theocracy of Bahari, and the Princedom of Majayat have all contributed to the cultural development of Bronza.&lt;br /&gt;
&lt;br /&gt;
This extensive cultural exchange has resulted in a highly diverse society in which foreign customs, artistic traditions, technologies, and ideas have been incorporated into local practices.&lt;br /&gt;
&lt;br /&gt;
Bronzian society places particular value on innovation and ingenuity. Historically, the rulers of Bronza provided generous patronage to inventors, scholars, mages, and other individuals who introduced new ideas or technologies. Such patronage encouraged the development of unusual forms of craftsmanship, weaponry, engineering, and magical research.&lt;br /&gt;
&lt;br /&gt;
The country&#039;s emphasis on innovation has resulted in numerous inventions and techniques that are uncommon elsewhere on the continent. Bronza has consequently developed a reputation as a center of experimentation and technological advancement.&lt;br /&gt;
&lt;br /&gt;
One notable example is the rediscovery of [[Electromancy (skill tree)|Electromancy]]. Bronzian scholars recovered and interpreted ancient knowledge concerning the Lesser Element, leading to the revival of Electromancy as a distinct school of magic. The discipline subsequently became an important part of Bronzian magical scholarship and contributed to the country&#039;s reputation for unconventional magical research.&lt;br /&gt;
&lt;br /&gt;
== Military and Weaponries ==&lt;br /&gt;
Bronzian weaponry is distinguished by the combination of artistic craftsmanship and practical lethality. Local smiths frequently transform otherwise ordinary weapons, such as daggers and spears, into elaborate and visually distinctive weapons. Bronzian craftsmanship is highly regarded abroad, with some weapons reportedly attracting the admiration of Jacinth nobility and Aldorian military commanders.&lt;br /&gt;
&lt;br /&gt;
Bronzian weapons differ considerably from the traditions of neighboring cultures. Fjall weapons are often associated with rugged construction, Nistrian weapons with the preservation of Axonian forms, Aldorian weapons with practicality, and elven weapons with precision and refinement. Bronzian smiths are instead known for experimentation and unconventional designs. Some weapons are deliberately elaborate or unusual in appearance, while others incorporate innovations intended to address longstanding military problems.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and armor ===&lt;br /&gt;
[[Ducal Dagger|Daggers]] and [[Spontoon|spears]] are among the most notable examples of Bronzian weapon craftsmanship. Although traditionally considered weapons of common soldiers, Bronzian smiths have developed numerous specialized forms that combine elaborate designs with effective battlefield functions.&lt;br /&gt;
&lt;br /&gt;
Some Bronzian innovations have influenced foreign weapon design. The Aldorian [[guisarme]], for example, is believed to have been influenced by Bronzian designs before being adapted into a form more suitable for conventional military use.&lt;br /&gt;
&lt;br /&gt;
Compared with its weaponry, less information is available regarding distinctive Bronzian armor. Nevertheless, certain styles are recognizable throughout the continent. The origins of [[Visored Sentinet|sentinet]], in particular, remain disputed, with scholars variously attributing its development to refined [[Sentian]] craftsmanship or Bronzian experimentation.&lt;br /&gt;
&lt;br /&gt;
=== Warfare ===&lt;br /&gt;
Little is known about traditional Bronzian military doctrine. The Bronze Isles historically favored maritime commerce and diplomatic agreements over large-scale warfare with other nations, and therefore had comparatively little experience in prolonged land campaigns.&lt;br /&gt;
&lt;br /&gt;
The country&#039;s maritime defenses became particularly significant following the implementation of Duke Orro Denye&#039;s isolation policy. The Bronzian coast guard and other naval forces demonstrated considerable effectiveness in preventing foreign vessels from entering the country&#039;s ports. Their ability to defend the islands and attack unauthorized ships has contributed to the reputation of Bronzian coastal defenses as a formidable obstacle to foreign naval forces.&lt;br /&gt;
&lt;br /&gt;
Bronza also possesses a longstanding tradition of &#039;&#039;&#039;dueling&#039;&#039;&#039;. Duels may be fought either as formal contests between rivals or as a means of settling personal disputes. Bronzian dueling culture places considerable emphasis on agility, deception, and tactical ingenuity.&lt;br /&gt;
&lt;br /&gt;
This differs from the more formalized traditions of Aldorian jousting, in which martial honor and chivalric conduct are emphasized. Bronzian duelists are instead known for combining principles of honor with guile and tactical deception. This tradition has encouraged the development of specialized [[Parrying Dagger|daggers]], swords, and [[Rondache|rondaches]], as well as techniques involving [[Dual Wielding (skill tree)|dual-wielding]], unconventional bucklers, and unexpected attacks.&lt;br /&gt;
&lt;br /&gt;
=== Military forces ===&lt;br /&gt;
Several military organizations and specialist groups are associated with the Duke&#039;s armed forces.&lt;br /&gt;
&lt;br /&gt;
==== Bronza Coast Guard ====&lt;br /&gt;
The Bronza Coast Guard is responsible for patrolling and defending the numerous ports and harbors throughout the islands. Little information is available regarding its standard tactics or equipment. Following the implementation of the isolation policy, the Coast Guard became notorious for attacking and sinking unauthorized vessels attempting to enter Bronzian waters.&lt;br /&gt;
&lt;br /&gt;
==== Corsairs ====&lt;br /&gt;
Piracy has historically been a persistent problem in the waters surrounding the Bronze Isles. The Bronzian government has responded by employing some pirates as corsairs, effectively redirecting their maritime skills toward the defense of Bronzian waters.&lt;br /&gt;
&lt;br /&gt;
Corsairs patrol the surrounding seas and are particularly experienced in boarding hostile vessels. The [[Boarding Hatchet|boarding hatchet]] is commonly associated with their combat style.&lt;br /&gt;
&lt;br /&gt;
==== Duelists ====&lt;br /&gt;
Bronzian duelists are renowned throughout the continent for their agility, specialized weapons, and unconventional fighting techniques. They commonly carry [[Parrying Dagger|parrying daggers]] or [[Rondache|rondaches]] and are often trained to wield a second weapon in the off-hand.&lt;br /&gt;
&lt;br /&gt;
==== Castelliers Order ====&lt;br /&gt;
The Castelliers Order is a prominent Bronzian branch of the [[Triune Hand Order]]. The order is particularly associated with combating piracy and constructing heavily fortified strongholds throughout the islands.&lt;br /&gt;
&lt;br /&gt;
Its fortifications are considered among the most formidable defensive structures in Bronza, reflecting the order&#039;s role in protecting the country&#039;s ports and maritime trade.&lt;br /&gt;
&lt;br /&gt;
==== Electromancers ====&lt;br /&gt;
Electromancers are practitioners of [[Electromancy (skill tree)|Electromancy]], a relatively young magical discipline in the modern era. Although an Electromancy Circle has since been established at [[Maen]] Academy, the revival of the discipline is strongly associated with the Bronzian scholar &#039;&#039;&#039;Alfano the Elder&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Alfano is credited with deciphering ancient texts concerning the Lesser Element and reviving the previously neglected school of Electromancy. His work contributed to the renewed study of the discipline and the emergence of numerous aspiring electromancers in the Bronze Isles.&lt;br /&gt;
&lt;br /&gt;
==Notable Bronzian NPC/Character==&lt;br /&gt;
&lt;br /&gt;
* [[Arno di Berro]] is from scion and noble family who fled from Bronze Isles to Brynn.&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Aldor&amp;diff=77035</id>
		<title>Aldor</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Aldor&amp;diff=77035"/>
		<updated>2026-09-17T06:30:25Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Battlemage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dirwin.png|right|Dirwin is woodward from Aldor.]]&lt;br /&gt;
[[File:Arna.png|right|Arna is maiden knight from Aldor.]]&lt;br /&gt;
{{stub}}{{quote|Despite sharing a common culture, humans of Aldor are now more divided than ever. A multitude of political conflicts between the kingdom&#039;s estates has plunged the country into a prolonged civil war, barely contained by a shaky truce.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aldor&#039;&#039;&#039;, known as &#039;&#039;Ab-Aldur&#039;&#039; to the elves, is the kingdom in which {{Gamename}} takes place, a formerly prosperous and powerful kingdom.  &lt;br /&gt;
&lt;br /&gt;
Following the death of [[King Etbert]], a dispute arose within the royal court over the succession and the hereditary claims of the new king by the late queen. The political crisis led several groups of burghers and commoners to seek separation from the Council of Aldor and declare their independence. &lt;br /&gt;
&lt;br /&gt;
The resulting conflict developed into a civil war, further destabilizing the Kingdom of Aldor following the devastation caused by the previous &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;. The kingdom was subsequently divided among three major factions: the [[Council]], the [[Grand Magistrate|Magistrate]], and the [[Gray Army]].&lt;br /&gt;
&lt;br /&gt;
The outbreak of the &#039;&#039;&#039;Crimson Plague&#039;&#039;&#039; further worsened the situation but it helps to keep the status quo across the land. As the plague spread throughout Aldor, necromancer cults began desecrating temples and catacombs, contributing to widespread social and religious unrest. The combination of political instability, disease, and supernatural activity drove some barons and Aldorian communities into banditry and other forms of lawlessness... so here we are.&lt;br /&gt;
&lt;br /&gt;
== Geography and economy ==&lt;br /&gt;
Geographically, the Kingdom of Aldor is situated among several major civilizations in the western region of the &#039;&#039;&#039;Continent&#039;&#039;&#039;. Its strategic position places it between several powerful neighboring states and territories, many of which maintain political rivalries and conflicts with Aldor itself. As a result, Aldor has historically been vulnerable to external intervention, particularly during periods of political instability or military weakness.&lt;br /&gt;
&lt;br /&gt;
The western border of Aldor is shared with the Great Despotate of [[Nistra]], a major regional power with which Aldor has maintained a longstanding rivalry spanning several decades. Relations between the two states have frequently been characterized by political and military tensions.&lt;br /&gt;
&lt;br /&gt;
To the north, Aldor borders the mountainous territories of the [[Fjall]] Clans. The region is known for frequent clan raids and incursions into Aldorian territory, requiring the kingdom to maintain a permanent border guard presence along the northern frontier.&lt;br /&gt;
&lt;br /&gt;
The eastern border is shared with the [[Jacinth]] Kingdoms, a collection of neighboring kingdoms with significant political and historical connections to Aldor. The region is particularly associated with the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;, during which &#039;&#039;&#039;King Etbert&#039;&#039;&#039; famously led Aldorian forces in the final war against the elves of Jibei.&lt;br /&gt;
&lt;br /&gt;
The southern frontier extends to the sea, providing Aldor with access to maritime trade and foreign supplies. The principal port is the city of [[Brynn]], which serves as an important center for commerce and maritime transportation. The port&#039;s strategic importance has made the southern coastline vital to Aldor&#039;s economy, supplies, and continued access to external markets.&lt;br /&gt;
&lt;br /&gt;
=== Agriculture and Food Production ===&lt;br /&gt;
The Kingdom of Aldor maintains a largely agricultural economy, with farming, fishing, and pastoralism serving as the primary means of sustaining its population. Numerous farms, plantations, fisheries, and pastures are distributed throughout the kingdom, supplying food and other agricultural products to surrounding settlements and cities.&lt;br /&gt;
&lt;br /&gt;
Southern Aldor is particularly known for its agricultural production. The region surrounding [[Osbrook]] contains wheat farms that supply grain to the surrounding settlements. Other agricultural estates produce hops and grapes, supporting Aldor&#039;s brewing and winemaking industries. Wineries and hop plantations are distributed throughout the kingdom to meet the demand for alcoholic beverages, including wine and ale.&lt;br /&gt;
&lt;br /&gt;
The transportation and distribution of agricultural goods are overseen by bailiffs, who are responsible for managing various estates, facilities, transactions, and logistical operations. Bailiffs also supervise the movement of goods between settlements, making them an important part of Aldor&#039;s administrative and economic system.&lt;br /&gt;
&lt;br /&gt;
But after the civil war and the Crimson Plague, the agriculture and logistics that Aldor proud of now need their time to revive their glory, if not already burnt down t the ground.&lt;br /&gt;
&lt;br /&gt;
=== Arms and Armor ===&lt;br /&gt;
Aldorian weaponsmiths have historically adapted their techniques and designs in response to the military practices of neighboring civilizations. In the decades following the Civil War, the various Aldorian factions increasingly adopted and imitated foreign weapons that were considered effective in warfare.&lt;br /&gt;
&lt;br /&gt;
Among these adaptations was the [[Footman Longaxe|longaxe]], derived from the martial traditions of the [[Fjall]] Clans, as well as the polemace, whose design was influenced by weapons used by the Great Despotate of [[Nistra]]. Aldorian smiths also incorporated techniques from the [[Jacinth]] Kingdoms into the production of sabers and bows.&lt;br /&gt;
&lt;br /&gt;
The development of Aldorian armor has followed a similar pattern. Armorers have continually improved the protection provided by plate and other forms of protective equipment, particularly for the kingdom&#039;s knights. The increasing protection worn by heavily armored soldiers subsequently encouraged Aldorian smiths to develop new weapons and improve existing designs in order to overcome enhanced armor. This process of adaptation has resulted in an ongoing cycle of armor development and weapons innovation, with Aldorian craftsmen incorporating foreign techniques while developing their own designs.&lt;br /&gt;
&lt;br /&gt;
=== Commerce and Trade ===&lt;br /&gt;
Aldor participates in extensive trade with neighboring kingdoms and distant regions. Agricultural products and manufactured commodities form an important part of its exports. [[Crates of Wine|Wine]], [[Barrel of Beer|ale]], [[Pails of Cider|cider]], and [[Sacks of Salt|salt]] are among the commodities commonly transported through Aldorian trade networks.&lt;br /&gt;
&lt;br /&gt;
The kingdom also exports raw materials, particularly [[Shipment of Timber|timber]] and [[Crates of Charcoal|charcoal]]. The extensive forests of northern Aldor provide a significant source of lumber and fuel, supporting both domestic industries and foreign trade.&lt;br /&gt;
&lt;br /&gt;
Aldor&#039;s southern coastline and the port city of [[Brynn]] provide access to maritime trade routes, allowing goods produced throughout the kingdom to be transported to foreign markets. The combination of agricultural production, natural resources, manufacturing, and maritime commerce makes trade an important component of the Aldorian economy.&lt;br /&gt;
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== Government and religion ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Kingdom of Aldor is traditionally governed as a hereditary monarchy, with the king serving as the head of state and exercising authority through the Royal Court. The kingdom&#039;s feudal lords, nobles, local governors, and merchant lords are traditionally expected to recognize the authority of the crown and administer their respective territories in accordance with royal law.&lt;br /&gt;
&lt;br /&gt;
Following the death of &#039;&#039;&#039;King Etbert&#039;&#039;&#039;, the established system of government collapsed amid a dispute over the royal succession. The resulting Aldorian Civil War divided the kingdom among several competing factions, each establishing its own political and military leadership. The three principal factions are the Council, the Grand Magistrate, and the Gray Army.&lt;br /&gt;
&lt;br /&gt;
==== The [[Council]] ====&lt;br /&gt;
The &#039;&#039;&#039;Council&#039;&#039;&#039; was established by the final wife of &#039;&#039;&#039;King Etbert,&#039;&#039;&#039; Queen Inora following her accession, who assumed the regency alongside her son, King &#039;&#039;&#039;Verne&#039;&#039;&#039;. Inora and her supporters gathered royal loyalists and feudal lords who had fallen from favor under the previous administration King in an effort to preserve the monarchy and maintain the territorial integrity of Aldor.&lt;br /&gt;
&lt;br /&gt;
The Council claims continuity with the traditional Aldorian monarchy and regards King Verne as the legitimate successor to the throne. Its administration is supported primarily by royal loyalists, sections of the nobility, and feudal lords who seeks influence and reintegrate to the court life.&lt;br /&gt;
&lt;br /&gt;
==== The Grand [[Grand Magistrate|Magistrate]] ====&lt;br /&gt;
The &#039;&#039;&#039;Grand Magistrate&#039;&#039;&#039; originated as a political union of city councils, rebellious aristocrats, artisan guilds, and merchant guilds, with its principal center in [[Brynn]].&lt;br /&gt;
&lt;br /&gt;
Brynn had previously possessed the status of a free city status before losing its political privileges under the authority of King Etbert. Following King&#039;s death, representatives of the city&#039;s political and commercial institutions voted to withdraw from the Kingdom of Aldor. They rejected the legitimacy of the new royal succession and organized a separate administration known as the Grand Magistrate.&lt;br /&gt;
&lt;br /&gt;
The movement subsequently attracted support from burghers, merchants, guilds, military forces, and other groups opposed to royal authority. The Grand Magistrate therefore developed into both a political government and a military faction during the Civil War.&lt;br /&gt;
&lt;br /&gt;
==== The [[Gray Army]] ====&lt;br /&gt;
The &#039;&#039;&#039;Gray Army&#039;&#039;&#039; emerged as a popular movement composed of various social groups, with peasants and artisans forming the majority of its supporters. Its ranks also include former brigands, disillusioned clerics, impoverished feudal lords, and deserters from both the Council and the Grand Magistrate.&lt;br /&gt;
&lt;br /&gt;
The movement is led by &#039;&#039;&#039;Nir&#039;&#039;&#039;, a figure whose origins remain uncertain. Under his leadership, the Gray Army expanded its influence and acquired control over additional territories following the prolonged conflict between the &#039;&#039;&#039;Council&#039;&#039;&#039; and the &#039;&#039;&#039;Grand Magistrate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike the other major factions, the Gray Army does not originate from the established royal or urban political institutions of Aldor. Its organization instead developed from the social and economic instability caused by the Civil War, allowing individuals from different backgrounds to join the movement.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Hieronism is a Gnostic religious tradition originating in the Kingdom of Aldor and remains one of the principal religious traditions of the region. Its teachings are centered on the Host, a divine entity understood through the concept of the Trinity of Hands: the &#039;&#039;&#039;Guiding Hand&#039;&#039;&#039;, the &#039;&#039;&#039;Warding Hand&#039;&#039;&#039;, and the &#039;&#039;&#039;Judging Hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hieronist theology places considerable emphasis on the pursuit of divine knowledge and spiritual understanding. The religion maintains a complex clerical hierarchy through which adherents progress from religious students to increasingly knowledgeable and spiritually powerful figures.&lt;br /&gt;
&lt;br /&gt;
The understanding of the Host is regarded as a lifelong pursuit. Hieronist teachings maintain that deeper knowledge of sacred scripture and divine mysteries allows an individual to establish an increasingly direct spiritual connection with the Host.&lt;br /&gt;
&lt;br /&gt;
Each Hieronist church is administered by a priest known as a Hierophant. Advancement through the Hieronist hierarchy traditionally requires religious study, pilgrimage, contemplation, and the interpretation of sacred texts. Per information that people been gathered such as in [[Folio on Hieron|folio]], the hierarchy of the Aldor Hieronites priests is as such:&lt;br /&gt;
&lt;br /&gt;
* Exoteric&lt;br /&gt;
&lt;br /&gt;
* Hierophant&lt;br /&gt;
&lt;br /&gt;
* Hermeneut&lt;br /&gt;
&lt;br /&gt;
* Theognostic&lt;br /&gt;
&lt;br /&gt;
* Thaumaturge&lt;br /&gt;
&lt;br /&gt;
* Archtheurgist&lt;br /&gt;
&lt;br /&gt;
=== Saints and Relics ===&lt;br /&gt;
Hieronism maintains a tradition of venerating saints, individuals remembered for their exceptional devotion, virtue, and accomplishments in service to the Host. Many saints are believed to continue protecting or blessing the faithful through sacred artifacts such as [[Casket with St Wald Relics|Saint Wald]] and relics associated with their lives.&lt;br /&gt;
&lt;br /&gt;
In addition, numerous saints have been commemorated through statues, religious buildings, shrines, and annual celebrations. These monuments and observances serve both as acts of devotion and as reminders of the virtues represented by the saints. Some Hieronist communities consider the relics of particularly revered saints to possess spiritual significance, and certain artifacts are believed to retain a connection to the saint and, through them, to the Host.&lt;br /&gt;
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== History and culture ==&lt;br /&gt;
&lt;br /&gt;
=== Pre-unification Aldor ===&lt;br /&gt;
Before the establishment of the Kingdom of Aldor, the region was inhabited and controlled by numerous tribal societies. Among the most prominent were the [[Ald]] Tribes, the [[Sentian]] Tribes, and the Highlander Tribes of [[Firn]]. Each developed distinct cultural and military traditions that later became incorporated into Aldorian history and folklore.&lt;br /&gt;
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The Ald Tribes were particularly renowned for their advanced metalworking techniques, which were considered superior to those of many neighboring tribes. Their expertise in metallurgy allowed the Ald to produce high-quality weapons, tools, shields, and other metal equipment.&lt;br /&gt;
&lt;br /&gt;
The Firn Tribes, who inhabited the northern highlands, were known for their strong traditions and conservative social customs. Their society placed considerable importance on preserving the practices and values of their ancestors. The Firn were also renowned for their skilled marksmen and warriors.&lt;br /&gt;
&lt;br /&gt;
The Sentian Tribes developed a distinctive military tradition centered around the use of slingers. Sentian slingers were regarded as highly skilled and became an important part of the tribe&#039;s military identity. The Sentians were also renowned for their culinary traditions, with their dishes and skilled cooks becoming an important part of their cultural reputation.&lt;br /&gt;
&lt;br /&gt;
=== Unification of Aldor ===&lt;br /&gt;
According to Aldorian legends, the unification of the region began with the expansion of the Ald Tribes. Ald forces gradually conquered neighboring territories, taking the land of rivalling tribes. &lt;br /&gt;
&lt;br /&gt;
The conquest of the Sentian territories required the Ald forces to cross the river separating the two peoples. The Sentians offered strong resistance, relying heavily on their renowned slingers to oppose the advancing Ald forces. According to traditional accounts, the Sentians continued their resistance until the death of their last king, [[Crown of Benor the Dauntless|Benor the Dauntless]]. Following Benor&#039;s death, the remaining Sentian forces were defeated, and the Ald completed their conquest of the Sentian territories. The incorporation of the Sentians significantly expanded Ald-controlled territory and brought their lands under a single political authority.&lt;br /&gt;
&lt;br /&gt;
The subsequent campaign against the Firn Tribes proved considerably more difficult. The mountainous terrain of Firn provided the defenders with a natural advantage, while Firn marksmen were renowned for their exceptional skill with bows and slings. Firn warriors also fought in close combat, traditionally wielding large claymores against the metal shields and armor of the Ald warriors. Their resistance became one of the defining conflicts in the traditional accounts of Aldorian unification.&lt;br /&gt;
&lt;br /&gt;
Eventually, Ald forces captured the Firn foothills, marking a major milestone in the consolidation of Ald territory. The event became an important part of Aldorian historical tradition and was later commemorated in the [[The Conquest of the Hills Tapestry|Tapestry]], where the campaigns of unification are depicted as foundational events in the history of the kingdom.&lt;br /&gt;
&lt;br /&gt;
The conquest of the Sentians and Firn is traditionally regarded as the beginning of the political consolidation that eventually led to the establishment of the Kingdom of Aldor.&lt;br /&gt;
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=== Culture ===&lt;br /&gt;
Following the unification of Aldor, the cultural traditions of the former tribes continued to survive throughout the kingdom. Many customs remained particularly prominent in rural communities, while others were gradually incorporated into the customs of Aldorian nobility and urban society. Although the kingdom developed a shared cultural identity, regional traditions from the Ald, Sentian, and Firn peoples remain recognizable in various parts of Aldor.&lt;br /&gt;
&lt;br /&gt;
One of the most widespread aspects of Aldorian culture is the consumption of wine and ale. Inns and taverns can be found throughout the kingdom, including in remote and rural settlements. Alcoholic beverages are commonly consumed after a day of labor and are enjoyed by people from various social classes, including nobles, farmers, guards, and members of the clergy. The widespread availability of wine and ale has made drinking an established part of Aldorian social life.&lt;br /&gt;
&lt;br /&gt;
Another prominent aspect of Aldorian noble culture is its tradition of jousting and duelling. Jousting was historically practiced not only as a martial competition but also as a form of public spectacle and social display. Knights would don their finest [[Jousting Armor|armor]], [[Jousting Topfhelm|helmets]], and barded steeds before competing before large crowds. Success in the joust was considered a means of demonstrating martial ability, wealth, and prestige, while victorious knights often gained the admiration of the crowds and the attention of the fair maidens.&lt;br /&gt;
&lt;br /&gt;
Over time, however, the traditional practice of duelling declined in popularity. Once considered an important component of martial and personal honor, formal duels became increasingly uncommon among Aldorian nobles and warriors. Many pieces of equipment traditionally associated with the practice, including [[Buckler|bucklers]] and specialized duelling [[Duelist Belt|belts]], have consequently fallen into disuse and are often left neglected.&lt;br /&gt;
&lt;br /&gt;
But beside of that, one element of Sentian culture, particularly its culinary traditions, have survived into the modern era. Sentian cuisine became especially influential in Brynn, where cooks developed and refined numerous dishes using both traditional and foreign ingredients. Brynn&#039;s cooks have acquired a reputation for their ability to transform inexpensive, unusual, or otherwise undesirable ingredients into elaborate dishes suitable for the tables of the nobility. This reputation has contributed to Brynn&#039;s status as one of Aldor&#039;s notable centers of culinary culture.&lt;br /&gt;
&lt;br /&gt;
Alas not all traditions of the pre-unification tribes survived the development of the modern Kingdom of Aldor. Some customs have gradually disappeared, while others are no longer formally recognized under Aldorian law. One example is an old Firn custom concerning the inheritance of knightly titles. Certain Firn noble houses traditionally permitted a daughter who had been raised according to the customs and duties traditionally expected of a son could inherit the family&#039;s knightly title. Although the practice existed within some Firn houses, it is no longer generally recognized under contemporary Aldorian law and led several noble houses of Firn ceased to exist.&lt;br /&gt;
&lt;br /&gt;
=== Circle of Mages ===&lt;br /&gt;
The Aldorian mage community is organized around the United Circle, a gathering of magical circles established to protect practitioners and potential initiates from persecution and superstition. It encompasses mages from various traditions, including [[Pyromancy (skill tree)|Pyromancy]], Nistrian [[Geomancy (skill tree)|Geomancy]], the emerging [[Electromancy (skill tree)|Electromancy]], the secretive [[Arcanistic Power|Arcanistic]] Circle, and the semi-secretive Spellweaver Circle.&lt;br /&gt;
&lt;br /&gt;
The United Circle established its principal academy and gathering place in [[Maen]], which became known as the Maen Academy. Both nobles and commoners brought relatives attuned to the Aether to the academy, where they could learn to control their abilities while being protected from the dangers and superstitions surrounding magic. Others sought the academy&#039;s mages to treat unnatural conditions or illnesses beyond the capabilities of Aldor&#039;s physicians and Hieronite priests.&lt;br /&gt;
&lt;br /&gt;
Initiates traditionally wear black [[Initiate Robe|robes]] to signify that they have yet to choose a magical circle or specialize in a particular discipline. After years of study and practice, initiates may graduate as mages, with some entering the Aldorian military as battlemages while others remain at the Maen Academy to pursue advanced study and eventually become masters.&lt;br /&gt;
&lt;br /&gt;
According to legend, the formation of the United Circle sparked a rivalry with the Enchanters. Little reliable information survives regarding the conflict or its outcome, and it remains clear which tradition ultimately prevailed. But The United Circle&#039;s autonomy in governing the academy and training mages with limited royal or noble didn&#039;t last for long. The interference was later disrupted by the Aldorian Civil War, leaving the organization in disarray. Following the mysterious Neer Uprising and the emergence of the [[Gray Army]] in northern Aldor, communication between the Maen Academy and the other factions of [[Aldor]] became scarce. Much of the academy&#039;s activities and the fate of the United Circle during this period remain unknown.&lt;br /&gt;
&lt;br /&gt;
== Military and weaponries ==&lt;br /&gt;
The military history of Aldor has been shaped by repeated civil wars, foreign campaigns, and internal rebellions, beginning with the tribal conflicts that preceded the unification of the kingdom and continuing into the modern era. These conflicts have encouraged the Aldorian military to continually adapt its weapons, tactics, and organization in response to changing forms of warfare.&lt;br /&gt;
&lt;br /&gt;
Aldorian military doctrine places considerable emphasis on practicality and adaptation rather than strict adherence to established customs or martial traditions. Weapons and tactics originating from foreign cultures are studied when they demonstrate effectiveness against Aldorian forces. Rather than rejecting unfamiliar methods, Aldorian commanders and craftsmen commonly seek to adopt, reproduce, and improve them for use by their own armies.&lt;br /&gt;
&lt;br /&gt;
This approach has resulted in the incorporation of numerous foreign weapons and techniques into Aldorian warfare. Designs originally developed by neighboring civilizations have been modified to suit Aldorian equipment, terrain, and military organization. As a result, Aldorian warfare has developed as an evolving combination of indigenous traditions and foreign innovations.&lt;br /&gt;
&lt;br /&gt;
The continuous cycle of observation, imitation, adaptation, and improvement has become a defining characteristic of the Aldorian military. Its commanders regard battlefield experience as an opportunity to identify weaknesses and develop new methods to counter them, contributing to the kingdom&#039;s reputation for military adaptability.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and armor ===&lt;br /&gt;
&lt;br /&gt;
==== Plate armor ====&lt;br /&gt;
Aldor is particularly renowned for its armorsmithing tradition, most notably the production of heavy plate armor. The development of Aldorian armor has been influenced by centuries of warfare, rebellions, and continual competition with neighboring civilizations. Compared with the heavy infantry of [[Nistra]], which traditionally relies on [[Scaled Armor|scale armor]], and the Maafs warriors of the [[Jacinth]] Kingdoms, who commonly employ heavily reinforced [[Elven Heavy Brigandine|brigandine]], Aldorian armorers are regarded as among the foremost practitioners of plate armor.&lt;br /&gt;
&lt;br /&gt;
Aldorian smiths produce a wide variety of protective equipment, ranging from cuirasses and chestplates to complete suits of plate armor. Such armor is designed to withstand powerful blows and provide substantial protection on the battlefield, although its manufacture requires considerable quantities of metal, skilled labor, and financial resources. Consequently, the heaviest forms of Aldorian armor are generally reserved for wealthier soldiers and the nobility.&lt;br /&gt;
&lt;br /&gt;
==== Swords and Halberds ====&lt;br /&gt;
The [[Knight Blade|sword]] holds a particularly prominent position within Aldorian knightly culture. Noble swords are traditionally associated with knighthood, social status, and martial prestige, making them a favored weapon among the kingdom&#039;s aristocratic warriors.&lt;br /&gt;
&lt;br /&gt;
Despite the cultural importance of the sword, Aldorian military doctrine does not restrict its soldiers to traditional weapons. Over time, Aldorian smiths and military authorities, including King Etbert himself, encouraged the adoption of a wider variety of weapons in order to familiarize troops with different forms of combat.&lt;br /&gt;
&lt;br /&gt;
Among common soldiers, guards and levies frequently employ one of the famous invention of polearms, the [[Guard Halberd|halberd]]. Its combination of cutting, thrusting, and hooking capabilities makes it a versatile weapon suitable for a variety of battlefield and non-battlefield duties. The halberd&#039;s adaptability allows commanders to employ their levies and guards in different roles without requiring them to carry specialized weapons for every task.&lt;br /&gt;
&lt;br /&gt;
The widespread use of foreign and unconventional weapons reflects the broader Aldorian military philosophy of adaptation and practicality, in which established traditions are maintained when effective but are readily supplemented or replaced when superior alternatives become available.&lt;br /&gt;
&lt;br /&gt;
==== Longbows ====&lt;br /&gt;
The [[Soldier Longbow|longbow]] is one of the most prominent weapons associated with the military traditions of Aldor. A common Aldorian proverb states, &#039;&#039;&amp;quot;as long as Aldor has at least a dozen longbows, it&#039;ll remain unconquered.&amp;quot;&#039;&#039; The saying reflects the reputation of Aldorian longbowmen and their importance in the kingdom&#039;s military history.&lt;br /&gt;
&lt;br /&gt;
Aldorian archers have gained a reputation among neighboring powers for their range, accuracy, and ability to deliver concentrated volleys. Historical accounts attribute several notable victories to the longbowmen, including the destruction of a [[Jacinth]] army after it was drawn into an Aldorian ambush. During conflicts with [[Nistra]], Aldorian archers were also credited with killing numerous enemy commanders, standard-bearers, and mages through concentrated and precisely aimed volleys.&lt;br /&gt;
&lt;br /&gt;
Despite the effectiveness of the longbow, its widespread use has not always been supported by the Aldorian nobility. Some nobles have historically regarded archery as an inferior martial practice associated with peasants and commoners, rather than a discipline worthy of aristocratic warriors. Rather than encouraging rural communities to maintain and develop their archery skills, certain lords have discouraged the practice or restricted the use of bows on their estates. In some territories, nobles have even imposed restrictions on archery in order to protect their private hunting grounds. These policies have occasionally placed the interests of aristocratic hunting traditions in conflict with the military value of maintaining a large population of skilled archers.&lt;br /&gt;
&lt;br /&gt;
=== Military tactics ===&lt;br /&gt;
&lt;br /&gt;
==== Wedge formation ====&lt;br /&gt;
Aldorian commanders have traditionally sought to weaken Nistrian formations through sustained volleys of longbow fire before committing their cavalry to a wedge formation intended to break the enemy&#039;s lines. However, this tactic carries considerable risks, particularly when the cavalry assault fails to achieve a decisive breakthrough. Failed charges can result in significant casualties and, in some cases, contribute to an Aldorian defeat.&lt;br /&gt;
&lt;br /&gt;
As a result, some Aldorian commanders and military reformers have advocated for changes to the traditional approach. These advocates have called upon the kingdom&#039;s knights and nobles to set aside their pride and study the tactics employed successfully by their Nistrian adversaries. Such proposals emphasize adapting proven enemy methods rather than relying exclusively on established Aldorian traditions of warfare.&lt;br /&gt;
&lt;br /&gt;
==== Pike and Shot formation ====&lt;br /&gt;
The practice was introduced by Commander Damian of the renowned Albatross Brigade, who employed a formation reminiscent of the ancient phalanx during the Battle of the Chilly Ford. The formation contributed to his decisive victory over Duke der Narn.&lt;br /&gt;
&lt;br /&gt;
Following the battle, many commanders advocated for the increased use of pikemen in military formations, arguing that pike formations represented an important development in the future of warfare. They further recommended that the Magistrate prioritize military reforms aimed at countering the Council Army&#039;s reliance on heavy cavalry.&lt;br /&gt;
&lt;br /&gt;
After Damian&#039;s proposed reforms, the training of pikemen and crossbowmen was to be significantly expanded. The two troop types were envisioned as the backbone of the Magistrate&#039;s army, with pikemen providing a defensive counter to cavalry charges while crossbowmen supplied ranged support against heavily armored opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crossbow with Pavise&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toward the end of &#039;&#039;&#039;King Etbert&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s reign, the Aldorian crown established the Crossbow Guardsmen, a formation that became widespread during the ensuing Civil War between the Council and the Magistrate. Crossbows were rapidly adopted because levies and commoners could be trained to use them in considerably less time than the renowned Aldorian longbowmen, making them effective for quickly reinforcing city defenses.&lt;br /&gt;
&lt;br /&gt;
Following the Civil War, the various factions developed their own crossbow designs and production methods. [[Maen]] favored a lightweight and simple design, while the [[Grand Magistrate|Magistrate]] adopted a more unique model inspired by the elven bolt-thrower. The Falcon Company of Brynn, its own crossbow brigade, further developed the weapon by introducing large pavise shields, allowing its crossbowmen to take cover behind them while fighting outside city walls.&lt;br /&gt;
&lt;br /&gt;
=== Military units ===&lt;br /&gt;
&#039;&#039;&#039;Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Knights of Aldor are primarily drawn from the nobles and highborn members of the houses of nobility within the Kingdom of Aldor. They traditionally serve as the kingdom&#039;s heavily armored cavalry and are commonly equipped with full plate armor and trained warhorses.&lt;br /&gt;
&lt;br /&gt;
Aldorian knights are also associated with the martial traditions and status of the nobility. Their social standing and adherence to chivalric customs have, on occasion, influenced their choice of weaponry. Some knights favor the use of noble swords, regarding them as a traditional and prestigious weapon, even when other weapons may be more practical for certain battlefield situations. Until King Etbert himself introduced them with many [[Knight Axe|axes]], [[Knight Warhammer|bludgeon]], and polearms that highten the status of that weapons to be worthy enough wielded by the nobles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peasant levy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Aldor, particularly within territories governed by the Council, the distinction between knightly forces and peasant levies remains an established feature of the military system. For centuries, commoners have been conscripted into the army and typically provided with inexpensive equipment, with some receiving little or no standardized armament.&lt;br /&gt;
&lt;br /&gt;
Peasant levies are generally assigned simple and readily available weapons, most commonly spears and bows. In contrast to the heavily equipped knights and nobles, these troops are primarily intended to serve as mass infantry and supporting forces on the battlefield. This separation in equipment and military role reflects the broader social hierarchy of Aldorian society, in which military privileges and resources are concentrated among the noble classes.&lt;br /&gt;
&lt;br /&gt;
==== Free Company / Mercenaries ====&lt;br /&gt;
Mercenaries are a common sight throughout Aldor, particularly in the city of [[Brynn]]. They serve as a military force that fill the gap between the kingdom&#039;s noble knights and its peasant levies, providing professional soldiers for those who can afford their services.&lt;br /&gt;
&lt;br /&gt;
Mercenaries with proven battlefield experience and established reputations are sometimes hired to participate in wars fought by the Kingdom of Aldor. Their reputation and personal achievements can greatly influence their standing, with successful mercenaries often displaying their weapons and equipment as symbols of their experience and worth.&lt;br /&gt;
&lt;br /&gt;
Polearms such as [[Mercenary Halberd|halberds]] and [[Mercenary Polehammer|polehammers]] are commonly employed by Aldorian mercenaries, owing to their effectiveness and versatility on the battlefield. More accomplished and prosperous mercenaries, however, may favor imposing [[Captain Greatsword|two-handed swords]]. Such weapons are sometimes fitted with elaborately gilded hilts or ornate scabbards, serving not only as weapons but also as visible demonstrations of their wealth, status, and position in the army.&lt;br /&gt;
&lt;br /&gt;
==== Royal Guardsmen ====&lt;br /&gt;
The Royal Guardsmen is the personal military force and bodyguard of King Etbert, tasked primarily with protecting the monarch and serving as his personal retinue. The Guardsmen is regarded as an elite formation within the Aldorian military and is entrusted with the defense of the royal household.&lt;br /&gt;
&lt;br /&gt;
Members of the Guardsmen are equipped with some of the finest weapons and armor produced by Aldorian smiths. Their standard equipment includes high-quality [[Guardsman Crossbow|crossbows]], [[Guardsman Gloves|heavy armor]], and [[Guardsman Shield|shield]] with [[Guardsman Broadsword|broadswords]] carried as sidearms. The quality of their equipment distinguishes the Royal Guard from the ordinary levies and regular troops of the Aldorian army.&lt;br /&gt;
&lt;br /&gt;
==== Longbowman ====&lt;br /&gt;
As a boastful Aldorian proverb goes, &amp;quot;&#039;&#039;As long as Aldor has at least a dozen longbows, it shall remain unconquered&#039;&#039;.&amp;quot; The longbowmen of Aldor have established a reputation for their skill in archery through numerous military campaigns and the defense of Aldorian cities against invading forces.&lt;br /&gt;
&lt;br /&gt;
During sieges and other defensive engagements, Aldorian longbowmen with their trusted [[Sharpshooter Bow|bow]] have reportedly killed numerous enemy commanders, battlemages, and standard-bearers through their marksmanship. Their ability to target important personnel from a distance has made them a particularly valued component of Aldorian defensive warfare.&lt;br /&gt;
&lt;br /&gt;
The widespread use of the longbow has also influenced the composition of Aldorian levies. Many levies are equipped and trained as longbowmen, with some having practiced archery from an early age and possessing years, or even a lifetime, of experience with the weapon.&lt;br /&gt;
&lt;br /&gt;
==== Blademaster ====&lt;br /&gt;
Blademasters are elite professional soldiers who receive twice the standard military wage in exchange for serving on the frontline. Their reputation and battlefield performance are often cited as justification for the considerable expense of maintaining them.&lt;br /&gt;
&lt;br /&gt;
Typically armed with [[Blademaster Greatsword|greatswords]], Blademasters are deployed against enemy infantry formations, particularly poorly equipped levies. Their primary role is to assault the frontline and disrupt its formation, with their presence and aggressive fighting style intended to undermine enemy morale and create openings for the rest of the army to exploit.&lt;br /&gt;
&lt;br /&gt;
==== Forest Watch ====&lt;br /&gt;
The Forest Watch are bands of militia tasked with patrolling the deepest and least-explored regions of Aldor. Watch pathfinders avoid heavy armor and excessive supplies, relying instead on years of experience navigating the wilderness. Even in unexplored territory, an experienced Watchman can quickly identify animal trails, tracks, and other signs that reveal a viable route.&lt;br /&gt;
&lt;br /&gt;
The Watch are renowned for their composure in even the most desperate circumstances. Years of patrols teach them the laws of nature and allow them to perceive the wilderness as an ally rather than an obstacle. This expertise gives the Forest Watch their greatest advantage: element of surprise.&lt;br /&gt;
&lt;br /&gt;
Knowledge of the terrain allows Watchmen to ambush enemies and dictate the terms of an engagement. The first arrow is considered especially important, particularly when it strikes its intended target. When possible, Watchmen avoid detection by frequently changing positions and engaging from maximum effective range. This tactic creates confusion and hesitation among their enemies, giving the Watch precious time to reposition, adjust their aim, and deliver the next volley.&lt;br /&gt;
&lt;br /&gt;
==== Battlemage ====&lt;br /&gt;
Battle-proven mages are highly valued within the Aldorian ranks. Following &#039;&#039;&#039;King Etbert&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s decree requiring mages to serve in the army during the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;, many were compelled to participate in the campaign. The conflict produced a number of veteran battlemages, while others never returned to Aldor.&lt;br /&gt;
&lt;br /&gt;
Academy-trained mages are regarded as formidable combatants and are often considered high-priority targets on the battlefield. They are typically equipped with protective gear such as  [[Battlemage Gloves|gloves]] and [[Battlemage Gambeson|gambesons]] or even [[Mail Mantle|chainmails]]. Many, however, forgo helmets to avoid hindering their ability to cast complex spells.&lt;br /&gt;
&lt;br /&gt;
==== The Vehement ====&lt;br /&gt;
The Vehement are militant Hieronites who take up arms against [[Ghoul|ghouls]], warlocks, and other unholy monstrosities. Unlike conventional military orders, the Vehement are not restricted to a particular social class or profession. Their ranks include peasants, zealous pilgrims, knights-errant, battlemages, and others who have devoted themselves to the cause.&lt;br /&gt;
&lt;br /&gt;
Membership in the Vehement requires the taking of a sacred vow. Those who swear the vow pledge &amp;quot;to stand in defense of the Hieron and the common folk, dedicating themselves to the eradication of evil wherever it may be found.&amp;quot; The vow is considered the foundation of the Vehement&#039;s identity, binding its members together despite their differences in origin, status, and training.&lt;br /&gt;
&lt;br /&gt;
The Vehement therefore function as both a religious brotherhood and a militant force, with their members united primarily by their oath rather than by a common military background.&lt;br /&gt;
&lt;br /&gt;
==== Sons of Eeders ====&lt;br /&gt;
Eeders is a remote and inhospitable village located deep within dense woodland. Its isolated location and harsh environment have contributed to its reputation as an unpleasant place for outsiders, with visitors rarely remaining for extended periods. The village is primarily known for two things: its extensive lumber mills and its perpetually combat-ready militia, many known as The Sons of Eeders. Eeders&#039; mills produce timber that is transported directly to the docks of [[Brynn]], making the settlement an important source of lumber for the region.&lt;br /&gt;
&lt;br /&gt;
The sons of Eeders are particularly renowned for their proficiency with heavy poleaxes, a skill regarded as exceptional throughout Aldor. The weapon most commonly associated with the village is the [[eederax]], a polearm named after its place of origin. The eederax bears similarities to the [[Skadian Bardiche|Skadian bardiche]], but features a hook attached to the rear of the axe blade to hook horsemen after their interaction with Nistrian cavalry. Eeders militiamen now are especially skilled in using the weapon&#039;s hook to catch and dismount enemy cavalrymen, making the eederax an effective weapon against mounted opponents. This technique, combined with their [[Eeders Longbow|longbowman]], has made the warriors of Eeders particularly well suited to defending their woodland settlement and confronting cavalry forces.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Company, Order, Group under Aldor ==&lt;br /&gt;
&lt;br /&gt;
* [[Spears Treatise II|Albatross Brigade]]&lt;br /&gt;
* [[Brotherhood of Ouroboros&#039; Shield|Brotherhood of Ouroboros]]&lt;br /&gt;
* [[Shield of Truth&#039;s Eternal Sun|Brotherhood of Truth&#039;s Eternal Sun]]&lt;br /&gt;
* [[Brynn Pavise|Crossbow Brigade]]&lt;br /&gt;
* [[Brynn Crossbow|Falcon Company]]&lt;br /&gt;
* [[Honorary Polehammer|Falcon Plume Company]]&lt;br /&gt;
* [[Border Guard Brigandine|Northern Border Guard]]&lt;br /&gt;
* [[Ornate Polehammer|Royal Armorbreakers]]&lt;br /&gt;
* [[Carved Longbow|Royal Ranger]]&lt;br /&gt;
* [[Royal Huntmaster Crossbow|Royal Huntmaster]]&lt;br /&gt;
* [[Two-Handed Swords Treatise I|Steel Company]]&lt;br /&gt;
* [[Maen Heavy Flail|The Cowls]]&lt;br /&gt;
* [[Wolfbrother Belt|The Wolfbrother]]&lt;br /&gt;
&lt;br /&gt;
== Former Order or Group in Aldor ==&lt;br /&gt;
&lt;br /&gt;
* [[Magic Mastery Treatise II|United Circle of Mages]]&lt;br /&gt;
* [[Triune Hand Order|Order of the Triune Hands]]&lt;br /&gt;
* [[Raven Heater Shield|The Raven Gang]]&lt;br /&gt;
* [[Hired Blade Cowl|The Blade]]&lt;br /&gt;
* [[Brotherhood of the Asp&#039;s Belt|Brotherhood of the Asp]]&lt;br /&gt;
* [[Woodwight Longflail|The Woodwight]]&lt;br /&gt;
&lt;br /&gt;
==Outdated Lore==&lt;br /&gt;
Half a century before the events of the game, Aldor waged a war against the elven [[Jade Kingdoms]]. This aggression was repelled by the elves who in turn invaded Aldor. The kingdom was swept by a wave of bloodsheds. Making his last stand, the [[Last King]] revived many fallen warriors to act as his last line of defense. However this terrifying blasphemy was doomed to failure and the Last King was soon vanquished leaving behind him a terrible legacy. The disappearance of the Last King signed the end of this horrific part of Aldor&#039;s history which the historians aptly named the [[War of the Fallen]].&lt;br /&gt;
&lt;br /&gt;
In the aftermath of the war and following the fall of the monarchy no one was left at the reign of the kingdom. After the Jade Kingdoms armies left all matters of pretenders sought to ascend to the throne. This was the start of a decade long civil war, the [[Discord]]. Only the [[Grand Magistrate]], an alliance of well-off merchant families, tired of hatred and violence, was capable of stopping that bloodshed.&lt;br /&gt;
&lt;br /&gt;
Still, years of conflicts left Aldor ravaged. The Grand Magistrate slowly lost its role as its members parted ways. The already tenuous peace of the kingdom was stretched thin. This fragile balance was shattered when the Last King suddenly returned. The great orc migration and another political race added fuel to the fire of war. In a blink of an eye the whole Aldor was split into zones, influenced by rivaling faction.&amp;lt;ref&amp;gt;https://www.kickstarter.com/projects/1926605606/stoneshard-open-world-roguelike-rpg-with-tactical/posts/2190173&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is where the story of {{Gamename}} begins...&lt;br /&gt;
&lt;br /&gt;
==Interesting Facts==&lt;br /&gt;
* At the time of the events of the game, Aldor is 428 years old.&lt;br /&gt;
* Aldor, before unification, consisted of three smaller kingdoms, which were later demoted to duchies. The name of only one of these kingdoms of the past is known for certain - Sentia and the name of its last king - [[Crown of Benor the Dauntless|Benor the Dauntless]]. It is on the territory of this kingdom that modern [[Brynn]] is located.&lt;br /&gt;
* The population of Aldor, with rare exceptions, professes [[Host# Gnostic Hieronism|Gnostic Hieronism]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Stoneshard]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Aldor&amp;diff=77034</id>
		<title>Aldor</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Aldor&amp;diff=77034"/>
		<updated>2026-09-17T06:07:39Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Royal Guardsmen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dirwin.png|right|Dirwin is woodward from Aldor.]]&lt;br /&gt;
[[File:Arna.png|right|Arna is maiden knight from Aldor.]]&lt;br /&gt;
{{stub}}{{quote|Despite sharing a common culture, humans of Aldor are now more divided than ever. A multitude of political conflicts between the kingdom&#039;s estates has plunged the country into a prolonged civil war, barely contained by a shaky truce.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aldor&#039;&#039;&#039;, known as &#039;&#039;Ab-Aldur&#039;&#039; to the elves, is the kingdom in which {{Gamename}} takes place, a formerly prosperous and powerful kingdom.  &lt;br /&gt;
&lt;br /&gt;
Following the death of [[King Etbert]], a dispute arose within the royal court over the succession and the hereditary claims of the new king by the late queen. The political crisis led several groups of burghers and commoners to seek separation from the Council of Aldor and declare their independence. &lt;br /&gt;
&lt;br /&gt;
The resulting conflict developed into a civil war, further destabilizing the Kingdom of Aldor following the devastation caused by the previous &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;. The kingdom was subsequently divided among three major factions: the [[Council]], the [[Grand Magistrate|Magistrate]], and the [[Gray Army]].&lt;br /&gt;
&lt;br /&gt;
The outbreak of the &#039;&#039;&#039;Crimson Plague&#039;&#039;&#039; further worsened the situation but it helps to keep the status quo across the land. As the plague spread throughout Aldor, necromancer cults began desecrating temples and catacombs, contributing to widespread social and religious unrest. The combination of political instability, disease, and supernatural activity drove some barons and Aldorian communities into banditry and other forms of lawlessness... so here we are.&lt;br /&gt;
&lt;br /&gt;
== Geography and economy ==&lt;br /&gt;
Geographically, the Kingdom of Aldor is situated among several major civilizations in the western region of the &#039;&#039;&#039;Continent&#039;&#039;&#039;. Its strategic position places it between several powerful neighboring states and territories, many of which maintain political rivalries and conflicts with Aldor itself. As a result, Aldor has historically been vulnerable to external intervention, particularly during periods of political instability or military weakness.&lt;br /&gt;
&lt;br /&gt;
The western border of Aldor is shared with the Great Despotate of [[Nistra]], a major regional power with which Aldor has maintained a longstanding rivalry spanning several decades. Relations between the two states have frequently been characterized by political and military tensions.&lt;br /&gt;
&lt;br /&gt;
To the north, Aldor borders the mountainous territories of the [[Fjall]] Clans. The region is known for frequent clan raids and incursions into Aldorian territory, requiring the kingdom to maintain a permanent border guard presence along the northern frontier.&lt;br /&gt;
&lt;br /&gt;
The eastern border is shared with the [[Jacinth]] Kingdoms, a collection of neighboring kingdoms with significant political and historical connections to Aldor. The region is particularly associated with the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;, during which &#039;&#039;&#039;King Etbert&#039;&#039;&#039; famously led Aldorian forces in the final war against the elves of Jibei.&lt;br /&gt;
&lt;br /&gt;
The southern frontier extends to the sea, providing Aldor with access to maritime trade and foreign supplies. The principal port is the city of [[Brynn]], which serves as an important center for commerce and maritime transportation. The port&#039;s strategic importance has made the southern coastline vital to Aldor&#039;s economy, supplies, and continued access to external markets.&lt;br /&gt;
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=== Agriculture and Food Production ===&lt;br /&gt;
The Kingdom of Aldor maintains a largely agricultural economy, with farming, fishing, and pastoralism serving as the primary means of sustaining its population. Numerous farms, plantations, fisheries, and pastures are distributed throughout the kingdom, supplying food and other agricultural products to surrounding settlements and cities.&lt;br /&gt;
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Southern Aldor is particularly known for its agricultural production. The region surrounding [[Osbrook]] contains wheat farms that supply grain to the surrounding settlements. Other agricultural estates produce hops and grapes, supporting Aldor&#039;s brewing and winemaking industries. Wineries and hop plantations are distributed throughout the kingdom to meet the demand for alcoholic beverages, including wine and ale.&lt;br /&gt;
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The transportation and distribution of agricultural goods are overseen by bailiffs, who are responsible for managing various estates, facilities, transactions, and logistical operations. Bailiffs also supervise the movement of goods between settlements, making them an important part of Aldor&#039;s administrative and economic system.&lt;br /&gt;
&lt;br /&gt;
But after the civil war and the Crimson Plague, the agriculture and logistics that Aldor proud of now need their time to revive their glory, if not already burnt down t the ground.&lt;br /&gt;
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=== Arms and Armor ===&lt;br /&gt;
Aldorian weaponsmiths have historically adapted their techniques and designs in response to the military practices of neighboring civilizations. In the decades following the Civil War, the various Aldorian factions increasingly adopted and imitated foreign weapons that were considered effective in warfare.&lt;br /&gt;
&lt;br /&gt;
Among these adaptations was the [[Footman Longaxe|longaxe]], derived from the martial traditions of the [[Fjall]] Clans, as well as the polemace, whose design was influenced by weapons used by the Great Despotate of [[Nistra]]. Aldorian smiths also incorporated techniques from the [[Jacinth]] Kingdoms into the production of sabers and bows.&lt;br /&gt;
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The development of Aldorian armor has followed a similar pattern. Armorers have continually improved the protection provided by plate and other forms of protective equipment, particularly for the kingdom&#039;s knights. The increasing protection worn by heavily armored soldiers subsequently encouraged Aldorian smiths to develop new weapons and improve existing designs in order to overcome enhanced armor. This process of adaptation has resulted in an ongoing cycle of armor development and weapons innovation, with Aldorian craftsmen incorporating foreign techniques while developing their own designs.&lt;br /&gt;
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=== Commerce and Trade ===&lt;br /&gt;
Aldor participates in extensive trade with neighboring kingdoms and distant regions. Agricultural products and manufactured commodities form an important part of its exports. [[Crates of Wine|Wine]], [[Barrel of Beer|ale]], [[Pails of Cider|cider]], and [[Sacks of Salt|salt]] are among the commodities commonly transported through Aldorian trade networks.&lt;br /&gt;
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The kingdom also exports raw materials, particularly [[Shipment of Timber|timber]] and [[Crates of Charcoal|charcoal]]. The extensive forests of northern Aldor provide a significant source of lumber and fuel, supporting both domestic industries and foreign trade.&lt;br /&gt;
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Aldor&#039;s southern coastline and the port city of [[Brynn]] provide access to maritime trade routes, allowing goods produced throughout the kingdom to be transported to foreign markets. The combination of agricultural production, natural resources, manufacturing, and maritime commerce makes trade an important component of the Aldorian economy.&lt;br /&gt;
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== Government and religion ==&lt;br /&gt;
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=== Government ===&lt;br /&gt;
The Kingdom of Aldor is traditionally governed as a hereditary monarchy, with the king serving as the head of state and exercising authority through the Royal Court. The kingdom&#039;s feudal lords, nobles, local governors, and merchant lords are traditionally expected to recognize the authority of the crown and administer their respective territories in accordance with royal law.&lt;br /&gt;
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Following the death of &#039;&#039;&#039;King Etbert&#039;&#039;&#039;, the established system of government collapsed amid a dispute over the royal succession. The resulting Aldorian Civil War divided the kingdom among several competing factions, each establishing its own political and military leadership. The three principal factions are the Council, the Grand Magistrate, and the Gray Army.&lt;br /&gt;
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==== The [[Council]] ====&lt;br /&gt;
The &#039;&#039;&#039;Council&#039;&#039;&#039; was established by the final wife of &#039;&#039;&#039;King Etbert,&#039;&#039;&#039; Queen Inora following her accession, who assumed the regency alongside her son, King &#039;&#039;&#039;Verne&#039;&#039;&#039;. Inora and her supporters gathered royal loyalists and feudal lords who had fallen from favor under the previous administration King in an effort to preserve the monarchy and maintain the territorial integrity of Aldor.&lt;br /&gt;
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The Council claims continuity with the traditional Aldorian monarchy and regards King Verne as the legitimate successor to the throne. Its administration is supported primarily by royal loyalists, sections of the nobility, and feudal lords who seeks influence and reintegrate to the court life.&lt;br /&gt;
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==== The Grand [[Grand Magistrate|Magistrate]] ====&lt;br /&gt;
The &#039;&#039;&#039;Grand Magistrate&#039;&#039;&#039; originated as a political union of city councils, rebellious aristocrats, artisan guilds, and merchant guilds, with its principal center in [[Brynn]].&lt;br /&gt;
&lt;br /&gt;
Brynn had previously possessed the status of a free city status before losing its political privileges under the authority of King Etbert. Following King&#039;s death, representatives of the city&#039;s political and commercial institutions voted to withdraw from the Kingdom of Aldor. They rejected the legitimacy of the new royal succession and organized a separate administration known as the Grand Magistrate.&lt;br /&gt;
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The movement subsequently attracted support from burghers, merchants, guilds, military forces, and other groups opposed to royal authority. The Grand Magistrate therefore developed into both a political government and a military faction during the Civil War.&lt;br /&gt;
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==== The [[Gray Army]] ====&lt;br /&gt;
The &#039;&#039;&#039;Gray Army&#039;&#039;&#039; emerged as a popular movement composed of various social groups, with peasants and artisans forming the majority of its supporters. Its ranks also include former brigands, disillusioned clerics, impoverished feudal lords, and deserters from both the Council and the Grand Magistrate.&lt;br /&gt;
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The movement is led by &#039;&#039;&#039;Nir&#039;&#039;&#039;, a figure whose origins remain uncertain. Under his leadership, the Gray Army expanded its influence and acquired control over additional territories following the prolonged conflict between the &#039;&#039;&#039;Council&#039;&#039;&#039; and the &#039;&#039;&#039;Grand Magistrate&#039;&#039;&#039;.&lt;br /&gt;
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Unlike the other major factions, the Gray Army does not originate from the established royal or urban political institutions of Aldor. Its organization instead developed from the social and economic instability caused by the Civil War, allowing individuals from different backgrounds to join the movement.&lt;br /&gt;
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=== Religion ===&lt;br /&gt;
Hieronism is a Gnostic religious tradition originating in the Kingdom of Aldor and remains one of the principal religious traditions of the region. Its teachings are centered on the Host, a divine entity understood through the concept of the Trinity of Hands: the &#039;&#039;&#039;Guiding Hand&#039;&#039;&#039;, the &#039;&#039;&#039;Warding Hand&#039;&#039;&#039;, and the &#039;&#039;&#039;Judging Hand.&#039;&#039;&#039;&lt;br /&gt;
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Hieronist theology places considerable emphasis on the pursuit of divine knowledge and spiritual understanding. The religion maintains a complex clerical hierarchy through which adherents progress from religious students to increasingly knowledgeable and spiritually powerful figures.&lt;br /&gt;
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The understanding of the Host is regarded as a lifelong pursuit. Hieronist teachings maintain that deeper knowledge of sacred scripture and divine mysteries allows an individual to establish an increasingly direct spiritual connection with the Host.&lt;br /&gt;
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Each Hieronist church is administered by a priest known as a Hierophant. Advancement through the Hieronist hierarchy traditionally requires religious study, pilgrimage, contemplation, and the interpretation of sacred texts. Per information that people been gathered such as in [[Folio on Hieron|folio]], the hierarchy of the Aldor Hieronites priests is as such:&lt;br /&gt;
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* Exoteric&lt;br /&gt;
&lt;br /&gt;
* Hierophant&lt;br /&gt;
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* Hermeneut&lt;br /&gt;
&lt;br /&gt;
* Theognostic&lt;br /&gt;
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* Thaumaturge&lt;br /&gt;
&lt;br /&gt;
* Archtheurgist&lt;br /&gt;
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=== Saints and Relics ===&lt;br /&gt;
Hieronism maintains a tradition of venerating saints, individuals remembered for their exceptional devotion, virtue, and accomplishments in service to the Host. Many saints are believed to continue protecting or blessing the faithful through sacred artifacts such as [[Casket with St Wald Relics|Saint Wald]] and relics associated with their lives.&lt;br /&gt;
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In addition, numerous saints have been commemorated through statues, religious buildings, shrines, and annual celebrations. These monuments and observances serve both as acts of devotion and as reminders of the virtues represented by the saints. Some Hieronist communities consider the relics of particularly revered saints to possess spiritual significance, and certain artifacts are believed to retain a connection to the saint and, through them, to the Host.&lt;br /&gt;
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== History and culture ==&lt;br /&gt;
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=== Pre-unification Aldor ===&lt;br /&gt;
Before the establishment of the Kingdom of Aldor, the region was inhabited and controlled by numerous tribal societies. Among the most prominent were the [[Ald]] Tribes, the [[Sentian]] Tribes, and the Highlander Tribes of [[Firn]]. Each developed distinct cultural and military traditions that later became incorporated into Aldorian history and folklore.&lt;br /&gt;
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The Ald Tribes were particularly renowned for their advanced metalworking techniques, which were considered superior to those of many neighboring tribes. Their expertise in metallurgy allowed the Ald to produce high-quality weapons, tools, shields, and other metal equipment.&lt;br /&gt;
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The Firn Tribes, who inhabited the northern highlands, were known for their strong traditions and conservative social customs. Their society placed considerable importance on preserving the practices and values of their ancestors. The Firn were also renowned for their skilled marksmen and warriors.&lt;br /&gt;
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The Sentian Tribes developed a distinctive military tradition centered around the use of slingers. Sentian slingers were regarded as highly skilled and became an important part of the tribe&#039;s military identity. The Sentians were also renowned for their culinary traditions, with their dishes and skilled cooks becoming an important part of their cultural reputation.&lt;br /&gt;
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=== Unification of Aldor ===&lt;br /&gt;
According to Aldorian legends, the unification of the region began with the expansion of the Ald Tribes. Ald forces gradually conquered neighboring territories, taking the land of rivalling tribes. &lt;br /&gt;
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The conquest of the Sentian territories required the Ald forces to cross the river separating the two peoples. The Sentians offered strong resistance, relying heavily on their renowned slingers to oppose the advancing Ald forces. According to traditional accounts, the Sentians continued their resistance until the death of their last king, [[Crown of Benor the Dauntless|Benor the Dauntless]]. Following Benor&#039;s death, the remaining Sentian forces were defeated, and the Ald completed their conquest of the Sentian territories. The incorporation of the Sentians significantly expanded Ald-controlled territory and brought their lands under a single political authority.&lt;br /&gt;
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The subsequent campaign against the Firn Tribes proved considerably more difficult. The mountainous terrain of Firn provided the defenders with a natural advantage, while Firn marksmen were renowned for their exceptional skill with bows and slings. Firn warriors also fought in close combat, traditionally wielding large claymores against the metal shields and armor of the Ald warriors. Their resistance became one of the defining conflicts in the traditional accounts of Aldorian unification.&lt;br /&gt;
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Eventually, Ald forces captured the Firn foothills, marking a major milestone in the consolidation of Ald territory. The event became an important part of Aldorian historical tradition and was later commemorated in the [[The Conquest of the Hills Tapestry|Tapestry]], where the campaigns of unification are depicted as foundational events in the history of the kingdom.&lt;br /&gt;
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The conquest of the Sentians and Firn is traditionally regarded as the beginning of the political consolidation that eventually led to the establishment of the Kingdom of Aldor.&lt;br /&gt;
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=== Culture ===&lt;br /&gt;
Following the unification of Aldor, the cultural traditions of the former tribes continued to survive throughout the kingdom. Many customs remained particularly prominent in rural communities, while others were gradually incorporated into the customs of Aldorian nobility and urban society. Although the kingdom developed a shared cultural identity, regional traditions from the Ald, Sentian, and Firn peoples remain recognizable in various parts of Aldor.&lt;br /&gt;
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One of the most widespread aspects of Aldorian culture is the consumption of wine and ale. Inns and taverns can be found throughout the kingdom, including in remote and rural settlements. Alcoholic beverages are commonly consumed after a day of labor and are enjoyed by people from various social classes, including nobles, farmers, guards, and members of the clergy. The widespread availability of wine and ale has made drinking an established part of Aldorian social life.&lt;br /&gt;
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Another prominent aspect of Aldorian noble culture is its tradition of jousting and duelling. Jousting was historically practiced not only as a martial competition but also as a form of public spectacle and social display. Knights would don their finest [[Jousting Armor|armor]], [[Jousting Topfhelm|helmets]], and barded steeds before competing before large crowds. Success in the joust was considered a means of demonstrating martial ability, wealth, and prestige, while victorious knights often gained the admiration of the crowds and the attention of the fair maidens.&lt;br /&gt;
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Over time, however, the traditional practice of duelling declined in popularity. Once considered an important component of martial and personal honor, formal duels became increasingly uncommon among Aldorian nobles and warriors. Many pieces of equipment traditionally associated with the practice, including [[Buckler|bucklers]] and specialized duelling [[Duelist Belt|belts]], have consequently fallen into disuse and are often left neglected.&lt;br /&gt;
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But beside of that, one element of Sentian culture, particularly its culinary traditions, have survived into the modern era. Sentian cuisine became especially influential in Brynn, where cooks developed and refined numerous dishes using both traditional and foreign ingredients. Brynn&#039;s cooks have acquired a reputation for their ability to transform inexpensive, unusual, or otherwise undesirable ingredients into elaborate dishes suitable for the tables of the nobility. This reputation has contributed to Brynn&#039;s status as one of Aldor&#039;s notable centers of culinary culture.&lt;br /&gt;
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Alas not all traditions of the pre-unification tribes survived the development of the modern Kingdom of Aldor. Some customs have gradually disappeared, while others are no longer formally recognized under Aldorian law. One example is an old Firn custom concerning the inheritance of knightly titles. Certain Firn noble houses traditionally permitted a daughter who had been raised according to the customs and duties traditionally expected of a son could inherit the family&#039;s knightly title. Although the practice existed within some Firn houses, it is no longer generally recognized under contemporary Aldorian law and led several noble houses of Firn ceased to exist.&lt;br /&gt;
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=== Circle of Mages ===&lt;br /&gt;
The Aldorian mage community is organized around the United Circle, a gathering of magical circles established to protect practitioners and potential initiates from persecution and superstition. It encompasses mages from various traditions, including [[Pyromancy (skill tree)|Pyromancy]], Nistrian [[Geomancy (skill tree)|Geomancy]], the emerging [[Electromancy (skill tree)|Electromancy]], the secretive [[Arcanistic Power|Arcanistic]] Circle, and the semi-secretive Spellweaver Circle.&lt;br /&gt;
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The United Circle established its principal academy and gathering place in [[Maen]], which became known as the Maen Academy. Both nobles and commoners brought relatives attuned to the Aether to the academy, where they could learn to control their abilities while being protected from the dangers and superstitions surrounding magic. Others sought the academy&#039;s mages to treat unnatural conditions or illnesses beyond the capabilities of Aldor&#039;s physicians and Hieronite priests.&lt;br /&gt;
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Initiates traditionally wear black [[Initiate Robe|robes]] to signify that they have yet to choose a magical circle or specialize in a particular discipline. After years of study and practice, initiates may graduate as mages, with some entering the Aldorian military as battlemages while others remain at the Maen Academy to pursue advanced study and eventually become masters.&lt;br /&gt;
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According to legend, the formation of the United Circle sparked a rivalry with the Enchanters. Little reliable information survives regarding the conflict or its outcome, and it remains clear which tradition ultimately prevailed. But The United Circle&#039;s autonomy in governing the academy and training mages with limited royal or noble didn&#039;t last for long. The interference was later disrupted by the Aldorian Civil War, leaving the organization in disarray. Following the mysterious Neer Uprising and the emergence of the [[Gray Army]] in northern Aldor, communication between the Maen Academy and the other factions of [[Aldor]] became scarce. Much of the academy&#039;s activities and the fate of the United Circle during this period remain unknown.&lt;br /&gt;
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== Military and weaponries ==&lt;br /&gt;
The military history of Aldor has been shaped by repeated civil wars, foreign campaigns, and internal rebellions, beginning with the tribal conflicts that preceded the unification of the kingdom and continuing into the modern era. These conflicts have encouraged the Aldorian military to continually adapt its weapons, tactics, and organization in response to changing forms of warfare.&lt;br /&gt;
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Aldorian military doctrine places considerable emphasis on practicality and adaptation rather than strict adherence to established customs or martial traditions. Weapons and tactics originating from foreign cultures are studied when they demonstrate effectiveness against Aldorian forces. Rather than rejecting unfamiliar methods, Aldorian commanders and craftsmen commonly seek to adopt, reproduce, and improve them for use by their own armies.&lt;br /&gt;
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This approach has resulted in the incorporation of numerous foreign weapons and techniques into Aldorian warfare. Designs originally developed by neighboring civilizations have been modified to suit Aldorian equipment, terrain, and military organization. As a result, Aldorian warfare has developed as an evolving combination of indigenous traditions and foreign innovations.&lt;br /&gt;
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The continuous cycle of observation, imitation, adaptation, and improvement has become a defining characteristic of the Aldorian military. Its commanders regard battlefield experience as an opportunity to identify weaknesses and develop new methods to counter them, contributing to the kingdom&#039;s reputation for military adaptability.&lt;br /&gt;
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=== Weapons and armor ===&lt;br /&gt;
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==== Plate armor ====&lt;br /&gt;
Aldor is particularly renowned for its armorsmithing tradition, most notably the production of heavy plate armor. The development of Aldorian armor has been influenced by centuries of warfare, rebellions, and continual competition with neighboring civilizations. Compared with the heavy infantry of [[Nistra]], which traditionally relies on [[Scaled Armor|scale armor]], and the Maafs warriors of the [[Jacinth]] Kingdoms, who commonly employ heavily reinforced [[Elven Heavy Brigandine|brigandine]], Aldorian armorers are regarded as among the foremost practitioners of plate armor.&lt;br /&gt;
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Aldorian smiths produce a wide variety of protective equipment, ranging from cuirasses and chestplates to complete suits of plate armor. Such armor is designed to withstand powerful blows and provide substantial protection on the battlefield, although its manufacture requires considerable quantities of metal, skilled labor, and financial resources. Consequently, the heaviest forms of Aldorian armor are generally reserved for wealthier soldiers and the nobility.&lt;br /&gt;
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==== Swords and Halberds ====&lt;br /&gt;
The [[Knight Blade|sword]] holds a particularly prominent position within Aldorian knightly culture. Noble swords are traditionally associated with knighthood, social status, and martial prestige, making them a favored weapon among the kingdom&#039;s aristocratic warriors.&lt;br /&gt;
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Despite the cultural importance of the sword, Aldorian military doctrine does not restrict its soldiers to traditional weapons. Over time, Aldorian smiths and military authorities, including King Etbert himself, encouraged the adoption of a wider variety of weapons in order to familiarize troops with different forms of combat.&lt;br /&gt;
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Among common soldiers, guards and levies frequently employ one of the famous invention of polearms, the [[Guard Halberd|halberd]]. Its combination of cutting, thrusting, and hooking capabilities makes it a versatile weapon suitable for a variety of battlefield and non-battlefield duties. The halberd&#039;s adaptability allows commanders to employ their levies and guards in different roles without requiring them to carry specialized weapons for every task.&lt;br /&gt;
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The widespread use of foreign and unconventional weapons reflects the broader Aldorian military philosophy of adaptation and practicality, in which established traditions are maintained when effective but are readily supplemented or replaced when superior alternatives become available.&lt;br /&gt;
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==== Longbows ====&lt;br /&gt;
The [[Soldier Longbow|longbow]] is one of the most prominent weapons associated with the military traditions of Aldor. A common Aldorian proverb states, &#039;&#039;&amp;quot;as long as Aldor has at least a dozen longbows, it&#039;ll remain unconquered.&amp;quot;&#039;&#039; The saying reflects the reputation of Aldorian longbowmen and their importance in the kingdom&#039;s military history.&lt;br /&gt;
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Aldorian archers have gained a reputation among neighboring powers for their range, accuracy, and ability to deliver concentrated volleys. Historical accounts attribute several notable victories to the longbowmen, including the destruction of a [[Jacinth]] army after it was drawn into an Aldorian ambush. During conflicts with [[Nistra]], Aldorian archers were also credited with killing numerous enemy commanders, standard-bearers, and mages through concentrated and precisely aimed volleys.&lt;br /&gt;
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Despite the effectiveness of the longbow, its widespread use has not always been supported by the Aldorian nobility. Some nobles have historically regarded archery as an inferior martial practice associated with peasants and commoners, rather than a discipline worthy of aristocratic warriors. Rather than encouraging rural communities to maintain and develop their archery skills, certain lords have discouraged the practice or restricted the use of bows on their estates. In some territories, nobles have even imposed restrictions on archery in order to protect their private hunting grounds. These policies have occasionally placed the interests of aristocratic hunting traditions in conflict with the military value of maintaining a large population of skilled archers.&lt;br /&gt;
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=== Military tactics ===&lt;br /&gt;
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==== Wedge formation ====&lt;br /&gt;
Aldorian commanders have traditionally sought to weaken Nistrian formations through sustained volleys of longbow fire before committing their cavalry to a wedge formation intended to break the enemy&#039;s lines. However, this tactic carries considerable risks, particularly when the cavalry assault fails to achieve a decisive breakthrough. Failed charges can result in significant casualties and, in some cases, contribute to an Aldorian defeat.&lt;br /&gt;
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As a result, some Aldorian commanders and military reformers have advocated for changes to the traditional approach. These advocates have called upon the kingdom&#039;s knights and nobles to set aside their pride and study the tactics employed successfully by their Nistrian adversaries. Such proposals emphasize adapting proven enemy methods rather than relying exclusively on established Aldorian traditions of warfare.&lt;br /&gt;
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==== Pike and Shot formation ====&lt;br /&gt;
The practice was introduced by Commander Damian of the renowned Albatross Brigade, who employed a formation reminiscent of the ancient phalanx during the Battle of the Chilly Ford. The formation contributed to his decisive victory over Duke der Narn.&lt;br /&gt;
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Following the battle, many commanders advocated for the increased use of pikemen in military formations, arguing that pike formations represented an important development in the future of warfare. They further recommended that the Magistrate prioritize military reforms aimed at countering the Council Army&#039;s reliance on heavy cavalry.&lt;br /&gt;
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After Damian&#039;s proposed reforms, the training of pikemen and crossbowmen was to be significantly expanded. The two troop types were envisioned as the backbone of the Magistrate&#039;s army, with pikemen providing a defensive counter to cavalry charges while crossbowmen supplied ranged support against heavily armored opponents.&lt;br /&gt;
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&#039;&#039;&#039;Crossbow with Pavise&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toward the end of &#039;&#039;&#039;King Etbert&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s reign, the Aldorian crown established the Crossbow Guardsmen, a formation that became widespread during the ensuing Civil War between the Council and the Magistrate. Crossbows were rapidly adopted because levies and commoners could be trained to use them in considerably less time than the renowned Aldorian longbowmen, making them effective for quickly reinforcing city defenses.&lt;br /&gt;
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Following the Civil War, the various factions developed their own crossbow designs and production methods. [[Maen]] favored a lightweight and simple design, while the [[Grand Magistrate|Magistrate]] adopted a more unique model inspired by the elven bolt-thrower. The Falcon Company of Brynn, its own crossbow brigade, further developed the weapon by introducing large pavise shields, allowing its crossbowmen to take cover behind them while fighting outside city walls.&lt;br /&gt;
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=== Military units ===&lt;br /&gt;
&#039;&#039;&#039;Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Knights of Aldor are primarily drawn from the nobles and highborn members of the houses of nobility within the Kingdom of Aldor. They traditionally serve as the kingdom&#039;s heavily armored cavalry and are commonly equipped with full plate armor and trained warhorses.&lt;br /&gt;
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Aldorian knights are also associated with the martial traditions and status of the nobility. Their social standing and adherence to chivalric customs have, on occasion, influenced their choice of weaponry. Some knights favor the use of noble swords, regarding them as a traditional and prestigious weapon, even when other weapons may be more practical for certain battlefield situations. Until King Etbert himself introduced them with many [[Knight Axe|axes]], [[Knight Warhammer|bludgeon]], and polearms that highten the status of that weapons to be worthy enough wielded by the nobles.&lt;br /&gt;
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&#039;&#039;&#039;Peasant levy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Aldor, particularly within territories governed by the Council, the distinction between knightly forces and peasant levies remains an established feature of the military system. For centuries, commoners have been conscripted into the army and typically provided with inexpensive equipment, with some receiving little or no standardized armament.&lt;br /&gt;
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Peasant levies are generally assigned simple and readily available weapons, most commonly spears and bows. In contrast to the heavily equipped knights and nobles, these troops are primarily intended to serve as mass infantry and supporting forces on the battlefield. This separation in equipment and military role reflects the broader social hierarchy of Aldorian society, in which military privileges and resources are concentrated among the noble classes.&lt;br /&gt;
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==== Free Company / Mercenaries ====&lt;br /&gt;
Mercenaries are a common sight throughout Aldor, particularly in the city of [[Brynn]]. They serve as a military force that fill the gap between the kingdom&#039;s noble knights and its peasant levies, providing professional soldiers for those who can afford their services.&lt;br /&gt;
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Mercenaries with proven battlefield experience and established reputations are sometimes hired to participate in wars fought by the Kingdom of Aldor. Their reputation and personal achievements can greatly influence their standing, with successful mercenaries often displaying their weapons and equipment as symbols of their experience and worth.&lt;br /&gt;
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Polearms such as [[Mercenary Halberd|halberds]] and [[Mercenary Polehammer|polehammers]] are commonly employed by Aldorian mercenaries, owing to their effectiveness and versatility on the battlefield. More accomplished and prosperous mercenaries, however, may favor imposing [[Captain Greatsword|two-handed swords]]. Such weapons are sometimes fitted with elaborately gilded hilts or ornate scabbards, serving not only as weapons but also as visible demonstrations of their wealth, status, and position in the army.&lt;br /&gt;
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==== Royal Guardsmen ====&lt;br /&gt;
The Royal Guardsmen is the personal military force and bodyguard of King Etbert, tasked primarily with protecting the monarch and serving as his personal retinue. The Guardsmen is regarded as an elite formation within the Aldorian military and is entrusted with the defense of the royal household.&lt;br /&gt;
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Members of the Guardsmen are equipped with some of the finest weapons and armor produced by Aldorian smiths. Their standard equipment includes high-quality [[Guardsman Crossbow|crossbows]], [[Guardsman Gloves|heavy armor]], and [[Guardsman Shield|shield]] with [[Guardsman Broadsword|broadswords]] carried as sidearms. The quality of their equipment distinguishes the Royal Guard from the ordinary levies and regular troops of the Aldorian army.&lt;br /&gt;
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==== Longbowman ====&lt;br /&gt;
As a boastful Aldorian proverb goes, &amp;quot;&#039;&#039;As long as Aldor has at least a dozen longbows, it shall remain unconquered&#039;&#039;.&amp;quot; The longbowmen of Aldor have established a reputation for their skill in archery through numerous military campaigns and the defense of Aldorian cities against invading forces.&lt;br /&gt;
&lt;br /&gt;
During sieges and other defensive engagements, Aldorian longbowmen with their trusted [[Sharpshooter Bow|bow]] have reportedly killed numerous enemy commanders, battlemages, and standard-bearers through their marksmanship. Their ability to target important personnel from a distance has made them a particularly valued component of Aldorian defensive warfare.&lt;br /&gt;
&lt;br /&gt;
The widespread use of the longbow has also influenced the composition of Aldorian levies. Many levies are equipped and trained as longbowmen, with some having practiced archery from an early age and possessing years, or even a lifetime, of experience with the weapon.&lt;br /&gt;
&lt;br /&gt;
==== Blademaster ====&lt;br /&gt;
Blademasters are elite professional soldiers who receive twice the standard military wage in exchange for serving on the frontline. Their reputation and battlefield performance are often cited as justification for the considerable expense of maintaining them.&lt;br /&gt;
&lt;br /&gt;
Typically armed with [[Blademaster Greatsword|greatswords]], Blademasters are deployed against enemy infantry formations, particularly poorly equipped levies. Their primary role is to assault the frontline and disrupt its formation, with their presence and aggressive fighting style intended to undermine enemy morale and create openings for the rest of the army to exploit.&lt;br /&gt;
&lt;br /&gt;
==== Forest Watch ====&lt;br /&gt;
The Forest Watch are bands of militia tasked with patrolling the deepest and least-explored regions of Aldor. Watch pathfinders avoid heavy armor and excessive supplies, relying instead on years of experience navigating the wilderness. Even in unexplored territory, an experienced Watchman can quickly identify animal trails, tracks, and other signs that reveal a viable route.&lt;br /&gt;
&lt;br /&gt;
The Watch are renowned for their composure in even the most desperate circumstances. Years of patrols teach them the laws of nature and allow them to perceive the wilderness as an ally rather than an obstacle. This expertise gives the Forest Watch their greatest advantage: element of surprise.&lt;br /&gt;
&lt;br /&gt;
Knowledge of the terrain allows Watchmen to ambush enemies and dictate the terms of an engagement. The first arrow is considered especially important, particularly when it strikes its intended target. When possible, Watchmen avoid detection by frequently changing positions and engaging from maximum effective range. This tactic creates confusion and hesitation among their enemies, giving the Watch precious time to reposition, adjust their aim, and deliver the next volley.&lt;br /&gt;
&lt;br /&gt;
==== Battlemage ====&lt;br /&gt;
Battle-proven mages are highly valued in the Aldorian ranks. Academy-trained mages are formidable combatants and prime targets on the battlefield. They are typically equipped with protective gear such as [[Battlemage Gloves|gloves]] and [[Battlemage Gambeson|gambesons]] or even [[Mail Mantle|chainmails]], though many forgo helmets to avoid hindering the casting of complex spells.&lt;br /&gt;
&lt;br /&gt;
==== The Vehement ====&lt;br /&gt;
The Vehement are militant Hieronites who take up arms against [[Ghoul|ghouls]], warlocks, and other unholy monstrosities. Unlike conventional military orders, the Vehement are not restricted to a particular social class or profession. Their ranks include peasants, zealous pilgrims, knights-errant, battlemages, and others who have devoted themselves to the cause.&lt;br /&gt;
&lt;br /&gt;
Membership in the Vehement requires the taking of a sacred vow. Those who swear the vow pledge &amp;quot;to stand in defense of the Hieron and the common folk, dedicating themselves to the eradication of evil wherever it may be found.&amp;quot; The vow is considered the foundation of the Vehement&#039;s identity, binding its members together despite their differences in origin, status, and training.&lt;br /&gt;
&lt;br /&gt;
The Vehement therefore function as both a religious brotherhood and a militant force, with their members united primarily by their oath rather than by a common military background.&lt;br /&gt;
&lt;br /&gt;
==== Sons of Eeders ====&lt;br /&gt;
Eeders is a remote and inhospitable village located deep within dense woodland. Its isolated location and harsh environment have contributed to its reputation as an unpleasant place for outsiders, with visitors rarely remaining for extended periods. The village is primarily known for two things: its extensive lumber mills and its perpetually combat-ready militia. Eeders&#039; mills produce timber that is transported directly to the docks of [[Brynn]], making the settlement an important source of lumber for the region.&lt;br /&gt;
&lt;br /&gt;
The sons of Eeders are particularly renowned for their proficiency with heavy poleaxes, a skill regarded as exceptional throughout Aldor. The weapon most commonly associated with the village is the [[eederax]], a polearm named after its place of origin. The eederax bears similarities to the [[Skadian Bardiche|Skadian bardiche]], but features a hook attached to the rear of the axe blade to hook horsemen. Eeders militiamen are especially skilled in using the weapon&#039;s hook to catch and dismount enemy cavalrymen, making the eederax an effective weapon against mounted opponents. This technique, combined with their [[Eeders Longbow|longbowman]], has made the warriors of Eeders particularly well suited to defending their woodland settlement and confronting cavalry forces.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Company, Order, Group under Aldor ==&lt;br /&gt;
&lt;br /&gt;
* [[Spears Treatise II|Albatross Brigade]]&lt;br /&gt;
* [[Brotherhood of Ouroboros&#039; Shield|Brotherhood of Ouroboros]]&lt;br /&gt;
* [[Shield of Truth&#039;s Eternal Sun|Brotherhood of Truth&#039;s Eternal Sun]]&lt;br /&gt;
* [[Brynn Pavise|Crossbow Brigade]]&lt;br /&gt;
* [[Brynn Crossbow|Falcon Company]]&lt;br /&gt;
* [[Honorary Polehammer|Falcon Plume Company]]&lt;br /&gt;
* [[Border Guard Brigandine|Northern Border Guard]]&lt;br /&gt;
* [[Ornate Polehammer|Royal Armorbreakers]]&lt;br /&gt;
* [[Carved Longbow|Royal Ranger]]&lt;br /&gt;
* [[Royal Huntmaster Crossbow|Royal Huntmaster]]&lt;br /&gt;
* [[Two-Handed Swords Treatise I|Steel Company]]&lt;br /&gt;
* [[Maen Heavy Flail|The Cowls]]&lt;br /&gt;
* [[Wolfbrother Belt|The Wolfbrother]]&lt;br /&gt;
&lt;br /&gt;
== Former Order or Group in Aldor ==&lt;br /&gt;
&lt;br /&gt;
* [[Magic Mastery Treatise II|United Circle of Mages]]&lt;br /&gt;
* [[Triune Hand Order|Order of the Triune Hands]]&lt;br /&gt;
* [[Raven Heater Shield|The Raven Gang]]&lt;br /&gt;
* [[Hired Blade Cowl|The Blade]]&lt;br /&gt;
* [[Brotherhood of the Asp&#039;s Belt|Brotherhood of the Asp]]&lt;br /&gt;
* [[Woodwight Longflail|The Woodwight]]&lt;br /&gt;
&lt;br /&gt;
==Outdated Lore==&lt;br /&gt;
Half a century before the events of the game, Aldor waged a war against the elven [[Jade Kingdoms]]. This aggression was repelled by the elves who in turn invaded Aldor. The kingdom was swept by a wave of bloodsheds. Making his last stand, the [[Last King]] revived many fallen warriors to act as his last line of defense. However this terrifying blasphemy was doomed to failure and the Last King was soon vanquished leaving behind him a terrible legacy. The disappearance of the Last King signed the end of this horrific part of Aldor&#039;s history which the historians aptly named the [[War of the Fallen]].&lt;br /&gt;
&lt;br /&gt;
In the aftermath of the war and following the fall of the monarchy no one was left at the reign of the kingdom. After the Jade Kingdoms armies left all matters of pretenders sought to ascend to the throne. This was the start of a decade long civil war, the [[Discord]]. Only the [[Grand Magistrate]], an alliance of well-off merchant families, tired of hatred and violence, was capable of stopping that bloodshed.&lt;br /&gt;
&lt;br /&gt;
Still, years of conflicts left Aldor ravaged. The Grand Magistrate slowly lost its role as its members parted ways. The already tenuous peace of the kingdom was stretched thin. This fragile balance was shattered when the Last King suddenly returned. The great orc migration and another political race added fuel to the fire of war. In a blink of an eye the whole Aldor was split into zones, influenced by rivaling faction.&amp;lt;ref&amp;gt;https://www.kickstarter.com/projects/1926605606/stoneshard-open-world-roguelike-rpg-with-tactical/posts/2190173&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is where the story of {{Gamename}} begins...&lt;br /&gt;
&lt;br /&gt;
==Interesting Facts==&lt;br /&gt;
* At the time of the events of the game, Aldor is 428 years old.&lt;br /&gt;
* Aldor, before unification, consisted of three smaller kingdoms, which were later demoted to duchies. The name of only one of these kingdoms of the past is known for certain - Sentia and the name of its last king - [[Crown of Benor the Dauntless|Benor the Dauntless]]. It is on the territory of this kingdom that modern [[Brynn]] is located.&lt;br /&gt;
* The population of Aldor, with rare exceptions, professes [[Host# Gnostic Hieronism|Gnostic Hieronism]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Stoneshard]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Aldor&amp;diff=77033</id>
		<title>Aldor</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Aldor&amp;diff=77033"/>
		<updated>2026-09-17T06:07:08Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Royal Guard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dirwin.png|right|Dirwin is woodward from Aldor.]]&lt;br /&gt;
[[File:Arna.png|right|Arna is maiden knight from Aldor.]]&lt;br /&gt;
{{stub}}{{quote|Despite sharing a common culture, humans of Aldor are now more divided than ever. A multitude of political conflicts between the kingdom&#039;s estates has plunged the country into a prolonged civil war, barely contained by a shaky truce.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aldor&#039;&#039;&#039;, known as &#039;&#039;Ab-Aldur&#039;&#039; to the elves, is the kingdom in which {{Gamename}} takes place, a formerly prosperous and powerful kingdom.  &lt;br /&gt;
&lt;br /&gt;
Following the death of [[King Etbert]], a dispute arose within the royal court over the succession and the hereditary claims of the new king by the late queen. The political crisis led several groups of burghers and commoners to seek separation from the Council of Aldor and declare their independence. &lt;br /&gt;
&lt;br /&gt;
The resulting conflict developed into a civil war, further destabilizing the Kingdom of Aldor following the devastation caused by the previous &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;. The kingdom was subsequently divided among three major factions: the [[Council]], the [[Grand Magistrate|Magistrate]], and the [[Gray Army]].&lt;br /&gt;
&lt;br /&gt;
The outbreak of the &#039;&#039;&#039;Crimson Plague&#039;&#039;&#039; further worsened the situation but it helps to keep the status quo across the land. As the plague spread throughout Aldor, necromancer cults began desecrating temples and catacombs, contributing to widespread social and religious unrest. The combination of political instability, disease, and supernatural activity drove some barons and Aldorian communities into banditry and other forms of lawlessness... so here we are.&lt;br /&gt;
&lt;br /&gt;
== Geography and economy ==&lt;br /&gt;
Geographically, the Kingdom of Aldor is situated among several major civilizations in the western region of the &#039;&#039;&#039;Continent&#039;&#039;&#039;. Its strategic position places it between several powerful neighboring states and territories, many of which maintain political rivalries and conflicts with Aldor itself. As a result, Aldor has historically been vulnerable to external intervention, particularly during periods of political instability or military weakness.&lt;br /&gt;
&lt;br /&gt;
The western border of Aldor is shared with the Great Despotate of [[Nistra]], a major regional power with which Aldor has maintained a longstanding rivalry spanning several decades. Relations between the two states have frequently been characterized by political and military tensions.&lt;br /&gt;
&lt;br /&gt;
To the north, Aldor borders the mountainous territories of the [[Fjall]] Clans. The region is known for frequent clan raids and incursions into Aldorian territory, requiring the kingdom to maintain a permanent border guard presence along the northern frontier.&lt;br /&gt;
&lt;br /&gt;
The eastern border is shared with the [[Jacinth]] Kingdoms, a collection of neighboring kingdoms with significant political and historical connections to Aldor. The region is particularly associated with the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;, during which &#039;&#039;&#039;King Etbert&#039;&#039;&#039; famously led Aldorian forces in the final war against the elves of Jibei.&lt;br /&gt;
&lt;br /&gt;
The southern frontier extends to the sea, providing Aldor with access to maritime trade and foreign supplies. The principal port is the city of [[Brynn]], which serves as an important center for commerce and maritime transportation. The port&#039;s strategic importance has made the southern coastline vital to Aldor&#039;s economy, supplies, and continued access to external markets.&lt;br /&gt;
&lt;br /&gt;
=== Agriculture and Food Production ===&lt;br /&gt;
The Kingdom of Aldor maintains a largely agricultural economy, with farming, fishing, and pastoralism serving as the primary means of sustaining its population. Numerous farms, plantations, fisheries, and pastures are distributed throughout the kingdom, supplying food and other agricultural products to surrounding settlements and cities.&lt;br /&gt;
&lt;br /&gt;
Southern Aldor is particularly known for its agricultural production. The region surrounding [[Osbrook]] contains wheat farms that supply grain to the surrounding settlements. Other agricultural estates produce hops and grapes, supporting Aldor&#039;s brewing and winemaking industries. Wineries and hop plantations are distributed throughout the kingdom to meet the demand for alcoholic beverages, including wine and ale.&lt;br /&gt;
&lt;br /&gt;
The transportation and distribution of agricultural goods are overseen by bailiffs, who are responsible for managing various estates, facilities, transactions, and logistical operations. Bailiffs also supervise the movement of goods between settlements, making them an important part of Aldor&#039;s administrative and economic system.&lt;br /&gt;
&lt;br /&gt;
But after the civil war and the Crimson Plague, the agriculture and logistics that Aldor proud of now need their time to revive their glory, if not already burnt down t the ground.&lt;br /&gt;
&lt;br /&gt;
=== Arms and Armor ===&lt;br /&gt;
Aldorian weaponsmiths have historically adapted their techniques and designs in response to the military practices of neighboring civilizations. In the decades following the Civil War, the various Aldorian factions increasingly adopted and imitated foreign weapons that were considered effective in warfare.&lt;br /&gt;
&lt;br /&gt;
Among these adaptations was the [[Footman Longaxe|longaxe]], derived from the martial traditions of the [[Fjall]] Clans, as well as the polemace, whose design was influenced by weapons used by the Great Despotate of [[Nistra]]. Aldorian smiths also incorporated techniques from the [[Jacinth]] Kingdoms into the production of sabers and bows.&lt;br /&gt;
&lt;br /&gt;
The development of Aldorian armor has followed a similar pattern. Armorers have continually improved the protection provided by plate and other forms of protective equipment, particularly for the kingdom&#039;s knights. The increasing protection worn by heavily armored soldiers subsequently encouraged Aldorian smiths to develop new weapons and improve existing designs in order to overcome enhanced armor. This process of adaptation has resulted in an ongoing cycle of armor development and weapons innovation, with Aldorian craftsmen incorporating foreign techniques while developing their own designs.&lt;br /&gt;
&lt;br /&gt;
=== Commerce and Trade ===&lt;br /&gt;
Aldor participates in extensive trade with neighboring kingdoms and distant regions. Agricultural products and manufactured commodities form an important part of its exports. [[Crates of Wine|Wine]], [[Barrel of Beer|ale]], [[Pails of Cider|cider]], and [[Sacks of Salt|salt]] are among the commodities commonly transported through Aldorian trade networks.&lt;br /&gt;
&lt;br /&gt;
The kingdom also exports raw materials, particularly [[Shipment of Timber|timber]] and [[Crates of Charcoal|charcoal]]. The extensive forests of northern Aldor provide a significant source of lumber and fuel, supporting both domestic industries and foreign trade.&lt;br /&gt;
&lt;br /&gt;
Aldor&#039;s southern coastline and the port city of [[Brynn]] provide access to maritime trade routes, allowing goods produced throughout the kingdom to be transported to foreign markets. The combination of agricultural production, natural resources, manufacturing, and maritime commerce makes trade an important component of the Aldorian economy.&lt;br /&gt;
&lt;br /&gt;
== Government and religion ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Kingdom of Aldor is traditionally governed as a hereditary monarchy, with the king serving as the head of state and exercising authority through the Royal Court. The kingdom&#039;s feudal lords, nobles, local governors, and merchant lords are traditionally expected to recognize the authority of the crown and administer their respective territories in accordance with royal law.&lt;br /&gt;
&lt;br /&gt;
Following the death of &#039;&#039;&#039;King Etbert&#039;&#039;&#039;, the established system of government collapsed amid a dispute over the royal succession. The resulting Aldorian Civil War divided the kingdom among several competing factions, each establishing its own political and military leadership. The three principal factions are the Council, the Grand Magistrate, and the Gray Army.&lt;br /&gt;
&lt;br /&gt;
==== The [[Council]] ====&lt;br /&gt;
The &#039;&#039;&#039;Council&#039;&#039;&#039; was established by the final wife of &#039;&#039;&#039;King Etbert,&#039;&#039;&#039; Queen Inora following her accession, who assumed the regency alongside her son, King &#039;&#039;&#039;Verne&#039;&#039;&#039;. Inora and her supporters gathered royal loyalists and feudal lords who had fallen from favor under the previous administration King in an effort to preserve the monarchy and maintain the territorial integrity of Aldor.&lt;br /&gt;
&lt;br /&gt;
The Council claims continuity with the traditional Aldorian monarchy and regards King Verne as the legitimate successor to the throne. Its administration is supported primarily by royal loyalists, sections of the nobility, and feudal lords who seeks influence and reintegrate to the court life.&lt;br /&gt;
&lt;br /&gt;
==== The Grand [[Grand Magistrate|Magistrate]] ====&lt;br /&gt;
The &#039;&#039;&#039;Grand Magistrate&#039;&#039;&#039; originated as a political union of city councils, rebellious aristocrats, artisan guilds, and merchant guilds, with its principal center in [[Brynn]].&lt;br /&gt;
&lt;br /&gt;
Brynn had previously possessed the status of a free city status before losing its political privileges under the authority of King Etbert. Following King&#039;s death, representatives of the city&#039;s political and commercial institutions voted to withdraw from the Kingdom of Aldor. They rejected the legitimacy of the new royal succession and organized a separate administration known as the Grand Magistrate.&lt;br /&gt;
&lt;br /&gt;
The movement subsequently attracted support from burghers, merchants, guilds, military forces, and other groups opposed to royal authority. The Grand Magistrate therefore developed into both a political government and a military faction during the Civil War.&lt;br /&gt;
&lt;br /&gt;
==== The [[Gray Army]] ====&lt;br /&gt;
The &#039;&#039;&#039;Gray Army&#039;&#039;&#039; emerged as a popular movement composed of various social groups, with peasants and artisans forming the majority of its supporters. Its ranks also include former brigands, disillusioned clerics, impoverished feudal lords, and deserters from both the Council and the Grand Magistrate.&lt;br /&gt;
&lt;br /&gt;
The movement is led by &#039;&#039;&#039;Nir&#039;&#039;&#039;, a figure whose origins remain uncertain. Under his leadership, the Gray Army expanded its influence and acquired control over additional territories following the prolonged conflict between the &#039;&#039;&#039;Council&#039;&#039;&#039; and the &#039;&#039;&#039;Grand Magistrate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike the other major factions, the Gray Army does not originate from the established royal or urban political institutions of Aldor. Its organization instead developed from the social and economic instability caused by the Civil War, allowing individuals from different backgrounds to join the movement.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Hieronism is a Gnostic religious tradition originating in the Kingdom of Aldor and remains one of the principal religious traditions of the region. Its teachings are centered on the Host, a divine entity understood through the concept of the Trinity of Hands: the &#039;&#039;&#039;Guiding Hand&#039;&#039;&#039;, the &#039;&#039;&#039;Warding Hand&#039;&#039;&#039;, and the &#039;&#039;&#039;Judging Hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hieronist theology places considerable emphasis on the pursuit of divine knowledge and spiritual understanding. The religion maintains a complex clerical hierarchy through which adherents progress from religious students to increasingly knowledgeable and spiritually powerful figures.&lt;br /&gt;
&lt;br /&gt;
The understanding of the Host is regarded as a lifelong pursuit. Hieronist teachings maintain that deeper knowledge of sacred scripture and divine mysteries allows an individual to establish an increasingly direct spiritual connection with the Host.&lt;br /&gt;
&lt;br /&gt;
Each Hieronist church is administered by a priest known as a Hierophant. Advancement through the Hieronist hierarchy traditionally requires religious study, pilgrimage, contemplation, and the interpretation of sacred texts. Per information that people been gathered such as in [[Folio on Hieron|folio]], the hierarchy of the Aldor Hieronites priests is as such:&lt;br /&gt;
&lt;br /&gt;
* Exoteric&lt;br /&gt;
&lt;br /&gt;
* Hierophant&lt;br /&gt;
&lt;br /&gt;
* Hermeneut&lt;br /&gt;
&lt;br /&gt;
* Theognostic&lt;br /&gt;
&lt;br /&gt;
* Thaumaturge&lt;br /&gt;
&lt;br /&gt;
* Archtheurgist&lt;br /&gt;
&lt;br /&gt;
=== Saints and Relics ===&lt;br /&gt;
Hieronism maintains a tradition of venerating saints, individuals remembered for their exceptional devotion, virtue, and accomplishments in service to the Host. Many saints are believed to continue protecting or blessing the faithful through sacred artifacts such as [[Casket with St Wald Relics|Saint Wald]] and relics associated with their lives.&lt;br /&gt;
&lt;br /&gt;
In addition, numerous saints have been commemorated through statues, religious buildings, shrines, and annual celebrations. These monuments and observances serve both as acts of devotion and as reminders of the virtues represented by the saints. Some Hieronist communities consider the relics of particularly revered saints to possess spiritual significance, and certain artifacts are believed to retain a connection to the saint and, through them, to the Host.&lt;br /&gt;
&lt;br /&gt;
== History and culture ==&lt;br /&gt;
&lt;br /&gt;
=== Pre-unification Aldor ===&lt;br /&gt;
Before the establishment of the Kingdom of Aldor, the region was inhabited and controlled by numerous tribal societies. Among the most prominent were the [[Ald]] Tribes, the [[Sentian]] Tribes, and the Highlander Tribes of [[Firn]]. Each developed distinct cultural and military traditions that later became incorporated into Aldorian history and folklore.&lt;br /&gt;
&lt;br /&gt;
The Ald Tribes were particularly renowned for their advanced metalworking techniques, which were considered superior to those of many neighboring tribes. Their expertise in metallurgy allowed the Ald to produce high-quality weapons, tools, shields, and other metal equipment.&lt;br /&gt;
&lt;br /&gt;
The Firn Tribes, who inhabited the northern highlands, were known for their strong traditions and conservative social customs. Their society placed considerable importance on preserving the practices and values of their ancestors. The Firn were also renowned for their skilled marksmen and warriors.&lt;br /&gt;
&lt;br /&gt;
The Sentian Tribes developed a distinctive military tradition centered around the use of slingers. Sentian slingers were regarded as highly skilled and became an important part of the tribe&#039;s military identity. The Sentians were also renowned for their culinary traditions, with their dishes and skilled cooks becoming an important part of their cultural reputation.&lt;br /&gt;
&lt;br /&gt;
=== Unification of Aldor ===&lt;br /&gt;
According to Aldorian legends, the unification of the region began with the expansion of the Ald Tribes. Ald forces gradually conquered neighboring territories, taking the land of rivalling tribes. &lt;br /&gt;
&lt;br /&gt;
The conquest of the Sentian territories required the Ald forces to cross the river separating the two peoples. The Sentians offered strong resistance, relying heavily on their renowned slingers to oppose the advancing Ald forces. According to traditional accounts, the Sentians continued their resistance until the death of their last king, [[Crown of Benor the Dauntless|Benor the Dauntless]]. Following Benor&#039;s death, the remaining Sentian forces were defeated, and the Ald completed their conquest of the Sentian territories. The incorporation of the Sentians significantly expanded Ald-controlled territory and brought their lands under a single political authority.&lt;br /&gt;
&lt;br /&gt;
The subsequent campaign against the Firn Tribes proved considerably more difficult. The mountainous terrain of Firn provided the defenders with a natural advantage, while Firn marksmen were renowned for their exceptional skill with bows and slings. Firn warriors also fought in close combat, traditionally wielding large claymores against the metal shields and armor of the Ald warriors. Their resistance became one of the defining conflicts in the traditional accounts of Aldorian unification.&lt;br /&gt;
&lt;br /&gt;
Eventually, Ald forces captured the Firn foothills, marking a major milestone in the consolidation of Ald territory. The event became an important part of Aldorian historical tradition and was later commemorated in the [[The Conquest of the Hills Tapestry|Tapestry]], where the campaigns of unification are depicted as foundational events in the history of the kingdom.&lt;br /&gt;
&lt;br /&gt;
The conquest of the Sentians and Firn is traditionally regarded as the beginning of the political consolidation that eventually led to the establishment of the Kingdom of Aldor.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
Following the unification of Aldor, the cultural traditions of the former tribes continued to survive throughout the kingdom. Many customs remained particularly prominent in rural communities, while others were gradually incorporated into the customs of Aldorian nobility and urban society. Although the kingdom developed a shared cultural identity, regional traditions from the Ald, Sentian, and Firn peoples remain recognizable in various parts of Aldor.&lt;br /&gt;
&lt;br /&gt;
One of the most widespread aspects of Aldorian culture is the consumption of wine and ale. Inns and taverns can be found throughout the kingdom, including in remote and rural settlements. Alcoholic beverages are commonly consumed after a day of labor and are enjoyed by people from various social classes, including nobles, farmers, guards, and members of the clergy. The widespread availability of wine and ale has made drinking an established part of Aldorian social life.&lt;br /&gt;
&lt;br /&gt;
Another prominent aspect of Aldorian noble culture is its tradition of jousting and duelling. Jousting was historically practiced not only as a martial competition but also as a form of public spectacle and social display. Knights would don their finest [[Jousting Armor|armor]], [[Jousting Topfhelm|helmets]], and barded steeds before competing before large crowds. Success in the joust was considered a means of demonstrating martial ability, wealth, and prestige, while victorious knights often gained the admiration of the crowds and the attention of the fair maidens.&lt;br /&gt;
&lt;br /&gt;
Over time, however, the traditional practice of duelling declined in popularity. Once considered an important component of martial and personal honor, formal duels became increasingly uncommon among Aldorian nobles and warriors. Many pieces of equipment traditionally associated with the practice, including [[Buckler|bucklers]] and specialized duelling [[Duelist Belt|belts]], have consequently fallen into disuse and are often left neglected.&lt;br /&gt;
&lt;br /&gt;
But beside of that, one element of Sentian culture, particularly its culinary traditions, have survived into the modern era. Sentian cuisine became especially influential in Brynn, where cooks developed and refined numerous dishes using both traditional and foreign ingredients. Brynn&#039;s cooks have acquired a reputation for their ability to transform inexpensive, unusual, or otherwise undesirable ingredients into elaborate dishes suitable for the tables of the nobility. This reputation has contributed to Brynn&#039;s status as one of Aldor&#039;s notable centers of culinary culture.&lt;br /&gt;
&lt;br /&gt;
Alas not all traditions of the pre-unification tribes survived the development of the modern Kingdom of Aldor. Some customs have gradually disappeared, while others are no longer formally recognized under Aldorian law. One example is an old Firn custom concerning the inheritance of knightly titles. Certain Firn noble houses traditionally permitted a daughter who had been raised according to the customs and duties traditionally expected of a son could inherit the family&#039;s knightly title. Although the practice existed within some Firn houses, it is no longer generally recognized under contemporary Aldorian law and led several noble houses of Firn ceased to exist.&lt;br /&gt;
&lt;br /&gt;
=== Circle of Mages ===&lt;br /&gt;
The Aldorian mage community is organized around the United Circle, a gathering of magical circles established to protect practitioners and potential initiates from persecution and superstition. It encompasses mages from various traditions, including [[Pyromancy (skill tree)|Pyromancy]], Nistrian [[Geomancy (skill tree)|Geomancy]], the emerging [[Electromancy (skill tree)|Electromancy]], the secretive [[Arcanistic Power|Arcanistic]] Circle, and the semi-secretive Spellweaver Circle.&lt;br /&gt;
&lt;br /&gt;
The United Circle established its principal academy and gathering place in [[Maen]], which became known as the Maen Academy. Both nobles and commoners brought relatives attuned to the Aether to the academy, where they could learn to control their abilities while being protected from the dangers and superstitions surrounding magic. Others sought the academy&#039;s mages to treat unnatural conditions or illnesses beyond the capabilities of Aldor&#039;s physicians and Hieronite priests.&lt;br /&gt;
&lt;br /&gt;
Initiates traditionally wear black [[Initiate Robe|robes]] to signify that they have yet to choose a magical circle or specialize in a particular discipline. After years of study and practice, initiates may graduate as mages, with some entering the Aldorian military as battlemages while others remain at the Maen Academy to pursue advanced study and eventually become masters.&lt;br /&gt;
&lt;br /&gt;
According to legend, the formation of the United Circle sparked a rivalry with the Enchanters. Little reliable information survives regarding the conflict or its outcome, and it remains clear which tradition ultimately prevailed. But The United Circle&#039;s autonomy in governing the academy and training mages with limited royal or noble didn&#039;t last for long. The interference was later disrupted by the Aldorian Civil War, leaving the organization in disarray. Following the mysterious Neer Uprising and the emergence of the [[Gray Army]] in northern Aldor, communication between the Maen Academy and the other factions of [[Aldor]] became scarce. Much of the academy&#039;s activities and the fate of the United Circle during this period remain unknown.&lt;br /&gt;
&lt;br /&gt;
== Military and weaponries ==&lt;br /&gt;
The military history of Aldor has been shaped by repeated civil wars, foreign campaigns, and internal rebellions, beginning with the tribal conflicts that preceded the unification of the kingdom and continuing into the modern era. These conflicts have encouraged the Aldorian military to continually adapt its weapons, tactics, and organization in response to changing forms of warfare.&lt;br /&gt;
&lt;br /&gt;
Aldorian military doctrine places considerable emphasis on practicality and adaptation rather than strict adherence to established customs or martial traditions. Weapons and tactics originating from foreign cultures are studied when they demonstrate effectiveness against Aldorian forces. Rather than rejecting unfamiliar methods, Aldorian commanders and craftsmen commonly seek to adopt, reproduce, and improve them for use by their own armies.&lt;br /&gt;
&lt;br /&gt;
This approach has resulted in the incorporation of numerous foreign weapons and techniques into Aldorian warfare. Designs originally developed by neighboring civilizations have been modified to suit Aldorian equipment, terrain, and military organization. As a result, Aldorian warfare has developed as an evolving combination of indigenous traditions and foreign innovations.&lt;br /&gt;
&lt;br /&gt;
The continuous cycle of observation, imitation, adaptation, and improvement has become a defining characteristic of the Aldorian military. Its commanders regard battlefield experience as an opportunity to identify weaknesses and develop new methods to counter them, contributing to the kingdom&#039;s reputation for military adaptability.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and armor ===&lt;br /&gt;
&lt;br /&gt;
==== Plate armor ====&lt;br /&gt;
Aldor is particularly renowned for its armorsmithing tradition, most notably the production of heavy plate armor. The development of Aldorian armor has been influenced by centuries of warfare, rebellions, and continual competition with neighboring civilizations. Compared with the heavy infantry of [[Nistra]], which traditionally relies on [[Scaled Armor|scale armor]], and the Maafs warriors of the [[Jacinth]] Kingdoms, who commonly employ heavily reinforced [[Elven Heavy Brigandine|brigandine]], Aldorian armorers are regarded as among the foremost practitioners of plate armor.&lt;br /&gt;
&lt;br /&gt;
Aldorian smiths produce a wide variety of protective equipment, ranging from cuirasses and chestplates to complete suits of plate armor. Such armor is designed to withstand powerful blows and provide substantial protection on the battlefield, although its manufacture requires considerable quantities of metal, skilled labor, and financial resources. Consequently, the heaviest forms of Aldorian armor are generally reserved for wealthier soldiers and the nobility.&lt;br /&gt;
&lt;br /&gt;
==== Swords and Halberds ====&lt;br /&gt;
The [[Knight Blade|sword]] holds a particularly prominent position within Aldorian knightly culture. Noble swords are traditionally associated with knighthood, social status, and martial prestige, making them a favored weapon among the kingdom&#039;s aristocratic warriors.&lt;br /&gt;
&lt;br /&gt;
Despite the cultural importance of the sword, Aldorian military doctrine does not restrict its soldiers to traditional weapons. Over time, Aldorian smiths and military authorities, including King Etbert himself, encouraged the adoption of a wider variety of weapons in order to familiarize troops with different forms of combat.&lt;br /&gt;
&lt;br /&gt;
Among common soldiers, guards and levies frequently employ one of the famous invention of polearms, the [[Guard Halberd|halberd]]. Its combination of cutting, thrusting, and hooking capabilities makes it a versatile weapon suitable for a variety of battlefield and non-battlefield duties. The halberd&#039;s adaptability allows commanders to employ their levies and guards in different roles without requiring them to carry specialized weapons for every task.&lt;br /&gt;
&lt;br /&gt;
The widespread use of foreign and unconventional weapons reflects the broader Aldorian military philosophy of adaptation and practicality, in which established traditions are maintained when effective but are readily supplemented or replaced when superior alternatives become available.&lt;br /&gt;
&lt;br /&gt;
==== Longbows ====&lt;br /&gt;
The [[Soldier Longbow|longbow]] is one of the most prominent weapons associated with the military traditions of Aldor. A common Aldorian proverb states, &#039;&#039;&amp;quot;as long as Aldor has at least a dozen longbows, it&#039;ll remain unconquered.&amp;quot;&#039;&#039; The saying reflects the reputation of Aldorian longbowmen and their importance in the kingdom&#039;s military history.&lt;br /&gt;
&lt;br /&gt;
Aldorian archers have gained a reputation among neighboring powers for their range, accuracy, and ability to deliver concentrated volleys. Historical accounts attribute several notable victories to the longbowmen, including the destruction of a [[Jacinth]] army after it was drawn into an Aldorian ambush. During conflicts with [[Nistra]], Aldorian archers were also credited with killing numerous enemy commanders, standard-bearers, and mages through concentrated and precisely aimed volleys.&lt;br /&gt;
&lt;br /&gt;
Despite the effectiveness of the longbow, its widespread use has not always been supported by the Aldorian nobility. Some nobles have historically regarded archery as an inferior martial practice associated with peasants and commoners, rather than a discipline worthy of aristocratic warriors. Rather than encouraging rural communities to maintain and develop their archery skills, certain lords have discouraged the practice or restricted the use of bows on their estates. In some territories, nobles have even imposed restrictions on archery in order to protect their private hunting grounds. These policies have occasionally placed the interests of aristocratic hunting traditions in conflict with the military value of maintaining a large population of skilled archers.&lt;br /&gt;
&lt;br /&gt;
=== Military tactics ===&lt;br /&gt;
&lt;br /&gt;
==== Wedge formation ====&lt;br /&gt;
Aldorian commanders have traditionally sought to weaken Nistrian formations through sustained volleys of longbow fire before committing their cavalry to a wedge formation intended to break the enemy&#039;s lines. However, this tactic carries considerable risks, particularly when the cavalry assault fails to achieve a decisive breakthrough. Failed charges can result in significant casualties and, in some cases, contribute to an Aldorian defeat.&lt;br /&gt;
&lt;br /&gt;
As a result, some Aldorian commanders and military reformers have advocated for changes to the traditional approach. These advocates have called upon the kingdom&#039;s knights and nobles to set aside their pride and study the tactics employed successfully by their Nistrian adversaries. Such proposals emphasize adapting proven enemy methods rather than relying exclusively on established Aldorian traditions of warfare.&lt;br /&gt;
&lt;br /&gt;
==== Pike and Shot formation ====&lt;br /&gt;
The practice was introduced by Commander Damian of the renowned Albatross Brigade, who employed a formation reminiscent of the ancient phalanx during the Battle of the Chilly Ford. The formation contributed to his decisive victory over Duke der Narn.&lt;br /&gt;
&lt;br /&gt;
Following the battle, many commanders advocated for the increased use of pikemen in military formations, arguing that pike formations represented an important development in the future of warfare. They further recommended that the Magistrate prioritize military reforms aimed at countering the Council Army&#039;s reliance on heavy cavalry.&lt;br /&gt;
&lt;br /&gt;
After Damian&#039;s proposed reforms, the training of pikemen and crossbowmen was to be significantly expanded. The two troop types were envisioned as the backbone of the Magistrate&#039;s army, with pikemen providing a defensive counter to cavalry charges while crossbowmen supplied ranged support against heavily armored opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crossbow with Pavise&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toward the end of &#039;&#039;&#039;King Etbert&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s reign, the Aldorian crown established the Crossbow Guardsmen, a formation that became widespread during the ensuing Civil War between the Council and the Magistrate. Crossbows were rapidly adopted because levies and commoners could be trained to use them in considerably less time than the renowned Aldorian longbowmen, making them effective for quickly reinforcing city defenses.&lt;br /&gt;
&lt;br /&gt;
Following the Civil War, the various factions developed their own crossbow designs and production methods. [[Maen]] favored a lightweight and simple design, while the [[Grand Magistrate|Magistrate]] adopted a more unique model inspired by the elven bolt-thrower. The Falcon Company of Brynn, its own crossbow brigade, further developed the weapon by introducing large pavise shields, allowing its crossbowmen to take cover behind them while fighting outside city walls.&lt;br /&gt;
&lt;br /&gt;
=== Military units ===&lt;br /&gt;
&#039;&#039;&#039;Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Knights of Aldor are primarily drawn from the nobles and highborn members of the houses of nobility within the Kingdom of Aldor. They traditionally serve as the kingdom&#039;s heavily armored cavalry and are commonly equipped with full plate armor and trained warhorses.&lt;br /&gt;
&lt;br /&gt;
Aldorian knights are also associated with the martial traditions and status of the nobility. Their social standing and adherence to chivalric customs have, on occasion, influenced their choice of weaponry. Some knights favor the use of noble swords, regarding them as a traditional and prestigious weapon, even when other weapons may be more practical for certain battlefield situations. Until King Etbert himself introduced them with many [[Knight Axe|axes]], [[Knight Warhammer|bludgeon]], and polearms that highten the status of that weapons to be worthy enough wielded by the nobles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peasant levy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Aldor, particularly within territories governed by the Council, the distinction between knightly forces and peasant levies remains an established feature of the military system. For centuries, commoners have been conscripted into the army and typically provided with inexpensive equipment, with some receiving little or no standardized armament.&lt;br /&gt;
&lt;br /&gt;
Peasant levies are generally assigned simple and readily available weapons, most commonly spears and bows. In contrast to the heavily equipped knights and nobles, these troops are primarily intended to serve as mass infantry and supporting forces on the battlefield. This separation in equipment and military role reflects the broader social hierarchy of Aldorian society, in which military privileges and resources are concentrated among the noble classes.&lt;br /&gt;
&lt;br /&gt;
==== Free Company / Mercenaries ====&lt;br /&gt;
Mercenaries are a common sight throughout Aldor, particularly in the city of [[Brynn]]. They serve as a military force that fill the gap between the kingdom&#039;s noble knights and its peasant levies, providing professional soldiers for those who can afford their services.&lt;br /&gt;
&lt;br /&gt;
Mercenaries with proven battlefield experience and established reputations are sometimes hired to participate in wars fought by the Kingdom of Aldor. Their reputation and personal achievements can greatly influence their standing, with successful mercenaries often displaying their weapons and equipment as symbols of their experience and worth.&lt;br /&gt;
&lt;br /&gt;
Polearms such as [[Mercenary Halberd|halberds]] and [[Mercenary Polehammer|polehammers]] are commonly employed by Aldorian mercenaries, owing to their effectiveness and versatility on the battlefield. More accomplished and prosperous mercenaries, however, may favor imposing [[Captain Greatsword|two-handed swords]]. Such weapons are sometimes fitted with elaborately gilded hilts or ornate scabbards, serving not only as weapons but also as visible demonstrations of their wealth, status, and position in the army.&lt;br /&gt;
&lt;br /&gt;
==== Royal Guardsmen ====&lt;br /&gt;
The Royal Guard is the personal military force and bodyguard of King Etbert, tasked primarily with protecting the monarch and serving as his personal retinue. The Guard is regarded as an elite formation within the Aldorian military and is entrusted with the defense of the royal household.&lt;br /&gt;
&lt;br /&gt;
Members of the Royal Guard are equipped with some of the finest weapons and armor produced by Aldorian smiths. Their standard equipment includes high-quality [[Guardsman Crossbow|crossbows]], [[Guardsman Gloves|heavy armor]], and [[Guardsman Shield|shield]] with [[Guardsman Broadsword|broadswords]] carried as sidearms. The quality of their equipment distinguishes the Royal Guard from the ordinary levies and regular troops of the Aldorian army.&lt;br /&gt;
&lt;br /&gt;
==== Longbowman ====&lt;br /&gt;
As a boastful Aldorian proverb goes, &amp;quot;&#039;&#039;As long as Aldor has at least a dozen longbows, it shall remain unconquered&#039;&#039;.&amp;quot; The longbowmen of Aldor have established a reputation for their skill in archery through numerous military campaigns and the defense of Aldorian cities against invading forces.&lt;br /&gt;
&lt;br /&gt;
During sieges and other defensive engagements, Aldorian longbowmen with their trusted [[Sharpshooter Bow|bow]] have reportedly killed numerous enemy commanders, battlemages, and standard-bearers through their marksmanship. Their ability to target important personnel from a distance has made them a particularly valued component of Aldorian defensive warfare.&lt;br /&gt;
&lt;br /&gt;
The widespread use of the longbow has also influenced the composition of Aldorian levies. Many levies are equipped and trained as longbowmen, with some having practiced archery from an early age and possessing years, or even a lifetime, of experience with the weapon.&lt;br /&gt;
&lt;br /&gt;
==== Blademaster ====&lt;br /&gt;
Blademasters are elite professional soldiers who receive twice the standard military wage in exchange for serving on the frontline. Their reputation and battlefield performance are often cited as justification for the considerable expense of maintaining them.&lt;br /&gt;
&lt;br /&gt;
Typically armed with [[Blademaster Greatsword|greatswords]], Blademasters are deployed against enemy infantry formations, particularly poorly equipped levies. Their primary role is to assault the frontline and disrupt its formation, with their presence and aggressive fighting style intended to undermine enemy morale and create openings for the rest of the army to exploit.&lt;br /&gt;
&lt;br /&gt;
==== Forest Watch ====&lt;br /&gt;
The Forest Watch are bands of militia tasked with patrolling the deepest and least-explored regions of Aldor. Watch pathfinders avoid heavy armor and excessive supplies, relying instead on years of experience navigating the wilderness. Even in unexplored territory, an experienced Watchman can quickly identify animal trails, tracks, and other signs that reveal a viable route.&lt;br /&gt;
&lt;br /&gt;
The Watch are renowned for their composure in even the most desperate circumstances. Years of patrols teach them the laws of nature and allow them to perceive the wilderness as an ally rather than an obstacle. This expertise gives the Forest Watch their greatest advantage: element of surprise.&lt;br /&gt;
&lt;br /&gt;
Knowledge of the terrain allows Watchmen to ambush enemies and dictate the terms of an engagement. The first arrow is considered especially important, particularly when it strikes its intended target. When possible, Watchmen avoid detection by frequently changing positions and engaging from maximum effective range. This tactic creates confusion and hesitation among their enemies, giving the Watch precious time to reposition, adjust their aim, and deliver the next volley.&lt;br /&gt;
&lt;br /&gt;
==== Battlemage ====&lt;br /&gt;
Battle-proven mages are highly valued in the Aldorian ranks. Academy-trained mages are formidable combatants and prime targets on the battlefield. They are typically equipped with protective gear such as [[Battlemage Gloves|gloves]] and [[Battlemage Gambeson|gambesons]] or even [[Mail Mantle|chainmails]], though many forgo helmets to avoid hindering the casting of complex spells.&lt;br /&gt;
&lt;br /&gt;
==== The Vehement ====&lt;br /&gt;
The Vehement are militant Hieronites who take up arms against [[Ghoul|ghouls]], warlocks, and other unholy monstrosities. Unlike conventional military orders, the Vehement are not restricted to a particular social class or profession. Their ranks include peasants, zealous pilgrims, knights-errant, battlemages, and others who have devoted themselves to the cause.&lt;br /&gt;
&lt;br /&gt;
Membership in the Vehement requires the taking of a sacred vow. Those who swear the vow pledge &amp;quot;to stand in defense of the Hieron and the common folk, dedicating themselves to the eradication of evil wherever it may be found.&amp;quot; The vow is considered the foundation of the Vehement&#039;s identity, binding its members together despite their differences in origin, status, and training.&lt;br /&gt;
&lt;br /&gt;
The Vehement therefore function as both a religious brotherhood and a militant force, with their members united primarily by their oath rather than by a common military background.&lt;br /&gt;
&lt;br /&gt;
==== Sons of Eeders ====&lt;br /&gt;
Eeders is a remote and inhospitable village located deep within dense woodland. Its isolated location and harsh environment have contributed to its reputation as an unpleasant place for outsiders, with visitors rarely remaining for extended periods. The village is primarily known for two things: its extensive lumber mills and its perpetually combat-ready militia. Eeders&#039; mills produce timber that is transported directly to the docks of [[Brynn]], making the settlement an important source of lumber for the region.&lt;br /&gt;
&lt;br /&gt;
The sons of Eeders are particularly renowned for their proficiency with heavy poleaxes, a skill regarded as exceptional throughout Aldor. The weapon most commonly associated with the village is the [[eederax]], a polearm named after its place of origin. The eederax bears similarities to the [[Skadian Bardiche|Skadian bardiche]], but features a hook attached to the rear of the axe blade to hook horsemen. Eeders militiamen are especially skilled in using the weapon&#039;s hook to catch and dismount enemy cavalrymen, making the eederax an effective weapon against mounted opponents. This technique, combined with their [[Eeders Longbow|longbowman]], has made the warriors of Eeders particularly well suited to defending their woodland settlement and confronting cavalry forces.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Company, Order, Group under Aldor ==&lt;br /&gt;
&lt;br /&gt;
* [[Spears Treatise II|Albatross Brigade]]&lt;br /&gt;
* [[Brotherhood of Ouroboros&#039; Shield|Brotherhood of Ouroboros]]&lt;br /&gt;
* [[Shield of Truth&#039;s Eternal Sun|Brotherhood of Truth&#039;s Eternal Sun]]&lt;br /&gt;
* [[Brynn Pavise|Crossbow Brigade]]&lt;br /&gt;
* [[Brynn Crossbow|Falcon Company]]&lt;br /&gt;
* [[Honorary Polehammer|Falcon Plume Company]]&lt;br /&gt;
* [[Border Guard Brigandine|Northern Border Guard]]&lt;br /&gt;
* [[Ornate Polehammer|Royal Armorbreakers]]&lt;br /&gt;
* [[Carved Longbow|Royal Ranger]]&lt;br /&gt;
* [[Royal Huntmaster Crossbow|Royal Huntmaster]]&lt;br /&gt;
* [[Two-Handed Swords Treatise I|Steel Company]]&lt;br /&gt;
* [[Maen Heavy Flail|The Cowls]]&lt;br /&gt;
* [[Wolfbrother Belt|The Wolfbrother]]&lt;br /&gt;
&lt;br /&gt;
== Former Order or Group in Aldor ==&lt;br /&gt;
&lt;br /&gt;
* [[Magic Mastery Treatise II|United Circle of Mages]]&lt;br /&gt;
* [[Triune Hand Order|Order of the Triune Hands]]&lt;br /&gt;
* [[Raven Heater Shield|The Raven Gang]]&lt;br /&gt;
* [[Hired Blade Cowl|The Blade]]&lt;br /&gt;
* [[Brotherhood of the Asp&#039;s Belt|Brotherhood of the Asp]]&lt;br /&gt;
* [[Woodwight Longflail|The Woodwight]]&lt;br /&gt;
&lt;br /&gt;
==Outdated Lore==&lt;br /&gt;
Half a century before the events of the game, Aldor waged a war against the elven [[Jade Kingdoms]]. This aggression was repelled by the elves who in turn invaded Aldor. The kingdom was swept by a wave of bloodsheds. Making his last stand, the [[Last King]] revived many fallen warriors to act as his last line of defense. However this terrifying blasphemy was doomed to failure and the Last King was soon vanquished leaving behind him a terrible legacy. The disappearance of the Last King signed the end of this horrific part of Aldor&#039;s history which the historians aptly named the [[War of the Fallen]].&lt;br /&gt;
&lt;br /&gt;
In the aftermath of the war and following the fall of the monarchy no one was left at the reign of the kingdom. After the Jade Kingdoms armies left all matters of pretenders sought to ascend to the throne. This was the start of a decade long civil war, the [[Discord]]. Only the [[Grand Magistrate]], an alliance of well-off merchant families, tired of hatred and violence, was capable of stopping that bloodshed.&lt;br /&gt;
&lt;br /&gt;
Still, years of conflicts left Aldor ravaged. The Grand Magistrate slowly lost its role as its members parted ways. The already tenuous peace of the kingdom was stretched thin. This fragile balance was shattered when the Last King suddenly returned. The great orc migration and another political race added fuel to the fire of war. In a blink of an eye the whole Aldor was split into zones, influenced by rivaling faction.&amp;lt;ref&amp;gt;https://www.kickstarter.com/projects/1926605606/stoneshard-open-world-roguelike-rpg-with-tactical/posts/2190173&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is where the story of {{Gamename}} begins...&lt;br /&gt;
&lt;br /&gt;
==Interesting Facts==&lt;br /&gt;
* At the time of the events of the game, Aldor is 428 years old.&lt;br /&gt;
* Aldor, before unification, consisted of three smaller kingdoms, which were later demoted to duchies. The name of only one of these kingdoms of the past is known for certain - Sentia and the name of its last king - [[Crown of Benor the Dauntless|Benor the Dauntless]]. It is on the territory of this kingdom that modern [[Brynn]] is located.&lt;br /&gt;
* The population of Aldor, with rare exceptions, professes [[Host# Gnostic Hieronism|Gnostic Hieronism]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Stoneshard]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Aldor&amp;diff=77032</id>
		<title>Aldor</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Aldor&amp;diff=77032"/>
		<updated>2026-09-17T06:02:57Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Circle of Mages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dirwin.png|right|Dirwin is woodward from Aldor.]]&lt;br /&gt;
[[File:Arna.png|right|Arna is maiden knight from Aldor.]]&lt;br /&gt;
{{stub}}{{quote|Despite sharing a common culture, humans of Aldor are now more divided than ever. A multitude of political conflicts between the kingdom&#039;s estates has plunged the country into a prolonged civil war, barely contained by a shaky truce.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aldor&#039;&#039;&#039;, known as &#039;&#039;Ab-Aldur&#039;&#039; to the elves, is the kingdom in which {{Gamename}} takes place, a formerly prosperous and powerful kingdom.  &lt;br /&gt;
&lt;br /&gt;
Following the death of [[King Etbert]], a dispute arose within the royal court over the succession and the hereditary claims of the new king by the late queen. The political crisis led several groups of burghers and commoners to seek separation from the Council of Aldor and declare their independence. &lt;br /&gt;
&lt;br /&gt;
The resulting conflict developed into a civil war, further destabilizing the Kingdom of Aldor following the devastation caused by the previous &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;. The kingdom was subsequently divided among three major factions: the [[Council]], the [[Grand Magistrate|Magistrate]], and the [[Gray Army]].&lt;br /&gt;
&lt;br /&gt;
The outbreak of the &#039;&#039;&#039;Crimson Plague&#039;&#039;&#039; further worsened the situation but it helps to keep the status quo across the land. As the plague spread throughout Aldor, necromancer cults began desecrating temples and catacombs, contributing to widespread social and religious unrest. The combination of political instability, disease, and supernatural activity drove some barons and Aldorian communities into banditry and other forms of lawlessness... so here we are.&lt;br /&gt;
&lt;br /&gt;
== Geography and economy ==&lt;br /&gt;
Geographically, the Kingdom of Aldor is situated among several major civilizations in the western region of the &#039;&#039;&#039;Continent&#039;&#039;&#039;. Its strategic position places it between several powerful neighboring states and territories, many of which maintain political rivalries and conflicts with Aldor itself. As a result, Aldor has historically been vulnerable to external intervention, particularly during periods of political instability or military weakness.&lt;br /&gt;
&lt;br /&gt;
The western border of Aldor is shared with the Great Despotate of [[Nistra]], a major regional power with which Aldor has maintained a longstanding rivalry spanning several decades. Relations between the two states have frequently been characterized by political and military tensions.&lt;br /&gt;
&lt;br /&gt;
To the north, Aldor borders the mountainous territories of the [[Fjall]] Clans. The region is known for frequent clan raids and incursions into Aldorian territory, requiring the kingdom to maintain a permanent border guard presence along the northern frontier.&lt;br /&gt;
&lt;br /&gt;
The eastern border is shared with the [[Jacinth]] Kingdoms, a collection of neighboring kingdoms with significant political and historical connections to Aldor. The region is particularly associated with the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;, during which &#039;&#039;&#039;King Etbert&#039;&#039;&#039; famously led Aldorian forces in the final war against the elves of Jibei.&lt;br /&gt;
&lt;br /&gt;
The southern frontier extends to the sea, providing Aldor with access to maritime trade and foreign supplies. The principal port is the city of [[Brynn]], which serves as an important center for commerce and maritime transportation. The port&#039;s strategic importance has made the southern coastline vital to Aldor&#039;s economy, supplies, and continued access to external markets.&lt;br /&gt;
&lt;br /&gt;
=== Agriculture and Food Production ===&lt;br /&gt;
The Kingdom of Aldor maintains a largely agricultural economy, with farming, fishing, and pastoralism serving as the primary means of sustaining its population. Numerous farms, plantations, fisheries, and pastures are distributed throughout the kingdom, supplying food and other agricultural products to surrounding settlements and cities.&lt;br /&gt;
&lt;br /&gt;
Southern Aldor is particularly known for its agricultural production. The region surrounding [[Osbrook]] contains wheat farms that supply grain to the surrounding settlements. Other agricultural estates produce hops and grapes, supporting Aldor&#039;s brewing and winemaking industries. Wineries and hop plantations are distributed throughout the kingdom to meet the demand for alcoholic beverages, including wine and ale.&lt;br /&gt;
&lt;br /&gt;
The transportation and distribution of agricultural goods are overseen by bailiffs, who are responsible for managing various estates, facilities, transactions, and logistical operations. Bailiffs also supervise the movement of goods between settlements, making them an important part of Aldor&#039;s administrative and economic system.&lt;br /&gt;
&lt;br /&gt;
But after the civil war and the Crimson Plague, the agriculture and logistics that Aldor proud of now need their time to revive their glory, if not already burnt down t the ground.&lt;br /&gt;
&lt;br /&gt;
=== Arms and Armor ===&lt;br /&gt;
Aldorian weaponsmiths have historically adapted their techniques and designs in response to the military practices of neighboring civilizations. In the decades following the Civil War, the various Aldorian factions increasingly adopted and imitated foreign weapons that were considered effective in warfare.&lt;br /&gt;
&lt;br /&gt;
Among these adaptations was the [[Footman Longaxe|longaxe]], derived from the martial traditions of the [[Fjall]] Clans, as well as the polemace, whose design was influenced by weapons used by the Great Despotate of [[Nistra]]. Aldorian smiths also incorporated techniques from the [[Jacinth]] Kingdoms into the production of sabers and bows.&lt;br /&gt;
&lt;br /&gt;
The development of Aldorian armor has followed a similar pattern. Armorers have continually improved the protection provided by plate and other forms of protective equipment, particularly for the kingdom&#039;s knights. The increasing protection worn by heavily armored soldiers subsequently encouraged Aldorian smiths to develop new weapons and improve existing designs in order to overcome enhanced armor. This process of adaptation has resulted in an ongoing cycle of armor development and weapons innovation, with Aldorian craftsmen incorporating foreign techniques while developing their own designs.&lt;br /&gt;
&lt;br /&gt;
=== Commerce and Trade ===&lt;br /&gt;
Aldor participates in extensive trade with neighboring kingdoms and distant regions. Agricultural products and manufactured commodities form an important part of its exports. [[Crates of Wine|Wine]], [[Barrel of Beer|ale]], [[Pails of Cider|cider]], and [[Sacks of Salt|salt]] are among the commodities commonly transported through Aldorian trade networks.&lt;br /&gt;
&lt;br /&gt;
The kingdom also exports raw materials, particularly [[Shipment of Timber|timber]] and [[Crates of Charcoal|charcoal]]. The extensive forests of northern Aldor provide a significant source of lumber and fuel, supporting both domestic industries and foreign trade.&lt;br /&gt;
&lt;br /&gt;
Aldor&#039;s southern coastline and the port city of [[Brynn]] provide access to maritime trade routes, allowing goods produced throughout the kingdom to be transported to foreign markets. The combination of agricultural production, natural resources, manufacturing, and maritime commerce makes trade an important component of the Aldorian economy.&lt;br /&gt;
&lt;br /&gt;
== Government and religion ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Kingdom of Aldor is traditionally governed as a hereditary monarchy, with the king serving as the head of state and exercising authority through the Royal Court. The kingdom&#039;s feudal lords, nobles, local governors, and merchant lords are traditionally expected to recognize the authority of the crown and administer their respective territories in accordance with royal law.&lt;br /&gt;
&lt;br /&gt;
Following the death of &#039;&#039;&#039;King Etbert&#039;&#039;&#039;, the established system of government collapsed amid a dispute over the royal succession. The resulting Aldorian Civil War divided the kingdom among several competing factions, each establishing its own political and military leadership. The three principal factions are the Council, the Grand Magistrate, and the Gray Army.&lt;br /&gt;
&lt;br /&gt;
==== The [[Council]] ====&lt;br /&gt;
The &#039;&#039;&#039;Council&#039;&#039;&#039; was established by the final wife of &#039;&#039;&#039;King Etbert,&#039;&#039;&#039; Queen Inora following her accession, who assumed the regency alongside her son, King &#039;&#039;&#039;Verne&#039;&#039;&#039;. Inora and her supporters gathered royal loyalists and feudal lords who had fallen from favor under the previous administration King in an effort to preserve the monarchy and maintain the territorial integrity of Aldor.&lt;br /&gt;
&lt;br /&gt;
The Council claims continuity with the traditional Aldorian monarchy and regards King Verne as the legitimate successor to the throne. Its administration is supported primarily by royal loyalists, sections of the nobility, and feudal lords who seeks influence and reintegrate to the court life.&lt;br /&gt;
&lt;br /&gt;
==== The Grand [[Grand Magistrate|Magistrate]] ====&lt;br /&gt;
The &#039;&#039;&#039;Grand Magistrate&#039;&#039;&#039; originated as a political union of city councils, rebellious aristocrats, artisan guilds, and merchant guilds, with its principal center in [[Brynn]].&lt;br /&gt;
&lt;br /&gt;
Brynn had previously possessed the status of a free city status before losing its political privileges under the authority of King Etbert. Following King&#039;s death, representatives of the city&#039;s political and commercial institutions voted to withdraw from the Kingdom of Aldor. They rejected the legitimacy of the new royal succession and organized a separate administration known as the Grand Magistrate.&lt;br /&gt;
&lt;br /&gt;
The movement subsequently attracted support from burghers, merchants, guilds, military forces, and other groups opposed to royal authority. The Grand Magistrate therefore developed into both a political government and a military faction during the Civil War.&lt;br /&gt;
&lt;br /&gt;
==== The [[Gray Army]] ====&lt;br /&gt;
The &#039;&#039;&#039;Gray Army&#039;&#039;&#039; emerged as a popular movement composed of various social groups, with peasants and artisans forming the majority of its supporters. Its ranks also include former brigands, disillusioned clerics, impoverished feudal lords, and deserters from both the Council and the Grand Magistrate.&lt;br /&gt;
&lt;br /&gt;
The movement is led by &#039;&#039;&#039;Nir&#039;&#039;&#039;, a figure whose origins remain uncertain. Under his leadership, the Gray Army expanded its influence and acquired control over additional territories following the prolonged conflict between the &#039;&#039;&#039;Council&#039;&#039;&#039; and the &#039;&#039;&#039;Grand Magistrate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike the other major factions, the Gray Army does not originate from the established royal or urban political institutions of Aldor. Its organization instead developed from the social and economic instability caused by the Civil War, allowing individuals from different backgrounds to join the movement.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Hieronism is a Gnostic religious tradition originating in the Kingdom of Aldor and remains one of the principal religious traditions of the region. Its teachings are centered on the Host, a divine entity understood through the concept of the Trinity of Hands: the &#039;&#039;&#039;Guiding Hand&#039;&#039;&#039;, the &#039;&#039;&#039;Warding Hand&#039;&#039;&#039;, and the &#039;&#039;&#039;Judging Hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hieronist theology places considerable emphasis on the pursuit of divine knowledge and spiritual understanding. The religion maintains a complex clerical hierarchy through which adherents progress from religious students to increasingly knowledgeable and spiritually powerful figures.&lt;br /&gt;
&lt;br /&gt;
The understanding of the Host is regarded as a lifelong pursuit. Hieronist teachings maintain that deeper knowledge of sacred scripture and divine mysteries allows an individual to establish an increasingly direct spiritual connection with the Host.&lt;br /&gt;
&lt;br /&gt;
Each Hieronist church is administered by a priest known as a Hierophant. Advancement through the Hieronist hierarchy traditionally requires religious study, pilgrimage, contemplation, and the interpretation of sacred texts. Per information that people been gathered such as in [[Folio on Hieron|folio]], the hierarchy of the Aldor Hieronites priests is as such:&lt;br /&gt;
&lt;br /&gt;
* Exoteric&lt;br /&gt;
&lt;br /&gt;
* Hierophant&lt;br /&gt;
&lt;br /&gt;
* Hermeneut&lt;br /&gt;
&lt;br /&gt;
* Theognostic&lt;br /&gt;
&lt;br /&gt;
* Thaumaturge&lt;br /&gt;
&lt;br /&gt;
* Archtheurgist&lt;br /&gt;
&lt;br /&gt;
=== Saints and Relics ===&lt;br /&gt;
Hieronism maintains a tradition of venerating saints, individuals remembered for their exceptional devotion, virtue, and accomplishments in service to the Host. Many saints are believed to continue protecting or blessing the faithful through sacred artifacts such as [[Casket with St Wald Relics|Saint Wald]] and relics associated with their lives.&lt;br /&gt;
&lt;br /&gt;
In addition, numerous saints have been commemorated through statues, religious buildings, shrines, and annual celebrations. These monuments and observances serve both as acts of devotion and as reminders of the virtues represented by the saints. Some Hieronist communities consider the relics of particularly revered saints to possess spiritual significance, and certain artifacts are believed to retain a connection to the saint and, through them, to the Host.&lt;br /&gt;
&lt;br /&gt;
== History and culture ==&lt;br /&gt;
&lt;br /&gt;
=== Pre-unification Aldor ===&lt;br /&gt;
Before the establishment of the Kingdom of Aldor, the region was inhabited and controlled by numerous tribal societies. Among the most prominent were the [[Ald]] Tribes, the [[Sentian]] Tribes, and the Highlander Tribes of [[Firn]]. Each developed distinct cultural and military traditions that later became incorporated into Aldorian history and folklore.&lt;br /&gt;
&lt;br /&gt;
The Ald Tribes were particularly renowned for their advanced metalworking techniques, which were considered superior to those of many neighboring tribes. Their expertise in metallurgy allowed the Ald to produce high-quality weapons, tools, shields, and other metal equipment.&lt;br /&gt;
&lt;br /&gt;
The Firn Tribes, who inhabited the northern highlands, were known for their strong traditions and conservative social customs. Their society placed considerable importance on preserving the practices and values of their ancestors. The Firn were also renowned for their skilled marksmen and warriors.&lt;br /&gt;
&lt;br /&gt;
The Sentian Tribes developed a distinctive military tradition centered around the use of slingers. Sentian slingers were regarded as highly skilled and became an important part of the tribe&#039;s military identity. The Sentians were also renowned for their culinary traditions, with their dishes and skilled cooks becoming an important part of their cultural reputation.&lt;br /&gt;
&lt;br /&gt;
=== Unification of Aldor ===&lt;br /&gt;
According to Aldorian legends, the unification of the region began with the expansion of the Ald Tribes. Ald forces gradually conquered neighboring territories, taking the land of rivalling tribes. &lt;br /&gt;
&lt;br /&gt;
The conquest of the Sentian territories required the Ald forces to cross the river separating the two peoples. The Sentians offered strong resistance, relying heavily on their renowned slingers to oppose the advancing Ald forces. According to traditional accounts, the Sentians continued their resistance until the death of their last king, [[Crown of Benor the Dauntless|Benor the Dauntless]]. Following Benor&#039;s death, the remaining Sentian forces were defeated, and the Ald completed their conquest of the Sentian territories. The incorporation of the Sentians significantly expanded Ald-controlled territory and brought their lands under a single political authority.&lt;br /&gt;
&lt;br /&gt;
The subsequent campaign against the Firn Tribes proved considerably more difficult. The mountainous terrain of Firn provided the defenders with a natural advantage, while Firn marksmen were renowned for their exceptional skill with bows and slings. Firn warriors also fought in close combat, traditionally wielding large claymores against the metal shields and armor of the Ald warriors. Their resistance became one of the defining conflicts in the traditional accounts of Aldorian unification.&lt;br /&gt;
&lt;br /&gt;
Eventually, Ald forces captured the Firn foothills, marking a major milestone in the consolidation of Ald territory. The event became an important part of Aldorian historical tradition and was later commemorated in the [[The Conquest of the Hills Tapestry|Tapestry]], where the campaigns of unification are depicted as foundational events in the history of the kingdom.&lt;br /&gt;
&lt;br /&gt;
The conquest of the Sentians and Firn is traditionally regarded as the beginning of the political consolidation that eventually led to the establishment of the Kingdom of Aldor.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
Following the unification of Aldor, the cultural traditions of the former tribes continued to survive throughout the kingdom. Many customs remained particularly prominent in rural communities, while others were gradually incorporated into the customs of Aldorian nobility and urban society. Although the kingdom developed a shared cultural identity, regional traditions from the Ald, Sentian, and Firn peoples remain recognizable in various parts of Aldor.&lt;br /&gt;
&lt;br /&gt;
One of the most widespread aspects of Aldorian culture is the consumption of wine and ale. Inns and taverns can be found throughout the kingdom, including in remote and rural settlements. Alcoholic beverages are commonly consumed after a day of labor and are enjoyed by people from various social classes, including nobles, farmers, guards, and members of the clergy. The widespread availability of wine and ale has made drinking an established part of Aldorian social life.&lt;br /&gt;
&lt;br /&gt;
Another prominent aspect of Aldorian noble culture is its tradition of jousting and duelling. Jousting was historically practiced not only as a martial competition but also as a form of public spectacle and social display. Knights would don their finest [[Jousting Armor|armor]], [[Jousting Topfhelm|helmets]], and barded steeds before competing before large crowds. Success in the joust was considered a means of demonstrating martial ability, wealth, and prestige, while victorious knights often gained the admiration of the crowds and the attention of the fair maidens.&lt;br /&gt;
&lt;br /&gt;
Over time, however, the traditional practice of duelling declined in popularity. Once considered an important component of martial and personal honor, formal duels became increasingly uncommon among Aldorian nobles and warriors. Many pieces of equipment traditionally associated with the practice, including [[Buckler|bucklers]] and specialized duelling [[Duelist Belt|belts]], have consequently fallen into disuse and are often left neglected.&lt;br /&gt;
&lt;br /&gt;
But beside of that, one element of Sentian culture, particularly its culinary traditions, have survived into the modern era. Sentian cuisine became especially influential in Brynn, where cooks developed and refined numerous dishes using both traditional and foreign ingredients. Brynn&#039;s cooks have acquired a reputation for their ability to transform inexpensive, unusual, or otherwise undesirable ingredients into elaborate dishes suitable for the tables of the nobility. This reputation has contributed to Brynn&#039;s status as one of Aldor&#039;s notable centers of culinary culture.&lt;br /&gt;
&lt;br /&gt;
Alas not all traditions of the pre-unification tribes survived the development of the modern Kingdom of Aldor. Some customs have gradually disappeared, while others are no longer formally recognized under Aldorian law. One example is an old Firn custom concerning the inheritance of knightly titles. Certain Firn noble houses traditionally permitted a daughter who had been raised according to the customs and duties traditionally expected of a son could inherit the family&#039;s knightly title. Although the practice existed within some Firn houses, it is no longer generally recognized under contemporary Aldorian law and led several noble houses of Firn ceased to exist.&lt;br /&gt;
&lt;br /&gt;
=== Circle of Mages ===&lt;br /&gt;
The Aldorian mage community is organized around the United Circle, a gathering of magical circles established to protect practitioners and potential initiates from persecution and superstition. It encompasses mages from various traditions, including [[Pyromancy (skill tree)|Pyromancy]], Nistrian [[Geomancy (skill tree)|Geomancy]], the emerging [[Electromancy (skill tree)|Electromancy]], the secretive [[Arcanistic Power|Arcanistic]] Circle, and the semi-secretive Spellweaver Circle.&lt;br /&gt;
&lt;br /&gt;
The United Circle established its principal academy and gathering place in [[Maen]], which became known as the Maen Academy. Both nobles and commoners brought relatives attuned to the Aether to the academy, where they could learn to control their abilities while being protected from the dangers and superstitions surrounding magic. Others sought the academy&#039;s mages to treat unnatural conditions or illnesses beyond the capabilities of Aldor&#039;s physicians and Hieronite priests.&lt;br /&gt;
&lt;br /&gt;
Initiates traditionally wear black [[Initiate Robe|robes]] to signify that they have yet to choose a magical circle or specialize in a particular discipline. After years of study and practice, initiates may graduate as mages, with some entering the Aldorian military as battlemages while others remain at the Maen Academy to pursue advanced study and eventually become masters.&lt;br /&gt;
&lt;br /&gt;
According to legend, the formation of the United Circle sparked a rivalry with the Enchanters. Little reliable information survives regarding the conflict or its outcome, and it remains clear which tradition ultimately prevailed. But The United Circle&#039;s autonomy in governing the academy and training mages with limited royal or noble didn&#039;t last for long. The interference was later disrupted by the Aldorian Civil War, leaving the organization in disarray. Following the mysterious Neer Uprising and the emergence of the [[Gray Army]] in northern Aldor, communication between the Maen Academy and the other factions of [[Aldor]] became scarce. Much of the academy&#039;s activities and the fate of the United Circle during this period remain unknown.&lt;br /&gt;
&lt;br /&gt;
== Military and weaponries ==&lt;br /&gt;
The military history of Aldor has been shaped by repeated civil wars, foreign campaigns, and internal rebellions, beginning with the tribal conflicts that preceded the unification of the kingdom and continuing into the modern era. These conflicts have encouraged the Aldorian military to continually adapt its weapons, tactics, and organization in response to changing forms of warfare.&lt;br /&gt;
&lt;br /&gt;
Aldorian military doctrine places considerable emphasis on practicality and adaptation rather than strict adherence to established customs or martial traditions. Weapons and tactics originating from foreign cultures are studied when they demonstrate effectiveness against Aldorian forces. Rather than rejecting unfamiliar methods, Aldorian commanders and craftsmen commonly seek to adopt, reproduce, and improve them for use by their own armies.&lt;br /&gt;
&lt;br /&gt;
This approach has resulted in the incorporation of numerous foreign weapons and techniques into Aldorian warfare. Designs originally developed by neighboring civilizations have been modified to suit Aldorian equipment, terrain, and military organization. As a result, Aldorian warfare has developed as an evolving combination of indigenous traditions and foreign innovations.&lt;br /&gt;
&lt;br /&gt;
The continuous cycle of observation, imitation, adaptation, and improvement has become a defining characteristic of the Aldorian military. Its commanders regard battlefield experience as an opportunity to identify weaknesses and develop new methods to counter them, contributing to the kingdom&#039;s reputation for military adaptability.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and armor ===&lt;br /&gt;
&lt;br /&gt;
==== Plate armor ====&lt;br /&gt;
Aldor is particularly renowned for its armorsmithing tradition, most notably the production of heavy plate armor. The development of Aldorian armor has been influenced by centuries of warfare, rebellions, and continual competition with neighboring civilizations. Compared with the heavy infantry of [[Nistra]], which traditionally relies on [[Scaled Armor|scale armor]], and the Maafs warriors of the [[Jacinth]] Kingdoms, who commonly employ heavily reinforced [[Elven Heavy Brigandine|brigandine]], Aldorian armorers are regarded as among the foremost practitioners of plate armor.&lt;br /&gt;
&lt;br /&gt;
Aldorian smiths produce a wide variety of protective equipment, ranging from cuirasses and chestplates to complete suits of plate armor. Such armor is designed to withstand powerful blows and provide substantial protection on the battlefield, although its manufacture requires considerable quantities of metal, skilled labor, and financial resources. Consequently, the heaviest forms of Aldorian armor are generally reserved for wealthier soldiers and the nobility.&lt;br /&gt;
&lt;br /&gt;
==== Swords and Halberds ====&lt;br /&gt;
The [[Knight Blade|sword]] holds a particularly prominent position within Aldorian knightly culture. Noble swords are traditionally associated with knighthood, social status, and martial prestige, making them a favored weapon among the kingdom&#039;s aristocratic warriors.&lt;br /&gt;
&lt;br /&gt;
Despite the cultural importance of the sword, Aldorian military doctrine does not restrict its soldiers to traditional weapons. Over time, Aldorian smiths and military authorities, including King Etbert himself, encouraged the adoption of a wider variety of weapons in order to familiarize troops with different forms of combat.&lt;br /&gt;
&lt;br /&gt;
Among common soldiers, guards and levies frequently employ one of the famous invention of polearms, the [[Guard Halberd|halberd]]. Its combination of cutting, thrusting, and hooking capabilities makes it a versatile weapon suitable for a variety of battlefield and non-battlefield duties. The halberd&#039;s adaptability allows commanders to employ their levies and guards in different roles without requiring them to carry specialized weapons for every task.&lt;br /&gt;
&lt;br /&gt;
The widespread use of foreign and unconventional weapons reflects the broader Aldorian military philosophy of adaptation and practicality, in which established traditions are maintained when effective but are readily supplemented or replaced when superior alternatives become available.&lt;br /&gt;
&lt;br /&gt;
==== Longbows ====&lt;br /&gt;
The [[Soldier Longbow|longbow]] is one of the most prominent weapons associated with the military traditions of Aldor. A common Aldorian proverb states, &#039;&#039;&amp;quot;as long as Aldor has at least a dozen longbows, it&#039;ll remain unconquered.&amp;quot;&#039;&#039; The saying reflects the reputation of Aldorian longbowmen and their importance in the kingdom&#039;s military history.&lt;br /&gt;
&lt;br /&gt;
Aldorian archers have gained a reputation among neighboring powers for their range, accuracy, and ability to deliver concentrated volleys. Historical accounts attribute several notable victories to the longbowmen, including the destruction of a [[Jacinth]] army after it was drawn into an Aldorian ambush. During conflicts with [[Nistra]], Aldorian archers were also credited with killing numerous enemy commanders, standard-bearers, and mages through concentrated and precisely aimed volleys.&lt;br /&gt;
&lt;br /&gt;
Despite the effectiveness of the longbow, its widespread use has not always been supported by the Aldorian nobility. Some nobles have historically regarded archery as an inferior martial practice associated with peasants and commoners, rather than a discipline worthy of aristocratic warriors. Rather than encouraging rural communities to maintain and develop their archery skills, certain lords have discouraged the practice or restricted the use of bows on their estates. In some territories, nobles have even imposed restrictions on archery in order to protect their private hunting grounds. These policies have occasionally placed the interests of aristocratic hunting traditions in conflict with the military value of maintaining a large population of skilled archers.&lt;br /&gt;
&lt;br /&gt;
=== Military tactics ===&lt;br /&gt;
&lt;br /&gt;
==== Wedge formation ====&lt;br /&gt;
Aldorian commanders have traditionally sought to weaken Nistrian formations through sustained volleys of longbow fire before committing their cavalry to a wedge formation intended to break the enemy&#039;s lines. However, this tactic carries considerable risks, particularly when the cavalry assault fails to achieve a decisive breakthrough. Failed charges can result in significant casualties and, in some cases, contribute to an Aldorian defeat.&lt;br /&gt;
&lt;br /&gt;
As a result, some Aldorian commanders and military reformers have advocated for changes to the traditional approach. These advocates have called upon the kingdom&#039;s knights and nobles to set aside their pride and study the tactics employed successfully by their Nistrian adversaries. Such proposals emphasize adapting proven enemy methods rather than relying exclusively on established Aldorian traditions of warfare.&lt;br /&gt;
&lt;br /&gt;
==== Pike and Shot formation ====&lt;br /&gt;
The practice was introduced by Commander Damian of the renowned Albatross Brigade, who employed a formation reminiscent of the ancient phalanx during the Battle of the Chilly Ford. The formation contributed to his decisive victory over Duke der Narn.&lt;br /&gt;
&lt;br /&gt;
Following the battle, many commanders advocated for the increased use of pikemen in military formations, arguing that pike formations represented an important development in the future of warfare. They further recommended that the Magistrate prioritize military reforms aimed at countering the Council Army&#039;s reliance on heavy cavalry.&lt;br /&gt;
&lt;br /&gt;
After Damian&#039;s proposed reforms, the training of pikemen and crossbowmen was to be significantly expanded. The two troop types were envisioned as the backbone of the Magistrate&#039;s army, with pikemen providing a defensive counter to cavalry charges while crossbowmen supplied ranged support against heavily armored opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crossbow with Pavise&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toward the end of &#039;&#039;&#039;King Etbert&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s reign, the Aldorian crown established the Crossbow Guardsmen, a formation that became widespread during the ensuing Civil War between the Council and the Magistrate. Crossbows were rapidly adopted because levies and commoners could be trained to use them in considerably less time than the renowned Aldorian longbowmen, making them effective for quickly reinforcing city defenses.&lt;br /&gt;
&lt;br /&gt;
Following the Civil War, the various factions developed their own crossbow designs and production methods. [[Maen]] favored a lightweight and simple design, while the [[Grand Magistrate|Magistrate]] adopted a more unique model inspired by the elven bolt-thrower. The Falcon Company of Brynn, its own crossbow brigade, further developed the weapon by introducing large pavise shields, allowing its crossbowmen to take cover behind them while fighting outside city walls.&lt;br /&gt;
&lt;br /&gt;
=== Military units ===&lt;br /&gt;
&#039;&#039;&#039;Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Knights of Aldor are primarily drawn from the nobles and highborn members of the houses of nobility within the Kingdom of Aldor. They traditionally serve as the kingdom&#039;s heavily armored cavalry and are commonly equipped with full plate armor and trained warhorses.&lt;br /&gt;
&lt;br /&gt;
Aldorian knights are also associated with the martial traditions and status of the nobility. Their social standing and adherence to chivalric customs have, on occasion, influenced their choice of weaponry. Some knights favor the use of noble swords, regarding them as a traditional and prestigious weapon, even when other weapons may be more practical for certain battlefield situations. Until King Etbert himself introduced them with many [[Knight Axe|axes]], [[Knight Warhammer|bludgeon]], and polearms that highten the status of that weapons to be worthy enough wielded by the nobles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peasant levy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Aldor, particularly within territories governed by the Council, the distinction between knightly forces and peasant levies remains an established feature of the military system. For centuries, commoners have been conscripted into the army and typically provided with inexpensive equipment, with some receiving little or no standardized armament.&lt;br /&gt;
&lt;br /&gt;
Peasant levies are generally assigned simple and readily available weapons, most commonly spears and bows. In contrast to the heavily equipped knights and nobles, these troops are primarily intended to serve as mass infantry and supporting forces on the battlefield. This separation in equipment and military role reflects the broader social hierarchy of Aldorian society, in which military privileges and resources are concentrated among the noble classes.&lt;br /&gt;
&lt;br /&gt;
==== Free Company / Mercenaries ====&lt;br /&gt;
Mercenaries are a common sight throughout Aldor, particularly in the city of [[Brynn]]. They serve as a military force that fill the gap between the kingdom&#039;s noble knights and its peasant levies, providing professional soldiers for those who can afford their services.&lt;br /&gt;
&lt;br /&gt;
Mercenaries with proven battlefield experience and established reputations are sometimes hired to participate in wars fought by the Kingdom of Aldor. Their reputation and personal achievements can greatly influence their standing, with successful mercenaries often displaying their weapons and equipment as symbols of their experience and worth.&lt;br /&gt;
&lt;br /&gt;
Polearms such as [[Mercenary Halberd|halberds]] and [[Mercenary Polehammer|polehammers]] are commonly employed by Aldorian mercenaries, owing to their effectiveness and versatility on the battlefield. More accomplished and prosperous mercenaries, however, may favor imposing [[Captain Greatsword|two-handed swords]]. Such weapons are sometimes fitted with elaborately gilded hilts or ornate scabbards, serving not only as weapons but also as visible demonstrations of their wealth, status, and position in the army.&lt;br /&gt;
&lt;br /&gt;
==== Royal Guard ====&lt;br /&gt;
The Royal Guard is the personal military force and bodyguard of King Etbert, tasked primarily with protecting the monarch and serving as his personal retinue. The Guard is regarded as an elite formation within the Aldorian military and is entrusted with the defense of the royal household.&lt;br /&gt;
&lt;br /&gt;
Members of the Royal Guard are equipped with some of the finest weapons and armor produced by Aldorian smiths. Their standard equipment includes high-quality [[Guardsman Crossbow|crossbows]], [[Guardsman Gloves|heavy armor]], and [[Guardsman Shield|shield]] with [[Guardsman Broadsword|broadswords]] carried as sidearms. The quality of their equipment distinguishes the Royal Guard from the ordinary levies and regular troops of the Aldorian army.&lt;br /&gt;
&lt;br /&gt;
==== Longbowman ====&lt;br /&gt;
As a boastful Aldorian proverb goes, &amp;quot;&#039;&#039;As long as Aldor has at least a dozen longbows, it shall remain unconquered&#039;&#039;.&amp;quot; The longbowmen of Aldor have established a reputation for their skill in archery through numerous military campaigns and the defense of Aldorian cities against invading forces.&lt;br /&gt;
&lt;br /&gt;
During sieges and other defensive engagements, Aldorian longbowmen with their trusted [[Sharpshooter Bow|bow]] have reportedly killed numerous enemy commanders, battlemages, and standard-bearers through their marksmanship. Their ability to target important personnel from a distance has made them a particularly valued component of Aldorian defensive warfare.&lt;br /&gt;
&lt;br /&gt;
The widespread use of the longbow has also influenced the composition of Aldorian levies. Many levies are equipped and trained as longbowmen, with some having practiced archery from an early age and possessing years, or even a lifetime, of experience with the weapon.&lt;br /&gt;
&lt;br /&gt;
==== Blademaster ====&lt;br /&gt;
Blademasters are elite professional soldiers who receive twice the standard military wage in exchange for serving on the frontline. Their reputation and battlefield performance are often cited as justification for the considerable expense of maintaining them.&lt;br /&gt;
&lt;br /&gt;
Typically armed with [[Blademaster Greatsword|greatswords]], Blademasters are deployed against enemy infantry formations, particularly poorly equipped levies. Their primary role is to assault the frontline and disrupt its formation, with their presence and aggressive fighting style intended to undermine enemy morale and create openings for the rest of the army to exploit.&lt;br /&gt;
&lt;br /&gt;
==== Forest Watch ====&lt;br /&gt;
The Forest Watch are bands of militia tasked with patrolling the deepest and least-explored regions of Aldor. Watch pathfinders avoid heavy armor and excessive supplies, relying instead on years of experience navigating the wilderness. Even in unexplored territory, an experienced Watchman can quickly identify animal trails, tracks, and other signs that reveal a viable route.&lt;br /&gt;
&lt;br /&gt;
The Watch are renowned for their composure in even the most desperate circumstances. Years of patrols teach them the laws of nature and allow them to perceive the wilderness as an ally rather than an obstacle. This expertise gives the Forest Watch their greatest advantage: element of surprise.&lt;br /&gt;
&lt;br /&gt;
Knowledge of the terrain allows Watchmen to ambush enemies and dictate the terms of an engagement. The first arrow is considered especially important, particularly when it strikes its intended target. When possible, Watchmen avoid detection by frequently changing positions and engaging from maximum effective range. This tactic creates confusion and hesitation among their enemies, giving the Watch precious time to reposition, adjust their aim, and deliver the next volley.&lt;br /&gt;
&lt;br /&gt;
==== Battlemage ====&lt;br /&gt;
Battle-proven mages are highly valued in the Aldorian ranks. Academy-trained mages are formidable combatants and prime targets on the battlefield. They are typically equipped with protective gear such as [[Battlemage Gloves|gloves]] and [[Battlemage Gambeson|gambesons]] or even [[Mail Mantle|chainmails]], though many forgo helmets to avoid hindering the casting of complex spells.&lt;br /&gt;
&lt;br /&gt;
==== The Vehement ====&lt;br /&gt;
The Vehement are militant Hieronites who take up arms against [[Ghoul|ghouls]], warlocks, and other unholy monstrosities. Unlike conventional military orders, the Vehement are not restricted to a particular social class or profession. Their ranks include peasants, zealous pilgrims, knights-errant, battlemages, and others who have devoted themselves to the cause.&lt;br /&gt;
&lt;br /&gt;
Membership in the Vehement requires the taking of a sacred vow. Those who swear the vow pledge &amp;quot;to stand in defense of the Hieron and the common folk, dedicating themselves to the eradication of evil wherever it may be found.&amp;quot; The vow is considered the foundation of the Vehement&#039;s identity, binding its members together despite their differences in origin, status, and training.&lt;br /&gt;
&lt;br /&gt;
The Vehement therefore function as both a religious brotherhood and a militant force, with their members united primarily by their oath rather than by a common military background.&lt;br /&gt;
&lt;br /&gt;
==== Sons of Eeders ====&lt;br /&gt;
Eeders is a remote and inhospitable village located deep within dense woodland. Its isolated location and harsh environment have contributed to its reputation as an unpleasant place for outsiders, with visitors rarely remaining for extended periods. The village is primarily known for two things: its extensive lumber mills and its perpetually combat-ready militia. Eeders&#039; mills produce timber that is transported directly to the docks of [[Brynn]], making the settlement an important source of lumber for the region.&lt;br /&gt;
&lt;br /&gt;
The sons of Eeders are particularly renowned for their proficiency with heavy poleaxes, a skill regarded as exceptional throughout Aldor. The weapon most commonly associated with the village is the [[eederax]], a polearm named after its place of origin. The eederax bears similarities to the [[Skadian Bardiche|Skadian bardiche]], but features a hook attached to the rear of the axe blade to hook horsemen. Eeders militiamen are especially skilled in using the weapon&#039;s hook to catch and dismount enemy cavalrymen, making the eederax an effective weapon against mounted opponents. This technique, combined with their [[Eeders Longbow|longbowman]], has made the warriors of Eeders particularly well suited to defending their woodland settlement and confronting cavalry forces.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Company, Order, Group under Aldor ==&lt;br /&gt;
&lt;br /&gt;
* [[Spears Treatise II|Albatross Brigade]]&lt;br /&gt;
* [[Brotherhood of Ouroboros&#039; Shield|Brotherhood of Ouroboros]]&lt;br /&gt;
* [[Shield of Truth&#039;s Eternal Sun|Brotherhood of Truth&#039;s Eternal Sun]]&lt;br /&gt;
* [[Brynn Pavise|Crossbow Brigade]]&lt;br /&gt;
* [[Brynn Crossbow|Falcon Company]]&lt;br /&gt;
* [[Honorary Polehammer|Falcon Plume Company]]&lt;br /&gt;
* [[Border Guard Brigandine|Northern Border Guard]]&lt;br /&gt;
* [[Ornate Polehammer|Royal Armorbreakers]]&lt;br /&gt;
* [[Carved Longbow|Royal Ranger]]&lt;br /&gt;
* [[Royal Huntmaster Crossbow|Royal Huntmaster]]&lt;br /&gt;
* [[Two-Handed Swords Treatise I|Steel Company]]&lt;br /&gt;
* [[Maen Heavy Flail|The Cowls]]&lt;br /&gt;
* [[Wolfbrother Belt|The Wolfbrother]]&lt;br /&gt;
&lt;br /&gt;
== Former Order or Group in Aldor ==&lt;br /&gt;
&lt;br /&gt;
* [[Magic Mastery Treatise II|United Circle of Mages]]&lt;br /&gt;
* [[Triune Hand Order|Order of the Triune Hands]]&lt;br /&gt;
* [[Raven Heater Shield|The Raven Gang]]&lt;br /&gt;
* [[Hired Blade Cowl|The Blade]]&lt;br /&gt;
* [[Brotherhood of the Asp&#039;s Belt|Brotherhood of the Asp]]&lt;br /&gt;
* [[Woodwight Longflail|The Woodwight]]&lt;br /&gt;
&lt;br /&gt;
==Outdated Lore==&lt;br /&gt;
Half a century before the events of the game, Aldor waged a war against the elven [[Jade Kingdoms]]. This aggression was repelled by the elves who in turn invaded Aldor. The kingdom was swept by a wave of bloodsheds. Making his last stand, the [[Last King]] revived many fallen warriors to act as his last line of defense. However this terrifying blasphemy was doomed to failure and the Last King was soon vanquished leaving behind him a terrible legacy. The disappearance of the Last King signed the end of this horrific part of Aldor&#039;s history which the historians aptly named the [[War of the Fallen]].&lt;br /&gt;
&lt;br /&gt;
In the aftermath of the war and following the fall of the monarchy no one was left at the reign of the kingdom. After the Jade Kingdoms armies left all matters of pretenders sought to ascend to the throne. This was the start of a decade long civil war, the [[Discord]]. Only the [[Grand Magistrate]], an alliance of well-off merchant families, tired of hatred and violence, was capable of stopping that bloodshed.&lt;br /&gt;
&lt;br /&gt;
Still, years of conflicts left Aldor ravaged. The Grand Magistrate slowly lost its role as its members parted ways. The already tenuous peace of the kingdom was stretched thin. This fragile balance was shattered when the Last King suddenly returned. The great orc migration and another political race added fuel to the fire of war. In a blink of an eye the whole Aldor was split into zones, influenced by rivaling faction.&amp;lt;ref&amp;gt;https://www.kickstarter.com/projects/1926605606/stoneshard-open-world-roguelike-rpg-with-tactical/posts/2190173&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is where the story of {{Gamename}} begins...&lt;br /&gt;
&lt;br /&gt;
==Interesting Facts==&lt;br /&gt;
* At the time of the events of the game, Aldor is 428 years old.&lt;br /&gt;
* Aldor, before unification, consisted of three smaller kingdoms, which were later demoted to duchies. The name of only one of these kingdoms of the past is known for certain - Sentia and the name of its last king - [[Crown of Benor the Dauntless|Benor the Dauntless]]. It is on the territory of this kingdom that modern [[Brynn]] is located.&lt;br /&gt;
* The population of Aldor, with rare exceptions, professes [[Host# Gnostic Hieronism|Gnostic Hieronism]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Stoneshard]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Aldor&amp;diff=77031</id>
		<title>Aldor</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Aldor&amp;diff=77031"/>
		<updated>2026-09-17T06:00:42Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Forest Watch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dirwin.png|right|Dirwin is woodward from Aldor.]]&lt;br /&gt;
[[File:Arna.png|right|Arna is maiden knight from Aldor.]]&lt;br /&gt;
{{stub}}{{quote|Despite sharing a common culture, humans of Aldor are now more divided than ever. A multitude of political conflicts between the kingdom&#039;s estates has plunged the country into a prolonged civil war, barely contained by a shaky truce.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aldor&#039;&#039;&#039;, known as &#039;&#039;Ab-Aldur&#039;&#039; to the elves, is the kingdom in which {{Gamename}} takes place, a formerly prosperous and powerful kingdom.  &lt;br /&gt;
&lt;br /&gt;
Following the death of [[King Etbert]], a dispute arose within the royal court over the succession and the hereditary claims of the new king by the late queen. The political crisis led several groups of burghers and commoners to seek separation from the Council of Aldor and declare their independence. &lt;br /&gt;
&lt;br /&gt;
The resulting conflict developed into a civil war, further destabilizing the Kingdom of Aldor following the devastation caused by the previous &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;. The kingdom was subsequently divided among three major factions: the [[Council]], the [[Grand Magistrate|Magistrate]], and the [[Gray Army]].&lt;br /&gt;
&lt;br /&gt;
The outbreak of the &#039;&#039;&#039;Crimson Plague&#039;&#039;&#039; further worsened the situation but it helps to keep the status quo across the land. As the plague spread throughout Aldor, necromancer cults began desecrating temples and catacombs, contributing to widespread social and religious unrest. The combination of political instability, disease, and supernatural activity drove some barons and Aldorian communities into banditry and other forms of lawlessness... so here we are.&lt;br /&gt;
&lt;br /&gt;
== Geography and economy ==&lt;br /&gt;
Geographically, the Kingdom of Aldor is situated among several major civilizations in the western region of the &#039;&#039;&#039;Continent&#039;&#039;&#039;. Its strategic position places it between several powerful neighboring states and territories, many of which maintain political rivalries and conflicts with Aldor itself. As a result, Aldor has historically been vulnerable to external intervention, particularly during periods of political instability or military weakness.&lt;br /&gt;
&lt;br /&gt;
The western border of Aldor is shared with the Great Despotate of [[Nistra]], a major regional power with which Aldor has maintained a longstanding rivalry spanning several decades. Relations between the two states have frequently been characterized by political and military tensions.&lt;br /&gt;
&lt;br /&gt;
To the north, Aldor borders the mountainous territories of the [[Fjall]] Clans. The region is known for frequent clan raids and incursions into Aldorian territory, requiring the kingdom to maintain a permanent border guard presence along the northern frontier.&lt;br /&gt;
&lt;br /&gt;
The eastern border is shared with the [[Jacinth]] Kingdoms, a collection of neighboring kingdoms with significant political and historical connections to Aldor. The region is particularly associated with the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;, during which &#039;&#039;&#039;King Etbert&#039;&#039;&#039; famously led Aldorian forces in the final war against the elves of Jibei.&lt;br /&gt;
&lt;br /&gt;
The southern frontier extends to the sea, providing Aldor with access to maritime trade and foreign supplies. The principal port is the city of [[Brynn]], which serves as an important center for commerce and maritime transportation. The port&#039;s strategic importance has made the southern coastline vital to Aldor&#039;s economy, supplies, and continued access to external markets.&lt;br /&gt;
&lt;br /&gt;
=== Agriculture and Food Production ===&lt;br /&gt;
The Kingdom of Aldor maintains a largely agricultural economy, with farming, fishing, and pastoralism serving as the primary means of sustaining its population. Numerous farms, plantations, fisheries, and pastures are distributed throughout the kingdom, supplying food and other agricultural products to surrounding settlements and cities.&lt;br /&gt;
&lt;br /&gt;
Southern Aldor is particularly known for its agricultural production. The region surrounding [[Osbrook]] contains wheat farms that supply grain to the surrounding settlements. Other agricultural estates produce hops and grapes, supporting Aldor&#039;s brewing and winemaking industries. Wineries and hop plantations are distributed throughout the kingdom to meet the demand for alcoholic beverages, including wine and ale.&lt;br /&gt;
&lt;br /&gt;
The transportation and distribution of agricultural goods are overseen by bailiffs, who are responsible for managing various estates, facilities, transactions, and logistical operations. Bailiffs also supervise the movement of goods between settlements, making them an important part of Aldor&#039;s administrative and economic system.&lt;br /&gt;
&lt;br /&gt;
But after the civil war and the Crimson Plague, the agriculture and logistics that Aldor proud of now need their time to revive their glory, if not already burnt down t the ground.&lt;br /&gt;
&lt;br /&gt;
=== Arms and Armor ===&lt;br /&gt;
Aldorian weaponsmiths have historically adapted their techniques and designs in response to the military practices of neighboring civilizations. In the decades following the Civil War, the various Aldorian factions increasingly adopted and imitated foreign weapons that were considered effective in warfare.&lt;br /&gt;
&lt;br /&gt;
Among these adaptations was the [[Footman Longaxe|longaxe]], derived from the martial traditions of the [[Fjall]] Clans, as well as the polemace, whose design was influenced by weapons used by the Great Despotate of [[Nistra]]. Aldorian smiths also incorporated techniques from the [[Jacinth]] Kingdoms into the production of sabers and bows.&lt;br /&gt;
&lt;br /&gt;
The development of Aldorian armor has followed a similar pattern. Armorers have continually improved the protection provided by plate and other forms of protective equipment, particularly for the kingdom&#039;s knights. The increasing protection worn by heavily armored soldiers subsequently encouraged Aldorian smiths to develop new weapons and improve existing designs in order to overcome enhanced armor. This process of adaptation has resulted in an ongoing cycle of armor development and weapons innovation, with Aldorian craftsmen incorporating foreign techniques while developing their own designs.&lt;br /&gt;
&lt;br /&gt;
=== Commerce and Trade ===&lt;br /&gt;
Aldor participates in extensive trade with neighboring kingdoms and distant regions. Agricultural products and manufactured commodities form an important part of its exports. [[Crates of Wine|Wine]], [[Barrel of Beer|ale]], [[Pails of Cider|cider]], and [[Sacks of Salt|salt]] are among the commodities commonly transported through Aldorian trade networks.&lt;br /&gt;
&lt;br /&gt;
The kingdom also exports raw materials, particularly [[Shipment of Timber|timber]] and [[Crates of Charcoal|charcoal]]. The extensive forests of northern Aldor provide a significant source of lumber and fuel, supporting both domestic industries and foreign trade.&lt;br /&gt;
&lt;br /&gt;
Aldor&#039;s southern coastline and the port city of [[Brynn]] provide access to maritime trade routes, allowing goods produced throughout the kingdom to be transported to foreign markets. The combination of agricultural production, natural resources, manufacturing, and maritime commerce makes trade an important component of the Aldorian economy.&lt;br /&gt;
&lt;br /&gt;
== Government and religion ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Kingdom of Aldor is traditionally governed as a hereditary monarchy, with the king serving as the head of state and exercising authority through the Royal Court. The kingdom&#039;s feudal lords, nobles, local governors, and merchant lords are traditionally expected to recognize the authority of the crown and administer their respective territories in accordance with royal law.&lt;br /&gt;
&lt;br /&gt;
Following the death of &#039;&#039;&#039;King Etbert&#039;&#039;&#039;, the established system of government collapsed amid a dispute over the royal succession. The resulting Aldorian Civil War divided the kingdom among several competing factions, each establishing its own political and military leadership. The three principal factions are the Council, the Grand Magistrate, and the Gray Army.&lt;br /&gt;
&lt;br /&gt;
==== The [[Council]] ====&lt;br /&gt;
The &#039;&#039;&#039;Council&#039;&#039;&#039; was established by the final wife of &#039;&#039;&#039;King Etbert,&#039;&#039;&#039; Queen Inora following her accession, who assumed the regency alongside her son, King &#039;&#039;&#039;Verne&#039;&#039;&#039;. Inora and her supporters gathered royal loyalists and feudal lords who had fallen from favor under the previous administration King in an effort to preserve the monarchy and maintain the territorial integrity of Aldor.&lt;br /&gt;
&lt;br /&gt;
The Council claims continuity with the traditional Aldorian monarchy and regards King Verne as the legitimate successor to the throne. Its administration is supported primarily by royal loyalists, sections of the nobility, and feudal lords who seeks influence and reintegrate to the court life.&lt;br /&gt;
&lt;br /&gt;
==== The Grand [[Grand Magistrate|Magistrate]] ====&lt;br /&gt;
The &#039;&#039;&#039;Grand Magistrate&#039;&#039;&#039; originated as a political union of city councils, rebellious aristocrats, artisan guilds, and merchant guilds, with its principal center in [[Brynn]].&lt;br /&gt;
&lt;br /&gt;
Brynn had previously possessed the status of a free city status before losing its political privileges under the authority of King Etbert. Following King&#039;s death, representatives of the city&#039;s political and commercial institutions voted to withdraw from the Kingdom of Aldor. They rejected the legitimacy of the new royal succession and organized a separate administration known as the Grand Magistrate.&lt;br /&gt;
&lt;br /&gt;
The movement subsequently attracted support from burghers, merchants, guilds, military forces, and other groups opposed to royal authority. The Grand Magistrate therefore developed into both a political government and a military faction during the Civil War.&lt;br /&gt;
&lt;br /&gt;
==== The [[Gray Army]] ====&lt;br /&gt;
The &#039;&#039;&#039;Gray Army&#039;&#039;&#039; emerged as a popular movement composed of various social groups, with peasants and artisans forming the majority of its supporters. Its ranks also include former brigands, disillusioned clerics, impoverished feudal lords, and deserters from both the Council and the Grand Magistrate.&lt;br /&gt;
&lt;br /&gt;
The movement is led by &#039;&#039;&#039;Nir&#039;&#039;&#039;, a figure whose origins remain uncertain. Under his leadership, the Gray Army expanded its influence and acquired control over additional territories following the prolonged conflict between the &#039;&#039;&#039;Council&#039;&#039;&#039; and the &#039;&#039;&#039;Grand Magistrate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike the other major factions, the Gray Army does not originate from the established royal or urban political institutions of Aldor. Its organization instead developed from the social and economic instability caused by the Civil War, allowing individuals from different backgrounds to join the movement.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Hieronism is a Gnostic religious tradition originating in the Kingdom of Aldor and remains one of the principal religious traditions of the region. Its teachings are centered on the Host, a divine entity understood through the concept of the Trinity of Hands: the &#039;&#039;&#039;Guiding Hand&#039;&#039;&#039;, the &#039;&#039;&#039;Warding Hand&#039;&#039;&#039;, and the &#039;&#039;&#039;Judging Hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hieronist theology places considerable emphasis on the pursuit of divine knowledge and spiritual understanding. The religion maintains a complex clerical hierarchy through which adherents progress from religious students to increasingly knowledgeable and spiritually powerful figures.&lt;br /&gt;
&lt;br /&gt;
The understanding of the Host is regarded as a lifelong pursuit. Hieronist teachings maintain that deeper knowledge of sacred scripture and divine mysteries allows an individual to establish an increasingly direct spiritual connection with the Host.&lt;br /&gt;
&lt;br /&gt;
Each Hieronist church is administered by a priest known as a Hierophant. Advancement through the Hieronist hierarchy traditionally requires religious study, pilgrimage, contemplation, and the interpretation of sacred texts. Per information that people been gathered such as in [[Folio on Hieron|folio]], the hierarchy of the Aldor Hieronites priests is as such:&lt;br /&gt;
&lt;br /&gt;
* Exoteric&lt;br /&gt;
&lt;br /&gt;
* Hierophant&lt;br /&gt;
&lt;br /&gt;
* Hermeneut&lt;br /&gt;
&lt;br /&gt;
* Theognostic&lt;br /&gt;
&lt;br /&gt;
* Thaumaturge&lt;br /&gt;
&lt;br /&gt;
* Archtheurgist&lt;br /&gt;
&lt;br /&gt;
=== Saints and Relics ===&lt;br /&gt;
Hieronism maintains a tradition of venerating saints, individuals remembered for their exceptional devotion, virtue, and accomplishments in service to the Host. Many saints are believed to continue protecting or blessing the faithful through sacred artifacts such as [[Casket with St Wald Relics|Saint Wald]] and relics associated with their lives.&lt;br /&gt;
&lt;br /&gt;
In addition, numerous saints have been commemorated through statues, religious buildings, shrines, and annual celebrations. These monuments and observances serve both as acts of devotion and as reminders of the virtues represented by the saints. Some Hieronist communities consider the relics of particularly revered saints to possess spiritual significance, and certain artifacts are believed to retain a connection to the saint and, through them, to the Host.&lt;br /&gt;
&lt;br /&gt;
== History and culture ==&lt;br /&gt;
&lt;br /&gt;
=== Pre-unification Aldor ===&lt;br /&gt;
Before the establishment of the Kingdom of Aldor, the region was inhabited and controlled by numerous tribal societies. Among the most prominent were the [[Ald]] Tribes, the [[Sentian]] Tribes, and the Highlander Tribes of [[Firn]]. Each developed distinct cultural and military traditions that later became incorporated into Aldorian history and folklore.&lt;br /&gt;
&lt;br /&gt;
The Ald Tribes were particularly renowned for their advanced metalworking techniques, which were considered superior to those of many neighboring tribes. Their expertise in metallurgy allowed the Ald to produce high-quality weapons, tools, shields, and other metal equipment.&lt;br /&gt;
&lt;br /&gt;
The Firn Tribes, who inhabited the northern highlands, were known for their strong traditions and conservative social customs. Their society placed considerable importance on preserving the practices and values of their ancestors. The Firn were also renowned for their skilled marksmen and warriors.&lt;br /&gt;
&lt;br /&gt;
The Sentian Tribes developed a distinctive military tradition centered around the use of slingers. Sentian slingers were regarded as highly skilled and became an important part of the tribe&#039;s military identity. The Sentians were also renowned for their culinary traditions, with their dishes and skilled cooks becoming an important part of their cultural reputation.&lt;br /&gt;
&lt;br /&gt;
=== Unification of Aldor ===&lt;br /&gt;
According to Aldorian legends, the unification of the region began with the expansion of the Ald Tribes. Ald forces gradually conquered neighboring territories, taking the land of rivalling tribes. &lt;br /&gt;
&lt;br /&gt;
The conquest of the Sentian territories required the Ald forces to cross the river separating the two peoples. The Sentians offered strong resistance, relying heavily on their renowned slingers to oppose the advancing Ald forces. According to traditional accounts, the Sentians continued their resistance until the death of their last king, [[Crown of Benor the Dauntless|Benor the Dauntless]]. Following Benor&#039;s death, the remaining Sentian forces were defeated, and the Ald completed their conquest of the Sentian territories. The incorporation of the Sentians significantly expanded Ald-controlled territory and brought their lands under a single political authority.&lt;br /&gt;
&lt;br /&gt;
The subsequent campaign against the Firn Tribes proved considerably more difficult. The mountainous terrain of Firn provided the defenders with a natural advantage, while Firn marksmen were renowned for their exceptional skill with bows and slings. Firn warriors also fought in close combat, traditionally wielding large claymores against the metal shields and armor of the Ald warriors. Their resistance became one of the defining conflicts in the traditional accounts of Aldorian unification.&lt;br /&gt;
&lt;br /&gt;
Eventually, Ald forces captured the Firn foothills, marking a major milestone in the consolidation of Ald territory. The event became an important part of Aldorian historical tradition and was later commemorated in the [[The Conquest of the Hills Tapestry|Tapestry]], where the campaigns of unification are depicted as foundational events in the history of the kingdom.&lt;br /&gt;
&lt;br /&gt;
The conquest of the Sentians and Firn is traditionally regarded as the beginning of the political consolidation that eventually led to the establishment of the Kingdom of Aldor.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
Following the unification of Aldor, the cultural traditions of the former tribes continued to survive throughout the kingdom. Many customs remained particularly prominent in rural communities, while others were gradually incorporated into the customs of Aldorian nobility and urban society. Although the kingdom developed a shared cultural identity, regional traditions from the Ald, Sentian, and Firn peoples remain recognizable in various parts of Aldor.&lt;br /&gt;
&lt;br /&gt;
One of the most widespread aspects of Aldorian culture is the consumption of wine and ale. Inns and taverns can be found throughout the kingdom, including in remote and rural settlements. Alcoholic beverages are commonly consumed after a day of labor and are enjoyed by people from various social classes, including nobles, farmers, guards, and members of the clergy. The widespread availability of wine and ale has made drinking an established part of Aldorian social life.&lt;br /&gt;
&lt;br /&gt;
Another prominent aspect of Aldorian noble culture is its tradition of jousting and duelling. Jousting was historically practiced not only as a martial competition but also as a form of public spectacle and social display. Knights would don their finest [[Jousting Armor|armor]], [[Jousting Topfhelm|helmets]], and barded steeds before competing before large crowds. Success in the joust was considered a means of demonstrating martial ability, wealth, and prestige, while victorious knights often gained the admiration of the crowds and the attention of the fair maidens.&lt;br /&gt;
&lt;br /&gt;
Over time, however, the traditional practice of duelling declined in popularity. Once considered an important component of martial and personal honor, formal duels became increasingly uncommon among Aldorian nobles and warriors. Many pieces of equipment traditionally associated with the practice, including [[Buckler|bucklers]] and specialized duelling [[Duelist Belt|belts]], have consequently fallen into disuse and are often left neglected.&lt;br /&gt;
&lt;br /&gt;
But beside of that, one element of Sentian culture, particularly its culinary traditions, have survived into the modern era. Sentian cuisine became especially influential in Brynn, where cooks developed and refined numerous dishes using both traditional and foreign ingredients. Brynn&#039;s cooks have acquired a reputation for their ability to transform inexpensive, unusual, or otherwise undesirable ingredients into elaborate dishes suitable for the tables of the nobility. This reputation has contributed to Brynn&#039;s status as one of Aldor&#039;s notable centers of culinary culture.&lt;br /&gt;
&lt;br /&gt;
Alas not all traditions of the pre-unification tribes survived the development of the modern Kingdom of Aldor. Some customs have gradually disappeared, while others are no longer formally recognized under Aldorian law. One example is an old Firn custom concerning the inheritance of knightly titles. Certain Firn noble houses traditionally permitted a daughter who had been raised according to the customs and duties traditionally expected of a son could inherit the family&#039;s knightly title. Although the practice existed within some Firn houses, it is no longer generally recognized under contemporary Aldorian law and led several noble houses of Firn ceased to exist.&lt;br /&gt;
&lt;br /&gt;
=== Circle of Mages ===&lt;br /&gt;
The Aldorian mage community is organized around the United Circle, a gathering of magical circles established to protect practitioners and potential initiates from persecution and superstition. It encompasses mages from various traditions, including [[Pyromancy (skill tree)|Pyromancy]], Nistrian [[Geomancy (skill tree)|Geomancy]], the emerging [[Electromancy (skill tree)|Electromancy]], the secretive [[Arcanistic Power|Arcanistic]] Circle, and the semi-secretive Spellweaver Circle.&lt;br /&gt;
&lt;br /&gt;
The United Circle established its principal academy and gathering place in [[Maen]], which became known as the Maen Academy. Both nobles and commoners brought relatives attuned to the Aether to the academy, where they could learn to control their abilities while being protected from the dangers and superstitions surrounding magic. Others sought the academy&#039;s mages to treat unnatural conditions or illnesses beyond the capabilities of Aldor&#039;s physicians and Hieronite priests.&lt;br /&gt;
&lt;br /&gt;
Initiates traditionally wear black [[Initiate Robe|robes]] to signify that they have yet to choose a magical circle or specialize in a particular discipline. After years of study and practice, initiates may graduate as mages, with some entering the Aldorian military as battlemages while others remain at the Maen Academy to pursue advanced study and eventually become masters.&lt;br /&gt;
&lt;br /&gt;
According to legend, the formation of the United Circle sparked a rivalry with the Enchanters. Little reliable information survives regarding the conflict or its outcome, and it remains clear which tradition ultimately prevailed. But The United Circle&#039;s autonomy in governing the academy and training mages with limited royal or noble didn&#039;t las for long. The interference was later disrupted by the Aldorian Civil War, leaving the organization in disarray. Following the mysterious Neer Uprising and the emergence of the [[Gray Army]] in northern Aldor, communication between the Maen Academy and the other factions of [[Aldor]] became scarce. Much of the academy&#039;s activities and the fate of the United Circle during this period remain unknown.&lt;br /&gt;
&lt;br /&gt;
== Military and weaponries ==&lt;br /&gt;
The military history of Aldor has been shaped by repeated civil wars, foreign campaigns, and internal rebellions, beginning with the tribal conflicts that preceded the unification of the kingdom and continuing into the modern era. These conflicts have encouraged the Aldorian military to continually adapt its weapons, tactics, and organization in response to changing forms of warfare.&lt;br /&gt;
&lt;br /&gt;
Aldorian military doctrine places considerable emphasis on practicality and adaptation rather than strict adherence to established customs or martial traditions. Weapons and tactics originating from foreign cultures are studied when they demonstrate effectiveness against Aldorian forces. Rather than rejecting unfamiliar methods, Aldorian commanders and craftsmen commonly seek to adopt, reproduce, and improve them for use by their own armies.&lt;br /&gt;
&lt;br /&gt;
This approach has resulted in the incorporation of numerous foreign weapons and techniques into Aldorian warfare. Designs originally developed by neighboring civilizations have been modified to suit Aldorian equipment, terrain, and military organization. As a result, Aldorian warfare has developed as an evolving combination of indigenous traditions and foreign innovations.&lt;br /&gt;
&lt;br /&gt;
The continuous cycle of observation, imitation, adaptation, and improvement has become a defining characteristic of the Aldorian military. Its commanders regard battlefield experience as an opportunity to identify weaknesses and develop new methods to counter them, contributing to the kingdom&#039;s reputation for military adaptability.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and armor ===&lt;br /&gt;
&lt;br /&gt;
==== Plate armor ====&lt;br /&gt;
Aldor is particularly renowned for its armorsmithing tradition, most notably the production of heavy plate armor. The development of Aldorian armor has been influenced by centuries of warfare, rebellions, and continual competition with neighboring civilizations. Compared with the heavy infantry of [[Nistra]], which traditionally relies on [[Scaled Armor|scale armor]], and the Maafs warriors of the [[Jacinth]] Kingdoms, who commonly employ heavily reinforced [[Elven Heavy Brigandine|brigandine]], Aldorian armorers are regarded as among the foremost practitioners of plate armor.&lt;br /&gt;
&lt;br /&gt;
Aldorian smiths produce a wide variety of protective equipment, ranging from cuirasses and chestplates to complete suits of plate armor. Such armor is designed to withstand powerful blows and provide substantial protection on the battlefield, although its manufacture requires considerable quantities of metal, skilled labor, and financial resources. Consequently, the heaviest forms of Aldorian armor are generally reserved for wealthier soldiers and the nobility.&lt;br /&gt;
&lt;br /&gt;
==== Swords and Halberds ====&lt;br /&gt;
The [[Knight Blade|sword]] holds a particularly prominent position within Aldorian knightly culture. Noble swords are traditionally associated with knighthood, social status, and martial prestige, making them a favored weapon among the kingdom&#039;s aristocratic warriors.&lt;br /&gt;
&lt;br /&gt;
Despite the cultural importance of the sword, Aldorian military doctrine does not restrict its soldiers to traditional weapons. Over time, Aldorian smiths and military authorities, including King Etbert himself, encouraged the adoption of a wider variety of weapons in order to familiarize troops with different forms of combat.&lt;br /&gt;
&lt;br /&gt;
Among common soldiers, guards and levies frequently employ one of the famous invention of polearms, the [[Guard Halberd|halberd]]. Its combination of cutting, thrusting, and hooking capabilities makes it a versatile weapon suitable for a variety of battlefield and non-battlefield duties. The halberd&#039;s adaptability allows commanders to employ their levies and guards in different roles without requiring them to carry specialized weapons for every task.&lt;br /&gt;
&lt;br /&gt;
The widespread use of foreign and unconventional weapons reflects the broader Aldorian military philosophy of adaptation and practicality, in which established traditions are maintained when effective but are readily supplemented or replaced when superior alternatives become available.&lt;br /&gt;
&lt;br /&gt;
==== Longbows ====&lt;br /&gt;
The [[Soldier Longbow|longbow]] is one of the most prominent weapons associated with the military traditions of Aldor. A common Aldorian proverb states, &#039;&#039;&amp;quot;as long as Aldor has at least a dozen longbows, it&#039;ll remain unconquered.&amp;quot;&#039;&#039; The saying reflects the reputation of Aldorian longbowmen and their importance in the kingdom&#039;s military history.&lt;br /&gt;
&lt;br /&gt;
Aldorian archers have gained a reputation among neighboring powers for their range, accuracy, and ability to deliver concentrated volleys. Historical accounts attribute several notable victories to the longbowmen, including the destruction of a [[Jacinth]] army after it was drawn into an Aldorian ambush. During conflicts with [[Nistra]], Aldorian archers were also credited with killing numerous enemy commanders, standard-bearers, and mages through concentrated and precisely aimed volleys.&lt;br /&gt;
&lt;br /&gt;
Despite the effectiveness of the longbow, its widespread use has not always been supported by the Aldorian nobility. Some nobles have historically regarded archery as an inferior martial practice associated with peasants and commoners, rather than a discipline worthy of aristocratic warriors. Rather than encouraging rural communities to maintain and develop their archery skills, certain lords have discouraged the practice or restricted the use of bows on their estates. In some territories, nobles have even imposed restrictions on archery in order to protect their private hunting grounds. These policies have occasionally placed the interests of aristocratic hunting traditions in conflict with the military value of maintaining a large population of skilled archers.&lt;br /&gt;
&lt;br /&gt;
=== Military tactics ===&lt;br /&gt;
&lt;br /&gt;
==== Wedge formation ====&lt;br /&gt;
Aldorian commanders have traditionally sought to weaken Nistrian formations through sustained volleys of longbow fire before committing their cavalry to a wedge formation intended to break the enemy&#039;s lines. However, this tactic carries considerable risks, particularly when the cavalry assault fails to achieve a decisive breakthrough. Failed charges can result in significant casualties and, in some cases, contribute to an Aldorian defeat.&lt;br /&gt;
&lt;br /&gt;
As a result, some Aldorian commanders and military reformers have advocated for changes to the traditional approach. These advocates have called upon the kingdom&#039;s knights and nobles to set aside their pride and study the tactics employed successfully by their Nistrian adversaries. Such proposals emphasize adapting proven enemy methods rather than relying exclusively on established Aldorian traditions of warfare.&lt;br /&gt;
&lt;br /&gt;
==== Pike and Shot formation ====&lt;br /&gt;
The practice was introduced by Commander Damian of the renowned Albatross Brigade, who employed a formation reminiscent of the ancient phalanx during the Battle of the Chilly Ford. The formation contributed to his decisive victory over Duke der Narn.&lt;br /&gt;
&lt;br /&gt;
Following the battle, many commanders advocated for the increased use of pikemen in military formations, arguing that pike formations represented an important development in the future of warfare. They further recommended that the Magistrate prioritize military reforms aimed at countering the Council Army&#039;s reliance on heavy cavalry.&lt;br /&gt;
&lt;br /&gt;
After Damian&#039;s proposed reforms, the training of pikemen and crossbowmen was to be significantly expanded. The two troop types were envisioned as the backbone of the Magistrate&#039;s army, with pikemen providing a defensive counter to cavalry charges while crossbowmen supplied ranged support against heavily armored opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crossbow with Pavise&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toward the end of &#039;&#039;&#039;King Etbert&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s reign, the Aldorian crown established the Crossbow Guardsmen, a formation that became widespread during the ensuing Civil War between the Council and the Magistrate. Crossbows were rapidly adopted because levies and commoners could be trained to use them in considerably less time than the renowned Aldorian longbowmen, making them effective for quickly reinforcing city defenses.&lt;br /&gt;
&lt;br /&gt;
Following the Civil War, the various factions developed their own crossbow designs and production methods. [[Maen]] favored a lightweight and simple design, while the [[Grand Magistrate|Magistrate]] adopted a more unique model inspired by the elven bolt-thrower. The Falcon Company of Brynn, its own crossbow brigade, further developed the weapon by introducing large pavise shields, allowing its crossbowmen to take cover behind them while fighting outside city walls.&lt;br /&gt;
&lt;br /&gt;
=== Military units ===&lt;br /&gt;
&#039;&#039;&#039;Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Knights of Aldor are primarily drawn from the nobles and highborn members of the houses of nobility within the Kingdom of Aldor. They traditionally serve as the kingdom&#039;s heavily armored cavalry and are commonly equipped with full plate armor and trained warhorses.&lt;br /&gt;
&lt;br /&gt;
Aldorian knights are also associated with the martial traditions and status of the nobility. Their social standing and adherence to chivalric customs have, on occasion, influenced their choice of weaponry. Some knights favor the use of noble swords, regarding them as a traditional and prestigious weapon, even when other weapons may be more practical for certain battlefield situations. Until King Etbert himself introduced them with many [[Knight Axe|axes]], [[Knight Warhammer|bludgeon]], and polearms that highten the status of that weapons to be worthy enough wielded by the nobles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peasant levy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Aldor, particularly within territories governed by the Council, the distinction between knightly forces and peasant levies remains an established feature of the military system. For centuries, commoners have been conscripted into the army and typically provided with inexpensive equipment, with some receiving little or no standardized armament.&lt;br /&gt;
&lt;br /&gt;
Peasant levies are generally assigned simple and readily available weapons, most commonly spears and bows. In contrast to the heavily equipped knights and nobles, these troops are primarily intended to serve as mass infantry and supporting forces on the battlefield. This separation in equipment and military role reflects the broader social hierarchy of Aldorian society, in which military privileges and resources are concentrated among the noble classes.&lt;br /&gt;
&lt;br /&gt;
==== Free Company / Mercenaries ====&lt;br /&gt;
Mercenaries are a common sight throughout Aldor, particularly in the city of [[Brynn]]. They serve as a military force that fill the gap between the kingdom&#039;s noble knights and its peasant levies, providing professional soldiers for those who can afford their services.&lt;br /&gt;
&lt;br /&gt;
Mercenaries with proven battlefield experience and established reputations are sometimes hired to participate in wars fought by the Kingdom of Aldor. Their reputation and personal achievements can greatly influence their standing, with successful mercenaries often displaying their weapons and equipment as symbols of their experience and worth.&lt;br /&gt;
&lt;br /&gt;
Polearms such as [[Mercenary Halberd|halberds]] and [[Mercenary Polehammer|polehammers]] are commonly employed by Aldorian mercenaries, owing to their effectiveness and versatility on the battlefield. More accomplished and prosperous mercenaries, however, may favor imposing [[Captain Greatsword|two-handed swords]]. Such weapons are sometimes fitted with elaborately gilded hilts or ornate scabbards, serving not only as weapons but also as visible demonstrations of their wealth, status, and position in the army.&lt;br /&gt;
&lt;br /&gt;
==== Royal Guard ====&lt;br /&gt;
The Royal Guard is the personal military force and bodyguard of King Etbert, tasked primarily with protecting the monarch and serving as his personal retinue. The Guard is regarded as an elite formation within the Aldorian military and is entrusted with the defense of the royal household.&lt;br /&gt;
&lt;br /&gt;
Members of the Royal Guard are equipped with some of the finest weapons and armor produced by Aldorian smiths. Their standard equipment includes high-quality [[Guardsman Crossbow|crossbows]], [[Guardsman Gloves|heavy armor]], and [[Guardsman Shield|shield]] with [[Guardsman Broadsword|broadswords]] carried as sidearms. The quality of their equipment distinguishes the Royal Guard from the ordinary levies and regular troops of the Aldorian army.&lt;br /&gt;
&lt;br /&gt;
==== Longbowman ====&lt;br /&gt;
As a boastful Aldorian proverb goes, &amp;quot;&#039;&#039;As long as Aldor has at least a dozen longbows, it shall remain unconquered&#039;&#039;.&amp;quot; The longbowmen of Aldor have established a reputation for their skill in archery through numerous military campaigns and the defense of Aldorian cities against invading forces.&lt;br /&gt;
&lt;br /&gt;
During sieges and other defensive engagements, Aldorian longbowmen with their trusted [[Sharpshooter Bow|bow]] have reportedly killed numerous enemy commanders, battlemages, and standard-bearers through their marksmanship. Their ability to target important personnel from a distance has made them a particularly valued component of Aldorian defensive warfare.&lt;br /&gt;
&lt;br /&gt;
The widespread use of the longbow has also influenced the composition of Aldorian levies. Many levies are equipped and trained as longbowmen, with some having practiced archery from an early age and possessing years, or even a lifetime, of experience with the weapon.&lt;br /&gt;
&lt;br /&gt;
==== Blademaster ====&lt;br /&gt;
Blademasters are elite professional soldiers who receive twice the standard military wage in exchange for serving on the frontline. Their reputation and battlefield performance are often cited as justification for the considerable expense of maintaining them.&lt;br /&gt;
&lt;br /&gt;
Typically armed with [[Blademaster Greatsword|greatswords]], Blademasters are deployed against enemy infantry formations, particularly poorly equipped levies. Their primary role is to assault the frontline and disrupt its formation, with their presence and aggressive fighting style intended to undermine enemy morale and create openings for the rest of the army to exploit.&lt;br /&gt;
&lt;br /&gt;
==== Forest Watch ====&lt;br /&gt;
The Forest Watch are bands of militia tasked with patrolling the deepest and least-explored regions of Aldor. Watch pathfinders avoid heavy armor and excessive supplies, relying instead on years of experience navigating the wilderness. Even in unexplored territory, an experienced Watchman can quickly identify animal trails, tracks, and other signs that reveal a viable route.&lt;br /&gt;
&lt;br /&gt;
The Watch are renowned for their composure in even the most desperate circumstances. Years of patrols teach them the laws of nature and allow them to perceive the wilderness as an ally rather than an obstacle. This expertise gives the Forest Watch their greatest advantage: element of surprise.&lt;br /&gt;
&lt;br /&gt;
Knowledge of the terrain allows Watchmen to ambush enemies and dictate the terms of an engagement. The first arrow is considered especially important, particularly when it strikes its intended target. When possible, Watchmen avoid detection by frequently changing positions and engaging from maximum effective range. This tactic creates confusion and hesitation among their enemies, giving the Watch precious time to reposition, adjust their aim, and deliver the next volley.&lt;br /&gt;
&lt;br /&gt;
==== Battlemage ====&lt;br /&gt;
Battle-proven mages are highly valued in the Aldorian ranks. Academy-trained mages are formidable combatants and prime targets on the battlefield. They are typically equipped with protective gear such as [[Battlemage Gloves|gloves]] and [[Battlemage Gambeson|gambesons]] or even [[Mail Mantle|chainmails]], though many forgo helmets to avoid hindering the casting of complex spells.&lt;br /&gt;
&lt;br /&gt;
==== The Vehement ====&lt;br /&gt;
The Vehement are militant Hieronites who take up arms against [[Ghoul|ghouls]], warlocks, and other unholy monstrosities. Unlike conventional military orders, the Vehement are not restricted to a particular social class or profession. Their ranks include peasants, zealous pilgrims, knights-errant, battlemages, and others who have devoted themselves to the cause.&lt;br /&gt;
&lt;br /&gt;
Membership in the Vehement requires the taking of a sacred vow. Those who swear the vow pledge &amp;quot;to stand in defense of the Hieron and the common folk, dedicating themselves to the eradication of evil wherever it may be found.&amp;quot; The vow is considered the foundation of the Vehement&#039;s identity, binding its members together despite their differences in origin, status, and training.&lt;br /&gt;
&lt;br /&gt;
The Vehement therefore function as both a religious brotherhood and a militant force, with their members united primarily by their oath rather than by a common military background.&lt;br /&gt;
&lt;br /&gt;
==== Sons of Eeders ====&lt;br /&gt;
Eeders is a remote and inhospitable village located deep within dense woodland. Its isolated location and harsh environment have contributed to its reputation as an unpleasant place for outsiders, with visitors rarely remaining for extended periods. The village is primarily known for two things: its extensive lumber mills and its perpetually combat-ready militia. Eeders&#039; mills produce timber that is transported directly to the docks of [[Brynn]], making the settlement an important source of lumber for the region.&lt;br /&gt;
&lt;br /&gt;
The sons of Eeders are particularly renowned for their proficiency with heavy poleaxes, a skill regarded as exceptional throughout Aldor. The weapon most commonly associated with the village is the [[eederax]], a polearm named after its place of origin. The eederax bears similarities to the [[Skadian Bardiche|Skadian bardiche]], but features a hook attached to the rear of the axe blade to hook horsemen. Eeders militiamen are especially skilled in using the weapon&#039;s hook to catch and dismount enemy cavalrymen, making the eederax an effective weapon against mounted opponents. This technique, combined with their [[Eeders Longbow|longbowman]], has made the warriors of Eeders particularly well suited to defending their woodland settlement and confronting cavalry forces.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Company, Order, Group under Aldor ==&lt;br /&gt;
&lt;br /&gt;
* [[Spears Treatise II|Albatross Brigade]]&lt;br /&gt;
* [[Brotherhood of Ouroboros&#039; Shield|Brotherhood of Ouroboros]]&lt;br /&gt;
* [[Shield of Truth&#039;s Eternal Sun|Brotherhood of Truth&#039;s Eternal Sun]]&lt;br /&gt;
* [[Brynn Pavise|Crossbow Brigade]]&lt;br /&gt;
* [[Brynn Crossbow|Falcon Company]]&lt;br /&gt;
* [[Honorary Polehammer|Falcon Plume Company]]&lt;br /&gt;
* [[Border Guard Brigandine|Northern Border Guard]]&lt;br /&gt;
* [[Ornate Polehammer|Royal Armorbreakers]]&lt;br /&gt;
* [[Carved Longbow|Royal Ranger]]&lt;br /&gt;
* [[Royal Huntmaster Crossbow|Royal Huntmaster]]&lt;br /&gt;
* [[Two-Handed Swords Treatise I|Steel Company]]&lt;br /&gt;
* [[Maen Heavy Flail|The Cowls]]&lt;br /&gt;
* [[Wolfbrother Belt|The Wolfbrother]]&lt;br /&gt;
&lt;br /&gt;
== Former Order or Group in Aldor ==&lt;br /&gt;
&lt;br /&gt;
* [[Magic Mastery Treatise II|United Circle of Mages]]&lt;br /&gt;
* [[Triune Hand Order|Order of the Triune Hands]]&lt;br /&gt;
* [[Raven Heater Shield|The Raven Gang]]&lt;br /&gt;
* [[Hired Blade Cowl|The Blade]]&lt;br /&gt;
* [[Brotherhood of the Asp&#039;s Belt|Brotherhood of the Asp]]&lt;br /&gt;
* [[Woodwight Longflail|The Woodwight]]&lt;br /&gt;
&lt;br /&gt;
==Outdated Lore==&lt;br /&gt;
Half a century before the events of the game, Aldor waged a war against the elven [[Jade Kingdoms]]. This aggression was repelled by the elves who in turn invaded Aldor. The kingdom was swept by a wave of bloodsheds. Making his last stand, the [[Last King]] revived many fallen warriors to act as his last line of defense. However this terrifying blasphemy was doomed to failure and the Last King was soon vanquished leaving behind him a terrible legacy. The disappearance of the Last King signed the end of this horrific part of Aldor&#039;s history which the historians aptly named the [[War of the Fallen]].&lt;br /&gt;
&lt;br /&gt;
In the aftermath of the war and following the fall of the monarchy no one was left at the reign of the kingdom. After the Jade Kingdoms armies left all matters of pretenders sought to ascend to the throne. This was the start of a decade long civil war, the [[Discord]]. Only the [[Grand Magistrate]], an alliance of well-off merchant families, tired of hatred and violence, was capable of stopping that bloodshed.&lt;br /&gt;
&lt;br /&gt;
Still, years of conflicts left Aldor ravaged. The Grand Magistrate slowly lost its role as its members parted ways. The already tenuous peace of the kingdom was stretched thin. This fragile balance was shattered when the Last King suddenly returned. The great orc migration and another political race added fuel to the fire of war. In a blink of an eye the whole Aldor was split into zones, influenced by rivaling faction.&amp;lt;ref&amp;gt;https://www.kickstarter.com/projects/1926605606/stoneshard-open-world-roguelike-rpg-with-tactical/posts/2190173&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is where the story of {{Gamename}} begins...&lt;br /&gt;
&lt;br /&gt;
==Interesting Facts==&lt;br /&gt;
* At the time of the events of the game, Aldor is 428 years old.&lt;br /&gt;
* Aldor, before unification, consisted of three smaller kingdoms, which were later demoted to duchies. The name of only one of these kingdoms of the past is known for certain - Sentia and the name of its last king - [[Crown of Benor the Dauntless|Benor the Dauntless]]. It is on the territory of this kingdom that modern [[Brynn]] is located.&lt;br /&gt;
* The population of Aldor, with rare exceptions, professes [[Host# Gnostic Hieronism|Gnostic Hieronism]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Stoneshard]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Aldor&amp;diff=77030</id>
		<title>Aldor</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Aldor&amp;diff=77030"/>
		<updated>2026-09-17T03:45:42Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Company, Order, Group under Aldor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dirwin.png|right|Dirwin is woodward from Aldor.]]&lt;br /&gt;
[[File:Arna.png|right|Arna is maiden knight from Aldor.]]&lt;br /&gt;
{{stub}}{{quote|Despite sharing a common culture, humans of Aldor are now more divided than ever. A multitude of political conflicts between the kingdom&#039;s estates has plunged the country into a prolonged civil war, barely contained by a shaky truce.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aldor&#039;&#039;&#039;, known as &#039;&#039;Ab-Aldur&#039;&#039; to the elves, is the kingdom in which {{Gamename}} takes place, a formerly prosperous and powerful kingdom.  &lt;br /&gt;
&lt;br /&gt;
Following the death of [[King Etbert]], a dispute arose within the royal court over the succession and the hereditary claims of the new king by the late queen. The political crisis led several groups of burghers and commoners to seek separation from the Council of Aldor and declare their independence. &lt;br /&gt;
&lt;br /&gt;
The resulting conflict developed into a civil war, further destabilizing the Kingdom of Aldor following the devastation caused by the previous &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;. The kingdom was subsequently divided among three major factions: the [[Council]], the [[Grand Magistrate|Magistrate]], and the [[Gray Army]].&lt;br /&gt;
&lt;br /&gt;
The outbreak of the &#039;&#039;&#039;Crimson Plague&#039;&#039;&#039; further worsened the situation but it helps to keep the status quo across the land. As the plague spread throughout Aldor, necromancer cults began desecrating temples and catacombs, contributing to widespread social and religious unrest. The combination of political instability, disease, and supernatural activity drove some barons and Aldorian communities into banditry and other forms of lawlessness... so here we are.&lt;br /&gt;
&lt;br /&gt;
== Geography and economy ==&lt;br /&gt;
Geographically, the Kingdom of Aldor is situated among several major civilizations in the western region of the &#039;&#039;&#039;Continent&#039;&#039;&#039;. Its strategic position places it between several powerful neighboring states and territories, many of which maintain political rivalries and conflicts with Aldor itself. As a result, Aldor has historically been vulnerable to external intervention, particularly during periods of political instability or military weakness.&lt;br /&gt;
&lt;br /&gt;
The western border of Aldor is shared with the Great Despotate of [[Nistra]], a major regional power with which Aldor has maintained a longstanding rivalry spanning several decades. Relations between the two states have frequently been characterized by political and military tensions.&lt;br /&gt;
&lt;br /&gt;
To the north, Aldor borders the mountainous territories of the [[Fjall]] Clans. The region is known for frequent clan raids and incursions into Aldorian territory, requiring the kingdom to maintain a permanent border guard presence along the northern frontier.&lt;br /&gt;
&lt;br /&gt;
The eastern border is shared with the [[Jacinth]] Kingdoms, a collection of neighboring kingdoms with significant political and historical connections to Aldor. The region is particularly associated with the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;, during which &#039;&#039;&#039;King Etbert&#039;&#039;&#039; famously led Aldorian forces in the final war against the elves of Jibei.&lt;br /&gt;
&lt;br /&gt;
The southern frontier extends to the sea, providing Aldor with access to maritime trade and foreign supplies. The principal port is the city of [[Brynn]], which serves as an important center for commerce and maritime transportation. The port&#039;s strategic importance has made the southern coastline vital to Aldor&#039;s economy, supplies, and continued access to external markets.&lt;br /&gt;
&lt;br /&gt;
=== Agriculture and Food Production ===&lt;br /&gt;
The Kingdom of Aldor maintains a largely agricultural economy, with farming, fishing, and pastoralism serving as the primary means of sustaining its population. Numerous farms, plantations, fisheries, and pastures are distributed throughout the kingdom, supplying food and other agricultural products to surrounding settlements and cities.&lt;br /&gt;
&lt;br /&gt;
Southern Aldor is particularly known for its agricultural production. The region surrounding [[Osbrook]] contains wheat farms that supply grain to the surrounding settlements. Other agricultural estates produce hops and grapes, supporting Aldor&#039;s brewing and winemaking industries. Wineries and hop plantations are distributed throughout the kingdom to meet the demand for alcoholic beverages, including wine and ale.&lt;br /&gt;
&lt;br /&gt;
The transportation and distribution of agricultural goods are overseen by bailiffs, who are responsible for managing various estates, facilities, transactions, and logistical operations. Bailiffs also supervise the movement of goods between settlements, making them an important part of Aldor&#039;s administrative and economic system.&lt;br /&gt;
&lt;br /&gt;
But after the civil war and the Crimson Plague, the agriculture and logistics that Aldor proud of now need their time to revive their glory, if not already burnt down t the ground.&lt;br /&gt;
&lt;br /&gt;
=== Arms and Armor ===&lt;br /&gt;
Aldorian weaponsmiths have historically adapted their techniques and designs in response to the military practices of neighboring civilizations. In the decades following the Civil War, the various Aldorian factions increasingly adopted and imitated foreign weapons that were considered effective in warfare.&lt;br /&gt;
&lt;br /&gt;
Among these adaptations was the [[Footman Longaxe|longaxe]], derived from the martial traditions of the [[Fjall]] Clans, as well as the polemace, whose design was influenced by weapons used by the Great Despotate of [[Nistra]]. Aldorian smiths also incorporated techniques from the [[Jacinth]] Kingdoms into the production of sabers and bows.&lt;br /&gt;
&lt;br /&gt;
The development of Aldorian armor has followed a similar pattern. Armorers have continually improved the protection provided by plate and other forms of protective equipment, particularly for the kingdom&#039;s knights. The increasing protection worn by heavily armored soldiers subsequently encouraged Aldorian smiths to develop new weapons and improve existing designs in order to overcome enhanced armor. This process of adaptation has resulted in an ongoing cycle of armor development and weapons innovation, with Aldorian craftsmen incorporating foreign techniques while developing their own designs.&lt;br /&gt;
&lt;br /&gt;
=== Commerce and Trade ===&lt;br /&gt;
Aldor participates in extensive trade with neighboring kingdoms and distant regions. Agricultural products and manufactured commodities form an important part of its exports. [[Crates of Wine|Wine]], [[Barrel of Beer|ale]], [[Pails of Cider|cider]], and [[Sacks of Salt|salt]] are among the commodities commonly transported through Aldorian trade networks.&lt;br /&gt;
&lt;br /&gt;
The kingdom also exports raw materials, particularly [[Shipment of Timber|timber]] and [[Crates of Charcoal|charcoal]]. The extensive forests of northern Aldor provide a significant source of lumber and fuel, supporting both domestic industries and foreign trade.&lt;br /&gt;
&lt;br /&gt;
Aldor&#039;s southern coastline and the port city of [[Brynn]] provide access to maritime trade routes, allowing goods produced throughout the kingdom to be transported to foreign markets. The combination of agricultural production, natural resources, manufacturing, and maritime commerce makes trade an important component of the Aldorian economy.&lt;br /&gt;
&lt;br /&gt;
== Government and religion ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Kingdom of Aldor is traditionally governed as a hereditary monarchy, with the king serving as the head of state and exercising authority through the Royal Court. The kingdom&#039;s feudal lords, nobles, local governors, and merchant lords are traditionally expected to recognize the authority of the crown and administer their respective territories in accordance with royal law.&lt;br /&gt;
&lt;br /&gt;
Following the death of &#039;&#039;&#039;King Etbert&#039;&#039;&#039;, the established system of government collapsed amid a dispute over the royal succession. The resulting Aldorian Civil War divided the kingdom among several competing factions, each establishing its own political and military leadership. The three principal factions are the Council, the Grand Magistrate, and the Gray Army.&lt;br /&gt;
&lt;br /&gt;
==== The [[Council]] ====&lt;br /&gt;
The &#039;&#039;&#039;Council&#039;&#039;&#039; was established by the final wife of &#039;&#039;&#039;King Etbert,&#039;&#039;&#039; Queen Inora following her accession, who assumed the regency alongside her son, King &#039;&#039;&#039;Verne&#039;&#039;&#039;. Inora and her supporters gathered royal loyalists and feudal lords who had fallen from favor under the previous administration King in an effort to preserve the monarchy and maintain the territorial integrity of Aldor.&lt;br /&gt;
&lt;br /&gt;
The Council claims continuity with the traditional Aldorian monarchy and regards King Verne as the legitimate successor to the throne. Its administration is supported primarily by royal loyalists, sections of the nobility, and feudal lords who seeks influence and reintegrate to the court life.&lt;br /&gt;
&lt;br /&gt;
==== The Grand [[Grand Magistrate|Magistrate]] ====&lt;br /&gt;
The &#039;&#039;&#039;Grand Magistrate&#039;&#039;&#039; originated as a political union of city councils, rebellious aristocrats, artisan guilds, and merchant guilds, with its principal center in [[Brynn]].&lt;br /&gt;
&lt;br /&gt;
Brynn had previously possessed the status of a free city status before losing its political privileges under the authority of King Etbert. Following King&#039;s death, representatives of the city&#039;s political and commercial institutions voted to withdraw from the Kingdom of Aldor. They rejected the legitimacy of the new royal succession and organized a separate administration known as the Grand Magistrate.&lt;br /&gt;
&lt;br /&gt;
The movement subsequently attracted support from burghers, merchants, guilds, military forces, and other groups opposed to royal authority. The Grand Magistrate therefore developed into both a political government and a military faction during the Civil War.&lt;br /&gt;
&lt;br /&gt;
==== The [[Gray Army]] ====&lt;br /&gt;
The &#039;&#039;&#039;Gray Army&#039;&#039;&#039; emerged as a popular movement composed of various social groups, with peasants and artisans forming the majority of its supporters. Its ranks also include former brigands, disillusioned clerics, impoverished feudal lords, and deserters from both the Council and the Grand Magistrate.&lt;br /&gt;
&lt;br /&gt;
The movement is led by &#039;&#039;&#039;Nir&#039;&#039;&#039;, a figure whose origins remain uncertain. Under his leadership, the Gray Army expanded its influence and acquired control over additional territories following the prolonged conflict between the &#039;&#039;&#039;Council&#039;&#039;&#039; and the &#039;&#039;&#039;Grand Magistrate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike the other major factions, the Gray Army does not originate from the established royal or urban political institutions of Aldor. Its organization instead developed from the social and economic instability caused by the Civil War, allowing individuals from different backgrounds to join the movement.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Hieronism is a Gnostic religious tradition originating in the Kingdom of Aldor and remains one of the principal religious traditions of the region. Its teachings are centered on the Host, a divine entity understood through the concept of the Trinity of Hands: the &#039;&#039;&#039;Guiding Hand&#039;&#039;&#039;, the &#039;&#039;&#039;Warding Hand&#039;&#039;&#039;, and the &#039;&#039;&#039;Judging Hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hieronist theology places considerable emphasis on the pursuit of divine knowledge and spiritual understanding. The religion maintains a complex clerical hierarchy through which adherents progress from religious students to increasingly knowledgeable and spiritually powerful figures.&lt;br /&gt;
&lt;br /&gt;
The understanding of the Host is regarded as a lifelong pursuit. Hieronist teachings maintain that deeper knowledge of sacred scripture and divine mysteries allows an individual to establish an increasingly direct spiritual connection with the Host.&lt;br /&gt;
&lt;br /&gt;
Each Hieronist church is administered by a priest known as a Hierophant. Advancement through the Hieronist hierarchy traditionally requires religious study, pilgrimage, contemplation, and the interpretation of sacred texts. Per information that people been gathered such as in [[Folio on Hieron|folio]], the hierarchy of the Aldor Hieronites priests is as such:&lt;br /&gt;
&lt;br /&gt;
* Exoteric&lt;br /&gt;
&lt;br /&gt;
* Hierophant&lt;br /&gt;
&lt;br /&gt;
* Hermeneut&lt;br /&gt;
&lt;br /&gt;
* Theognostic&lt;br /&gt;
&lt;br /&gt;
* Thaumaturge&lt;br /&gt;
&lt;br /&gt;
* Archtheurgist&lt;br /&gt;
&lt;br /&gt;
=== Saints and Relics ===&lt;br /&gt;
Hieronism maintains a tradition of venerating saints, individuals remembered for their exceptional devotion, virtue, and accomplishments in service to the Host. Many saints are believed to continue protecting or blessing the faithful through sacred artifacts such as [[Casket with St Wald Relics|Saint Wald]] and relics associated with their lives.&lt;br /&gt;
&lt;br /&gt;
In addition, numerous saints have been commemorated through statues, religious buildings, shrines, and annual celebrations. These monuments and observances serve both as acts of devotion and as reminders of the virtues represented by the saints. Some Hieronist communities consider the relics of particularly revered saints to possess spiritual significance, and certain artifacts are believed to retain a connection to the saint and, through them, to the Host.&lt;br /&gt;
&lt;br /&gt;
== History and culture ==&lt;br /&gt;
&lt;br /&gt;
=== Pre-unification Aldor ===&lt;br /&gt;
Before the establishment of the Kingdom of Aldor, the region was inhabited and controlled by numerous tribal societies. Among the most prominent were the [[Ald]] Tribes, the [[Sentian]] Tribes, and the Highlander Tribes of [[Firn]]. Each developed distinct cultural and military traditions that later became incorporated into Aldorian history and folklore.&lt;br /&gt;
&lt;br /&gt;
The Ald Tribes were particularly renowned for their advanced metalworking techniques, which were considered superior to those of many neighboring tribes. Their expertise in metallurgy allowed the Ald to produce high-quality weapons, tools, shields, and other metal equipment.&lt;br /&gt;
&lt;br /&gt;
The Firn Tribes, who inhabited the northern highlands, were known for their strong traditions and conservative social customs. Their society placed considerable importance on preserving the practices and values of their ancestors. The Firn were also renowned for their skilled marksmen and warriors.&lt;br /&gt;
&lt;br /&gt;
The Sentian Tribes developed a distinctive military tradition centered around the use of slingers. Sentian slingers were regarded as highly skilled and became an important part of the tribe&#039;s military identity. The Sentians were also renowned for their culinary traditions, with their dishes and skilled cooks becoming an important part of their cultural reputation.&lt;br /&gt;
&lt;br /&gt;
=== Unification of Aldor ===&lt;br /&gt;
According to Aldorian legends, the unification of the region began with the expansion of the Ald Tribes. Ald forces gradually conquered neighboring territories, taking the land of rivalling tribes. &lt;br /&gt;
&lt;br /&gt;
The conquest of the Sentian territories required the Ald forces to cross the river separating the two peoples. The Sentians offered strong resistance, relying heavily on their renowned slingers to oppose the advancing Ald forces. According to traditional accounts, the Sentians continued their resistance until the death of their last king, [[Crown of Benor the Dauntless|Benor the Dauntless]]. Following Benor&#039;s death, the remaining Sentian forces were defeated, and the Ald completed their conquest of the Sentian territories. The incorporation of the Sentians significantly expanded Ald-controlled territory and brought their lands under a single political authority.&lt;br /&gt;
&lt;br /&gt;
The subsequent campaign against the Firn Tribes proved considerably more difficult. The mountainous terrain of Firn provided the defenders with a natural advantage, while Firn marksmen were renowned for their exceptional skill with bows and slings. Firn warriors also fought in close combat, traditionally wielding large claymores against the metal shields and armor of the Ald warriors. Their resistance became one of the defining conflicts in the traditional accounts of Aldorian unification.&lt;br /&gt;
&lt;br /&gt;
Eventually, Ald forces captured the Firn foothills, marking a major milestone in the consolidation of Ald territory. The event became an important part of Aldorian historical tradition and was later commemorated in the [[The Conquest of the Hills Tapestry|Tapestry]], where the campaigns of unification are depicted as foundational events in the history of the kingdom.&lt;br /&gt;
&lt;br /&gt;
The conquest of the Sentians and Firn is traditionally regarded as the beginning of the political consolidation that eventually led to the establishment of the Kingdom of Aldor.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
Following the unification of Aldor, the cultural traditions of the former tribes continued to survive throughout the kingdom. Many customs remained particularly prominent in rural communities, while others were gradually incorporated into the customs of Aldorian nobility and urban society. Although the kingdom developed a shared cultural identity, regional traditions from the Ald, Sentian, and Firn peoples remain recognizable in various parts of Aldor.&lt;br /&gt;
&lt;br /&gt;
One of the most widespread aspects of Aldorian culture is the consumption of wine and ale. Inns and taverns can be found throughout the kingdom, including in remote and rural settlements. Alcoholic beverages are commonly consumed after a day of labor and are enjoyed by people from various social classes, including nobles, farmers, guards, and members of the clergy. The widespread availability of wine and ale has made drinking an established part of Aldorian social life.&lt;br /&gt;
&lt;br /&gt;
Another prominent aspect of Aldorian noble culture is its tradition of jousting and duelling. Jousting was historically practiced not only as a martial competition but also as a form of public spectacle and social display. Knights would don their finest [[Jousting Armor|armor]], [[Jousting Topfhelm|helmets]], and barded steeds before competing before large crowds. Success in the joust was considered a means of demonstrating martial ability, wealth, and prestige, while victorious knights often gained the admiration of the crowds and the attention of the fair maidens.&lt;br /&gt;
&lt;br /&gt;
Over time, however, the traditional practice of duelling declined in popularity. Once considered an important component of martial and personal honor, formal duels became increasingly uncommon among Aldorian nobles and warriors. Many pieces of equipment traditionally associated with the practice, including [[Buckler|bucklers]] and specialized duelling [[Duelist Belt|belts]], have consequently fallen into disuse and are often left neglected.&lt;br /&gt;
&lt;br /&gt;
But beside of that, one element of Sentian culture, particularly its culinary traditions, have survived into the modern era. Sentian cuisine became especially influential in Brynn, where cooks developed and refined numerous dishes using both traditional and foreign ingredients. Brynn&#039;s cooks have acquired a reputation for their ability to transform inexpensive, unusual, or otherwise undesirable ingredients into elaborate dishes suitable for the tables of the nobility. This reputation has contributed to Brynn&#039;s status as one of Aldor&#039;s notable centers of culinary culture.&lt;br /&gt;
&lt;br /&gt;
Alas not all traditions of the pre-unification tribes survived the development of the modern Kingdom of Aldor. Some customs have gradually disappeared, while others are no longer formally recognized under Aldorian law. One example is an old Firn custom concerning the inheritance of knightly titles. Certain Firn noble houses traditionally permitted a daughter who had been raised according to the customs and duties traditionally expected of a son could inherit the family&#039;s knightly title. Although the practice existed within some Firn houses, it is no longer generally recognized under contemporary Aldorian law and led several noble houses of Firn ceased to exist.&lt;br /&gt;
&lt;br /&gt;
=== Circle of Mages ===&lt;br /&gt;
The Aldorian mage community is organized around the United Circle, a gathering of magical circles established to protect practitioners and potential initiates from persecution and superstition. It encompasses mages from various traditions, including [[Pyromancy (skill tree)|Pyromancy]], Nistrian [[Geomancy (skill tree)|Geomancy]], the emerging [[Electromancy (skill tree)|Electromancy]], the secretive [[Arcanistic Power|Arcanistic]] Circle, and the semi-secretive Spellweaver Circle.&lt;br /&gt;
&lt;br /&gt;
The United Circle established its principal academy and gathering place in [[Maen]], which became known as the Maen Academy. Both nobles and commoners brought relatives attuned to the Aether to the academy, where they could learn to control their abilities while being protected from the dangers and superstitions surrounding magic. Others sought the academy&#039;s mages to treat unnatural conditions or illnesses beyond the capabilities of Aldor&#039;s physicians and Hieronite priests.&lt;br /&gt;
&lt;br /&gt;
Initiates traditionally wear black [[Initiate Robe|robes]] to signify that they have yet to choose a magical circle or specialize in a particular discipline. After years of study and practice, initiates may graduate as mages, with some entering the Aldorian military as battlemages while others remain at the Maen Academy to pursue advanced study and eventually become masters.&lt;br /&gt;
&lt;br /&gt;
According to legend, the formation of the United Circle sparked a rivalry with the Enchanters. Little reliable information survives regarding the conflict or its outcome, and it remains clear which tradition ultimately prevailed. But The United Circle&#039;s autonomy in governing the academy and training mages with limited royal or noble didn&#039;t las for long. The interference was later disrupted by the Aldorian Civil War, leaving the organization in disarray. Following the mysterious Neer Uprising and the emergence of the [[Gray Army]] in northern Aldor, communication between the Maen Academy and the other factions of [[Aldor]] became scarce. Much of the academy&#039;s activities and the fate of the United Circle during this period remain unknown.&lt;br /&gt;
&lt;br /&gt;
== Military and weaponries ==&lt;br /&gt;
The military history of Aldor has been shaped by repeated civil wars, foreign campaigns, and internal rebellions, beginning with the tribal conflicts that preceded the unification of the kingdom and continuing into the modern era. These conflicts have encouraged the Aldorian military to continually adapt its weapons, tactics, and organization in response to changing forms of warfare.&lt;br /&gt;
&lt;br /&gt;
Aldorian military doctrine places considerable emphasis on practicality and adaptation rather than strict adherence to established customs or martial traditions. Weapons and tactics originating from foreign cultures are studied when they demonstrate effectiveness against Aldorian forces. Rather than rejecting unfamiliar methods, Aldorian commanders and craftsmen commonly seek to adopt, reproduce, and improve them for use by their own armies.&lt;br /&gt;
&lt;br /&gt;
This approach has resulted in the incorporation of numerous foreign weapons and techniques into Aldorian warfare. Designs originally developed by neighboring civilizations have been modified to suit Aldorian equipment, terrain, and military organization. As a result, Aldorian warfare has developed as an evolving combination of indigenous traditions and foreign innovations.&lt;br /&gt;
&lt;br /&gt;
The continuous cycle of observation, imitation, adaptation, and improvement has become a defining characteristic of the Aldorian military. Its commanders regard battlefield experience as an opportunity to identify weaknesses and develop new methods to counter them, contributing to the kingdom&#039;s reputation for military adaptability.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and armor ===&lt;br /&gt;
&lt;br /&gt;
==== Plate armor ====&lt;br /&gt;
Aldor is particularly renowned for its armorsmithing tradition, most notably the production of heavy plate armor. The development of Aldorian armor has been influenced by centuries of warfare, rebellions, and continual competition with neighboring civilizations. Compared with the heavy infantry of [[Nistra]], which traditionally relies on [[Scaled Armor|scale armor]], and the Maafs warriors of the [[Jacinth]] Kingdoms, who commonly employ heavily reinforced [[Elven Heavy Brigandine|brigandine]], Aldorian armorers are regarded as among the foremost practitioners of plate armor.&lt;br /&gt;
&lt;br /&gt;
Aldorian smiths produce a wide variety of protective equipment, ranging from cuirasses and chestplates to complete suits of plate armor. Such armor is designed to withstand powerful blows and provide substantial protection on the battlefield, although its manufacture requires considerable quantities of metal, skilled labor, and financial resources. Consequently, the heaviest forms of Aldorian armor are generally reserved for wealthier soldiers and the nobility.&lt;br /&gt;
&lt;br /&gt;
==== Swords and Halberds ====&lt;br /&gt;
The [[Knight Blade|sword]] holds a particularly prominent position within Aldorian knightly culture. Noble swords are traditionally associated with knighthood, social status, and martial prestige, making them a favored weapon among the kingdom&#039;s aristocratic warriors.&lt;br /&gt;
&lt;br /&gt;
Despite the cultural importance of the sword, Aldorian military doctrine does not restrict its soldiers to traditional weapons. Over time, Aldorian smiths and military authorities, including King Etbert himself, encouraged the adoption of a wider variety of weapons in order to familiarize troops with different forms of combat.&lt;br /&gt;
&lt;br /&gt;
Among common soldiers, guards and levies frequently employ one of the famous invention of polearms, the [[Guard Halberd|halberd]]. Its combination of cutting, thrusting, and hooking capabilities makes it a versatile weapon suitable for a variety of battlefield and non-battlefield duties. The halberd&#039;s adaptability allows commanders to employ their levies and guards in different roles without requiring them to carry specialized weapons for every task.&lt;br /&gt;
&lt;br /&gt;
The widespread use of foreign and unconventional weapons reflects the broader Aldorian military philosophy of adaptation and practicality, in which established traditions are maintained when effective but are readily supplemented or replaced when superior alternatives become available.&lt;br /&gt;
&lt;br /&gt;
==== Longbows ====&lt;br /&gt;
The [[Soldier Longbow|longbow]] is one of the most prominent weapons associated with the military traditions of Aldor. A common Aldorian proverb states, &#039;&#039;&amp;quot;as long as Aldor has at least a dozen longbows, it&#039;ll remain unconquered.&amp;quot;&#039;&#039; The saying reflects the reputation of Aldorian longbowmen and their importance in the kingdom&#039;s military history.&lt;br /&gt;
&lt;br /&gt;
Aldorian archers have gained a reputation among neighboring powers for their range, accuracy, and ability to deliver concentrated volleys. Historical accounts attribute several notable victories to the longbowmen, including the destruction of a [[Jacinth]] army after it was drawn into an Aldorian ambush. During conflicts with [[Nistra]], Aldorian archers were also credited with killing numerous enemy commanders, standard-bearers, and mages through concentrated and precisely aimed volleys.&lt;br /&gt;
&lt;br /&gt;
Despite the effectiveness of the longbow, its widespread use has not always been supported by the Aldorian nobility. Some nobles have historically regarded archery as an inferior martial practice associated with peasants and commoners, rather than a discipline worthy of aristocratic warriors. Rather than encouraging rural communities to maintain and develop their archery skills, certain lords have discouraged the practice or restricted the use of bows on their estates. In some territories, nobles have even imposed restrictions on archery in order to protect their private hunting grounds. These policies have occasionally placed the interests of aristocratic hunting traditions in conflict with the military value of maintaining a large population of skilled archers.&lt;br /&gt;
&lt;br /&gt;
=== Military tactics ===&lt;br /&gt;
&lt;br /&gt;
==== Wedge formation ====&lt;br /&gt;
Aldorian commanders have traditionally sought to weaken Nistrian formations through sustained volleys of longbow fire before committing their cavalry to a wedge formation intended to break the enemy&#039;s lines. However, this tactic carries considerable risks, particularly when the cavalry assault fails to achieve a decisive breakthrough. Failed charges can result in significant casualties and, in some cases, contribute to an Aldorian defeat.&lt;br /&gt;
&lt;br /&gt;
As a result, some Aldorian commanders and military reformers have advocated for changes to the traditional approach. These advocates have called upon the kingdom&#039;s knights and nobles to set aside their pride and study the tactics employed successfully by their Nistrian adversaries. Such proposals emphasize adapting proven enemy methods rather than relying exclusively on established Aldorian traditions of warfare.&lt;br /&gt;
&lt;br /&gt;
==== Pike and Shot formation ====&lt;br /&gt;
The practice was introduced by Commander Damian of the renowned Albatross Brigade, who employed a formation reminiscent of the ancient phalanx during the Battle of the Chilly Ford. The formation contributed to his decisive victory over Duke der Narn.&lt;br /&gt;
&lt;br /&gt;
Following the battle, many commanders advocated for the increased use of pikemen in military formations, arguing that pike formations represented an important development in the future of warfare. They further recommended that the Magistrate prioritize military reforms aimed at countering the Council Army&#039;s reliance on heavy cavalry.&lt;br /&gt;
&lt;br /&gt;
After Damian&#039;s proposed reforms, the training of pikemen and crossbowmen was to be significantly expanded. The two troop types were envisioned as the backbone of the Magistrate&#039;s army, with pikemen providing a defensive counter to cavalry charges while crossbowmen supplied ranged support against heavily armored opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crossbow with Pavise&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toward the end of &#039;&#039;&#039;King Etbert&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s reign, the Aldorian crown established the Crossbow Guardsmen, a formation that became widespread during the ensuing Civil War between the Council and the Magistrate. Crossbows were rapidly adopted because levies and commoners could be trained to use them in considerably less time than the renowned Aldorian longbowmen, making them effective for quickly reinforcing city defenses.&lt;br /&gt;
&lt;br /&gt;
Following the Civil War, the various factions developed their own crossbow designs and production methods. [[Maen]] favored a lightweight and simple design, while the [[Grand Magistrate|Magistrate]] adopted a more unique model inspired by the elven bolt-thrower. The Falcon Company of Brynn, its own crossbow brigade, further developed the weapon by introducing large pavise shields, allowing its crossbowmen to take cover behind them while fighting outside city walls.&lt;br /&gt;
&lt;br /&gt;
=== Military units ===&lt;br /&gt;
&#039;&#039;&#039;Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Knights of Aldor are primarily drawn from the nobles and highborn members of the houses of nobility within the Kingdom of Aldor. They traditionally serve as the kingdom&#039;s heavily armored cavalry and are commonly equipped with full plate armor and trained warhorses.&lt;br /&gt;
&lt;br /&gt;
Aldorian knights are also associated with the martial traditions and status of the nobility. Their social standing and adherence to chivalric customs have, on occasion, influenced their choice of weaponry. Some knights favor the use of noble swords, regarding them as a traditional and prestigious weapon, even when other weapons may be more practical for certain battlefield situations. Until King Etbert himself introduced them with many [[Knight Axe|axes]], [[Knight Warhammer|bludgeon]], and polearms that highten the status of that weapons to be worthy enough wielded by the nobles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peasant levy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Aldor, particularly within territories governed by the Council, the distinction between knightly forces and peasant levies remains an established feature of the military system. For centuries, commoners have been conscripted into the army and typically provided with inexpensive equipment, with some receiving little or no standardized armament.&lt;br /&gt;
&lt;br /&gt;
Peasant levies are generally assigned simple and readily available weapons, most commonly spears and bows. In contrast to the heavily equipped knights and nobles, these troops are primarily intended to serve as mass infantry and supporting forces on the battlefield. This separation in equipment and military role reflects the broader social hierarchy of Aldorian society, in which military privileges and resources are concentrated among the noble classes.&lt;br /&gt;
&lt;br /&gt;
==== Free Company / Mercenaries ====&lt;br /&gt;
Mercenaries are a common sight throughout Aldor, particularly in the city of [[Brynn]]. They serve as a military force that fill the gap between the kingdom&#039;s noble knights and its peasant levies, providing professional soldiers for those who can afford their services.&lt;br /&gt;
&lt;br /&gt;
Mercenaries with proven battlefield experience and established reputations are sometimes hired to participate in wars fought by the Kingdom of Aldor. Their reputation and personal achievements can greatly influence their standing, with successful mercenaries often displaying their weapons and equipment as symbols of their experience and worth.&lt;br /&gt;
&lt;br /&gt;
Polearms such as [[Mercenary Halberd|halberds]] and [[Mercenary Polehammer|polehammers]] are commonly employed by Aldorian mercenaries, owing to their effectiveness and versatility on the battlefield. More accomplished and prosperous mercenaries, however, may favor imposing [[Captain Greatsword|two-handed swords]]. Such weapons are sometimes fitted with elaborately gilded hilts or ornate scabbards, serving not only as weapons but also as visible demonstrations of their wealth, status, and position in the army.&lt;br /&gt;
&lt;br /&gt;
==== Royal Guard ====&lt;br /&gt;
The Royal Guard is the personal military force and bodyguard of King Etbert, tasked primarily with protecting the monarch and serving as his personal retinue. The Guard is regarded as an elite formation within the Aldorian military and is entrusted with the defense of the royal household.&lt;br /&gt;
&lt;br /&gt;
Members of the Royal Guard are equipped with some of the finest weapons and armor produced by Aldorian smiths. Their standard equipment includes high-quality [[Guardsman Crossbow|crossbows]], [[Guardsman Gloves|heavy armor]], and [[Guardsman Shield|shield]] with [[Guardsman Broadsword|broadswords]] carried as sidearms. The quality of their equipment distinguishes the Royal Guard from the ordinary levies and regular troops of the Aldorian army.&lt;br /&gt;
&lt;br /&gt;
==== Longbowman ====&lt;br /&gt;
As a boastful Aldorian proverb goes, &amp;quot;&#039;&#039;As long as Aldor has at least a dozen longbows, it shall remain unconquered&#039;&#039;.&amp;quot; The longbowmen of Aldor have established a reputation for their skill in archery through numerous military campaigns and the defense of Aldorian cities against invading forces.&lt;br /&gt;
&lt;br /&gt;
During sieges and other defensive engagements, Aldorian longbowmen with their trusted [[Sharpshooter Bow|bow]] have reportedly killed numerous enemy commanders, battlemages, and standard-bearers through their marksmanship. Their ability to target important personnel from a distance has made them a particularly valued component of Aldorian defensive warfare.&lt;br /&gt;
&lt;br /&gt;
The widespread use of the longbow has also influenced the composition of Aldorian levies. Many levies are equipped and trained as longbowmen, with some having practiced archery from an early age and possessing years, or even a lifetime, of experience with the weapon.&lt;br /&gt;
&lt;br /&gt;
==== Blademaster ====&lt;br /&gt;
Blademasters are elite professional soldiers who receive twice the standard military wage in exchange for serving on the frontline. Their reputation and battlefield performance are often cited as justification for the considerable expense of maintaining them.&lt;br /&gt;
&lt;br /&gt;
Typically armed with [[Blademaster Greatsword|greatswords]], Blademasters are deployed against enemy infantry formations, particularly poorly equipped levies. Their primary role is to assault the frontline and disrupt its formation, with their presence and aggressive fighting style intended to undermine enemy morale and create openings for the rest of the army to exploit.&lt;br /&gt;
&lt;br /&gt;
==== Forest Watch ====&lt;br /&gt;
&lt;br /&gt;
==== Battlemage ====&lt;br /&gt;
Battle-proven mages are highly valued in the Aldorian ranks. Academy-trained mages are formidable combatants and prime targets on the battlefield. They are typically equipped with protective gear such as [[Battlemage Gloves|gloves]] and [[Battlemage Gambeson|gambesons]] or even [[Mail Mantle|chainmails]], though many forgo helmets to avoid hindering the casting of complex spells.&lt;br /&gt;
&lt;br /&gt;
==== The Vehement ====&lt;br /&gt;
The Vehement are militant Hieronites who take up arms against [[Ghoul|ghouls]], warlocks, and other unholy monstrosities. Unlike conventional military orders, the Vehement are not restricted to a particular social class or profession. Their ranks include peasants, zealous pilgrims, knights-errant, battlemages, and others who have devoted themselves to the cause.&lt;br /&gt;
&lt;br /&gt;
Membership in the Vehement requires the taking of a sacred vow. Those who swear the vow pledge &amp;quot;to stand in defense of the Hieron and the common folk, dedicating themselves to the eradication of evil wherever it may be found.&amp;quot; The vow is considered the foundation of the Vehement&#039;s identity, binding its members together despite their differences in origin, status, and training.&lt;br /&gt;
&lt;br /&gt;
The Vehement therefore function as both a religious brotherhood and a militant force, with their members united primarily by their oath rather than by a common military background.&lt;br /&gt;
&lt;br /&gt;
==== Sons of Eeders ====&lt;br /&gt;
Eeders is a remote and inhospitable village located deep within dense woodland. Its isolated location and harsh environment have contributed to its reputation as an unpleasant place for outsiders, with visitors rarely remaining for extended periods. The village is primarily known for two things: its extensive lumber mills and its perpetually combat-ready militia. Eeders&#039; mills produce timber that is transported directly to the docks of [[Brynn]], making the settlement an important source of lumber for the region.&lt;br /&gt;
&lt;br /&gt;
The sons of Eeders are particularly renowned for their proficiency with heavy poleaxes, a skill regarded as exceptional throughout Aldor. The weapon most commonly associated with the village is the [[eederax]], a polearm named after its place of origin. The eederax bears similarities to the [[Skadian Bardiche|Skadian bardiche]], but features a hook attached to the rear of the axe blade to hook horsemen. Eeders militiamen are especially skilled in using the weapon&#039;s hook to catch and dismount enemy cavalrymen, making the eederax an effective weapon against mounted opponents. This technique, combined with their [[Eeders Longbow|longbowman]], has made the warriors of Eeders particularly well suited to defending their woodland settlement and confronting cavalry forces.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Company, Order, Group under Aldor ==&lt;br /&gt;
&lt;br /&gt;
* [[Spears Treatise II|Albatross Brigade]]&lt;br /&gt;
* [[Brotherhood of Ouroboros&#039; Shield|Brotherhood of Ouroboros]]&lt;br /&gt;
* [[Shield of Truth&#039;s Eternal Sun|Brotherhood of Truth&#039;s Eternal Sun]]&lt;br /&gt;
* [[Brynn Pavise|Crossbow Brigade]]&lt;br /&gt;
* [[Brynn Crossbow|Falcon Company]]&lt;br /&gt;
* [[Honorary Polehammer|Falcon Plume Company]]&lt;br /&gt;
* [[Border Guard Brigandine|Northern Border Guard]]&lt;br /&gt;
* [[Ornate Polehammer|Royal Armorbreakers]]&lt;br /&gt;
* [[Carved Longbow|Royal Ranger]]&lt;br /&gt;
* [[Royal Huntmaster Crossbow|Royal Huntmaster]]&lt;br /&gt;
* [[Two-Handed Swords Treatise I|Steel Company]]&lt;br /&gt;
* [[Maen Heavy Flail|The Cowls]]&lt;br /&gt;
* [[Wolfbrother Belt|The Wolfbrother]]&lt;br /&gt;
&lt;br /&gt;
== Former Order or Group in Aldor ==&lt;br /&gt;
&lt;br /&gt;
* [[Magic Mastery Treatise II|United Circle of Mages]]&lt;br /&gt;
* [[Triune Hand Order|Order of the Triune Hands]]&lt;br /&gt;
* [[Raven Heater Shield|The Raven Gang]]&lt;br /&gt;
* [[Hired Blade Cowl|The Blade]]&lt;br /&gt;
* [[Brotherhood of the Asp&#039;s Belt|Brotherhood of the Asp]]&lt;br /&gt;
* [[Woodwight Longflail|The Woodwight]]&lt;br /&gt;
&lt;br /&gt;
==Outdated Lore==&lt;br /&gt;
Half a century before the events of the game, Aldor waged a war against the elven [[Jade Kingdoms]]. This aggression was repelled by the elves who in turn invaded Aldor. The kingdom was swept by a wave of bloodsheds. Making his last stand, the [[Last King]] revived many fallen warriors to act as his last line of defense. However this terrifying blasphemy was doomed to failure and the Last King was soon vanquished leaving behind him a terrible legacy. The disappearance of the Last King signed the end of this horrific part of Aldor&#039;s history which the historians aptly named the [[War of the Fallen]].&lt;br /&gt;
&lt;br /&gt;
In the aftermath of the war and following the fall of the monarchy no one was left at the reign of the kingdom. After the Jade Kingdoms armies left all matters of pretenders sought to ascend to the throne. This was the start of a decade long civil war, the [[Discord]]. Only the [[Grand Magistrate]], an alliance of well-off merchant families, tired of hatred and violence, was capable of stopping that bloodshed.&lt;br /&gt;
&lt;br /&gt;
Still, years of conflicts left Aldor ravaged. The Grand Magistrate slowly lost its role as its members parted ways. The already tenuous peace of the kingdom was stretched thin. This fragile balance was shattered when the Last King suddenly returned. The great orc migration and another political race added fuel to the fire of war. In a blink of an eye the whole Aldor was split into zones, influenced by rivaling faction.&amp;lt;ref&amp;gt;https://www.kickstarter.com/projects/1926605606/stoneshard-open-world-roguelike-rpg-with-tactical/posts/2190173&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is where the story of {{Gamename}} begins...&lt;br /&gt;
&lt;br /&gt;
==Interesting Facts==&lt;br /&gt;
* At the time of the events of the game, Aldor is 428 years old.&lt;br /&gt;
* Aldor, before unification, consisted of three smaller kingdoms, which were later demoted to duchies. The name of only one of these kingdoms of the past is known for certain - Sentia and the name of its last king - [[Crown of Benor the Dauntless|Benor the Dauntless]]. It is on the territory of this kingdom that modern [[Brynn]] is located.&lt;br /&gt;
* The population of Aldor, with rare exceptions, professes [[Host# Gnostic Hieronism|Gnostic Hieronism]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Stoneshard]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Aldor&amp;diff=77029</id>
		<title>Aldor</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Aldor&amp;diff=77029"/>
		<updated>2026-09-17T03:25:27Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Company, Order, Group under Aldor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dirwin.png|right|Dirwin is woodward from Aldor.]]&lt;br /&gt;
[[File:Arna.png|right|Arna is maiden knight from Aldor.]]&lt;br /&gt;
{{stub}}{{quote|Despite sharing a common culture, humans of Aldor are now more divided than ever. A multitude of political conflicts between the kingdom&#039;s estates has plunged the country into a prolonged civil war, barely contained by a shaky truce.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aldor&#039;&#039;&#039;, known as &#039;&#039;Ab-Aldur&#039;&#039; to the elves, is the kingdom in which {{Gamename}} takes place, a formerly prosperous and powerful kingdom.  &lt;br /&gt;
&lt;br /&gt;
Following the death of [[King Etbert]], a dispute arose within the royal court over the succession and the hereditary claims of the new king by the late queen. The political crisis led several groups of burghers and commoners to seek separation from the Council of Aldor and declare their independence. &lt;br /&gt;
&lt;br /&gt;
The resulting conflict developed into a civil war, further destabilizing the Kingdom of Aldor following the devastation caused by the previous &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;. The kingdom was subsequently divided among three major factions: the [[Council]], the [[Grand Magistrate|Magistrate]], and the [[Gray Army]].&lt;br /&gt;
&lt;br /&gt;
The outbreak of the &#039;&#039;&#039;Crimson Plague&#039;&#039;&#039; further worsened the situation but it helps to keep the status quo across the land. As the plague spread throughout Aldor, necromancer cults began desecrating temples and catacombs, contributing to widespread social and religious unrest. The combination of political instability, disease, and supernatural activity drove some barons and Aldorian communities into banditry and other forms of lawlessness... so here we are.&lt;br /&gt;
&lt;br /&gt;
== Geography and economy ==&lt;br /&gt;
Geographically, the Kingdom of Aldor is situated among several major civilizations in the western region of the &#039;&#039;&#039;Continent&#039;&#039;&#039;. Its strategic position places it between several powerful neighboring states and territories, many of which maintain political rivalries and conflicts with Aldor itself. As a result, Aldor has historically been vulnerable to external intervention, particularly during periods of political instability or military weakness.&lt;br /&gt;
&lt;br /&gt;
The western border of Aldor is shared with the Great Despotate of [[Nistra]], a major regional power with which Aldor has maintained a longstanding rivalry spanning several decades. Relations between the two states have frequently been characterized by political and military tensions.&lt;br /&gt;
&lt;br /&gt;
To the north, Aldor borders the mountainous territories of the [[Fjall]] Clans. The region is known for frequent clan raids and incursions into Aldorian territory, requiring the kingdom to maintain a permanent border guard presence along the northern frontier.&lt;br /&gt;
&lt;br /&gt;
The eastern border is shared with the [[Jacinth]] Kingdoms, a collection of neighboring kingdoms with significant political and historical connections to Aldor. The region is particularly associated with the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;, during which &#039;&#039;&#039;King Etbert&#039;&#039;&#039; famously led Aldorian forces in the final war against the elves of Jibei.&lt;br /&gt;
&lt;br /&gt;
The southern frontier extends to the sea, providing Aldor with access to maritime trade and foreign supplies. The principal port is the city of [[Brynn]], which serves as an important center for commerce and maritime transportation. The port&#039;s strategic importance has made the southern coastline vital to Aldor&#039;s economy, supplies, and continued access to external markets.&lt;br /&gt;
&lt;br /&gt;
=== Agriculture and Food Production ===&lt;br /&gt;
The Kingdom of Aldor maintains a largely agricultural economy, with farming, fishing, and pastoralism serving as the primary means of sustaining its population. Numerous farms, plantations, fisheries, and pastures are distributed throughout the kingdom, supplying food and other agricultural products to surrounding settlements and cities.&lt;br /&gt;
&lt;br /&gt;
Southern Aldor is particularly known for its agricultural production. The region surrounding [[Osbrook]] contains wheat farms that supply grain to the surrounding settlements. Other agricultural estates produce hops and grapes, supporting Aldor&#039;s brewing and winemaking industries. Wineries and hop plantations are distributed throughout the kingdom to meet the demand for alcoholic beverages, including wine and ale.&lt;br /&gt;
&lt;br /&gt;
The transportation and distribution of agricultural goods are overseen by bailiffs, who are responsible for managing various estates, facilities, transactions, and logistical operations. Bailiffs also supervise the movement of goods between settlements, making them an important part of Aldor&#039;s administrative and economic system.&lt;br /&gt;
&lt;br /&gt;
But after the civil war and the Crimson Plague, the agriculture and logistics that Aldor proud of now need their time to revive their glory, if not already burnt down t the ground.&lt;br /&gt;
&lt;br /&gt;
=== Arms and Armor ===&lt;br /&gt;
Aldorian weaponsmiths have historically adapted their techniques and designs in response to the military practices of neighboring civilizations. In the decades following the Civil War, the various Aldorian factions increasingly adopted and imitated foreign weapons that were considered effective in warfare.&lt;br /&gt;
&lt;br /&gt;
Among these adaptations was the [[Footman Longaxe|longaxe]], derived from the martial traditions of the [[Fjall]] Clans, as well as the polemace, whose design was influenced by weapons used by the Great Despotate of [[Nistra]]. Aldorian smiths also incorporated techniques from the [[Jacinth]] Kingdoms into the production of sabers and bows.&lt;br /&gt;
&lt;br /&gt;
The development of Aldorian armor has followed a similar pattern. Armorers have continually improved the protection provided by plate and other forms of protective equipment, particularly for the kingdom&#039;s knights. The increasing protection worn by heavily armored soldiers subsequently encouraged Aldorian smiths to develop new weapons and improve existing designs in order to overcome enhanced armor. This process of adaptation has resulted in an ongoing cycle of armor development and weapons innovation, with Aldorian craftsmen incorporating foreign techniques while developing their own designs.&lt;br /&gt;
&lt;br /&gt;
=== Commerce and Trade ===&lt;br /&gt;
Aldor participates in extensive trade with neighboring kingdoms and distant regions. Agricultural products and manufactured commodities form an important part of its exports. [[Crates of Wine|Wine]], [[Barrel of Beer|ale]], [[Pails of Cider|cider]], and [[Sacks of Salt|salt]] are among the commodities commonly transported through Aldorian trade networks.&lt;br /&gt;
&lt;br /&gt;
The kingdom also exports raw materials, particularly [[Shipment of Timber|timber]] and [[Crates of Charcoal|charcoal]]. The extensive forests of northern Aldor provide a significant source of lumber and fuel, supporting both domestic industries and foreign trade.&lt;br /&gt;
&lt;br /&gt;
Aldor&#039;s southern coastline and the port city of [[Brynn]] provide access to maritime trade routes, allowing goods produced throughout the kingdom to be transported to foreign markets. The combination of agricultural production, natural resources, manufacturing, and maritime commerce makes trade an important component of the Aldorian economy.&lt;br /&gt;
&lt;br /&gt;
== Government and religion ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Kingdom of Aldor is traditionally governed as a hereditary monarchy, with the king serving as the head of state and exercising authority through the Royal Court. The kingdom&#039;s feudal lords, nobles, local governors, and merchant lords are traditionally expected to recognize the authority of the crown and administer their respective territories in accordance with royal law.&lt;br /&gt;
&lt;br /&gt;
Following the death of &#039;&#039;&#039;King Etbert&#039;&#039;&#039;, the established system of government collapsed amid a dispute over the royal succession. The resulting Aldorian Civil War divided the kingdom among several competing factions, each establishing its own political and military leadership. The three principal factions are the Council, the Grand Magistrate, and the Gray Army.&lt;br /&gt;
&lt;br /&gt;
==== The [[Council]] ====&lt;br /&gt;
The &#039;&#039;&#039;Council&#039;&#039;&#039; was established by the final wife of &#039;&#039;&#039;King Etbert,&#039;&#039;&#039; Queen Inora following her accession, who assumed the regency alongside her son, King &#039;&#039;&#039;Verne&#039;&#039;&#039;. Inora and her supporters gathered royal loyalists and feudal lords who had fallen from favor under the previous administration King in an effort to preserve the monarchy and maintain the territorial integrity of Aldor.&lt;br /&gt;
&lt;br /&gt;
The Council claims continuity with the traditional Aldorian monarchy and regards King Verne as the legitimate successor to the throne. Its administration is supported primarily by royal loyalists, sections of the nobility, and feudal lords who seeks influence and reintegrate to the court life.&lt;br /&gt;
&lt;br /&gt;
==== The Grand [[Grand Magistrate|Magistrate]] ====&lt;br /&gt;
The &#039;&#039;&#039;Grand Magistrate&#039;&#039;&#039; originated as a political union of city councils, rebellious aristocrats, artisan guilds, and merchant guilds, with its principal center in [[Brynn]].&lt;br /&gt;
&lt;br /&gt;
Brynn had previously possessed the status of a free city status before losing its political privileges under the authority of King Etbert. Following King&#039;s death, representatives of the city&#039;s political and commercial institutions voted to withdraw from the Kingdom of Aldor. They rejected the legitimacy of the new royal succession and organized a separate administration known as the Grand Magistrate.&lt;br /&gt;
&lt;br /&gt;
The movement subsequently attracted support from burghers, merchants, guilds, military forces, and other groups opposed to royal authority. The Grand Magistrate therefore developed into both a political government and a military faction during the Civil War.&lt;br /&gt;
&lt;br /&gt;
==== The [[Gray Army]] ====&lt;br /&gt;
The &#039;&#039;&#039;Gray Army&#039;&#039;&#039; emerged as a popular movement composed of various social groups, with peasants and artisans forming the majority of its supporters. Its ranks also include former brigands, disillusioned clerics, impoverished feudal lords, and deserters from both the Council and the Grand Magistrate.&lt;br /&gt;
&lt;br /&gt;
The movement is led by &#039;&#039;&#039;Nir&#039;&#039;&#039;, a figure whose origins remain uncertain. Under his leadership, the Gray Army expanded its influence and acquired control over additional territories following the prolonged conflict between the &#039;&#039;&#039;Council&#039;&#039;&#039; and the &#039;&#039;&#039;Grand Magistrate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike the other major factions, the Gray Army does not originate from the established royal or urban political institutions of Aldor. Its organization instead developed from the social and economic instability caused by the Civil War, allowing individuals from different backgrounds to join the movement.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Hieronism is a Gnostic religious tradition originating in the Kingdom of Aldor and remains one of the principal religious traditions of the region. Its teachings are centered on the Host, a divine entity understood through the concept of the Trinity of Hands: the &#039;&#039;&#039;Guiding Hand&#039;&#039;&#039;, the &#039;&#039;&#039;Warding Hand&#039;&#039;&#039;, and the &#039;&#039;&#039;Judging Hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hieronist theology places considerable emphasis on the pursuit of divine knowledge and spiritual understanding. The religion maintains a complex clerical hierarchy through which adherents progress from religious students to increasingly knowledgeable and spiritually powerful figures.&lt;br /&gt;
&lt;br /&gt;
The understanding of the Host is regarded as a lifelong pursuit. Hieronist teachings maintain that deeper knowledge of sacred scripture and divine mysteries allows an individual to establish an increasingly direct spiritual connection with the Host.&lt;br /&gt;
&lt;br /&gt;
Each Hieronist church is administered by a priest known as a Hierophant. Advancement through the Hieronist hierarchy traditionally requires religious study, pilgrimage, contemplation, and the interpretation of sacred texts. Per information that people been gathered such as in [[Folio on Hieron|folio]], the hierarchy of the Aldor Hieronites priests is as such:&lt;br /&gt;
&lt;br /&gt;
* Exoteric&lt;br /&gt;
&lt;br /&gt;
* Hierophant&lt;br /&gt;
&lt;br /&gt;
* Hermeneut&lt;br /&gt;
&lt;br /&gt;
* Theognostic&lt;br /&gt;
&lt;br /&gt;
* Thaumaturge&lt;br /&gt;
&lt;br /&gt;
* Archtheurgist&lt;br /&gt;
&lt;br /&gt;
=== Saints and Relics ===&lt;br /&gt;
Hieronism maintains a tradition of venerating saints, individuals remembered for their exceptional devotion, virtue, and accomplishments in service to the Host. Many saints are believed to continue protecting or blessing the faithful through sacred artifacts such as [[Casket with St Wald Relics|Saint Wald]] and relics associated with their lives.&lt;br /&gt;
&lt;br /&gt;
In addition, numerous saints have been commemorated through statues, religious buildings, shrines, and annual celebrations. These monuments and observances serve both as acts of devotion and as reminders of the virtues represented by the saints. Some Hieronist communities consider the relics of particularly revered saints to possess spiritual significance, and certain artifacts are believed to retain a connection to the saint and, through them, to the Host.&lt;br /&gt;
&lt;br /&gt;
== History and culture ==&lt;br /&gt;
&lt;br /&gt;
=== Pre-unification Aldor ===&lt;br /&gt;
Before the establishment of the Kingdom of Aldor, the region was inhabited and controlled by numerous tribal societies. Among the most prominent were the [[Ald]] Tribes, the [[Sentian]] Tribes, and the Highlander Tribes of [[Firn]]. Each developed distinct cultural and military traditions that later became incorporated into Aldorian history and folklore.&lt;br /&gt;
&lt;br /&gt;
The Ald Tribes were particularly renowned for their advanced metalworking techniques, which were considered superior to those of many neighboring tribes. Their expertise in metallurgy allowed the Ald to produce high-quality weapons, tools, shields, and other metal equipment.&lt;br /&gt;
&lt;br /&gt;
The Firn Tribes, who inhabited the northern highlands, were known for their strong traditions and conservative social customs. Their society placed considerable importance on preserving the practices and values of their ancestors. The Firn were also renowned for their skilled marksmen and warriors.&lt;br /&gt;
&lt;br /&gt;
The Sentian Tribes developed a distinctive military tradition centered around the use of slingers. Sentian slingers were regarded as highly skilled and became an important part of the tribe&#039;s military identity. The Sentians were also renowned for their culinary traditions, with their dishes and skilled cooks becoming an important part of their cultural reputation.&lt;br /&gt;
&lt;br /&gt;
=== Unification of Aldor ===&lt;br /&gt;
According to Aldorian legends, the unification of the region began with the expansion of the Ald Tribes. Ald forces gradually conquered neighboring territories, taking the land of rivalling tribes. &lt;br /&gt;
&lt;br /&gt;
The conquest of the Sentian territories required the Ald forces to cross the river separating the two peoples. The Sentians offered strong resistance, relying heavily on their renowned slingers to oppose the advancing Ald forces. According to traditional accounts, the Sentians continued their resistance until the death of their last king, [[Crown of Benor the Dauntless|Benor the Dauntless]]. Following Benor&#039;s death, the remaining Sentian forces were defeated, and the Ald completed their conquest of the Sentian territories. The incorporation of the Sentians significantly expanded Ald-controlled territory and brought their lands under a single political authority.&lt;br /&gt;
&lt;br /&gt;
The subsequent campaign against the Firn Tribes proved considerably more difficult. The mountainous terrain of Firn provided the defenders with a natural advantage, while Firn marksmen were renowned for their exceptional skill with bows and slings. Firn warriors also fought in close combat, traditionally wielding large claymores against the metal shields and armor of the Ald warriors. Their resistance became one of the defining conflicts in the traditional accounts of Aldorian unification.&lt;br /&gt;
&lt;br /&gt;
Eventually, Ald forces captured the Firn foothills, marking a major milestone in the consolidation of Ald territory. The event became an important part of Aldorian historical tradition and was later commemorated in the [[The Conquest of the Hills Tapestry|Tapestry]], where the campaigns of unification are depicted as foundational events in the history of the kingdom.&lt;br /&gt;
&lt;br /&gt;
The conquest of the Sentians and Firn is traditionally regarded as the beginning of the political consolidation that eventually led to the establishment of the Kingdom of Aldor.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
Following the unification of Aldor, the cultural traditions of the former tribes continued to survive throughout the kingdom. Many customs remained particularly prominent in rural communities, while others were gradually incorporated into the customs of Aldorian nobility and urban society. Although the kingdom developed a shared cultural identity, regional traditions from the Ald, Sentian, and Firn peoples remain recognizable in various parts of Aldor.&lt;br /&gt;
&lt;br /&gt;
One of the most widespread aspects of Aldorian culture is the consumption of wine and ale. Inns and taverns can be found throughout the kingdom, including in remote and rural settlements. Alcoholic beverages are commonly consumed after a day of labor and are enjoyed by people from various social classes, including nobles, farmers, guards, and members of the clergy. The widespread availability of wine and ale has made drinking an established part of Aldorian social life.&lt;br /&gt;
&lt;br /&gt;
Another prominent aspect of Aldorian noble culture is its tradition of jousting and duelling. Jousting was historically practiced not only as a martial competition but also as a form of public spectacle and social display. Knights would don their finest [[Jousting Armor|armor]], [[Jousting Topfhelm|helmets]], and barded steeds before competing before large crowds. Success in the joust was considered a means of demonstrating martial ability, wealth, and prestige, while victorious knights often gained the admiration of the crowds and the attention of the fair maidens.&lt;br /&gt;
&lt;br /&gt;
Over time, however, the traditional practice of duelling declined in popularity. Once considered an important component of martial and personal honor, formal duels became increasingly uncommon among Aldorian nobles and warriors. Many pieces of equipment traditionally associated with the practice, including [[Buckler|bucklers]] and specialized duelling [[Duelist Belt|belts]], have consequently fallen into disuse and are often left neglected.&lt;br /&gt;
&lt;br /&gt;
But beside of that, one element of Sentian culture, particularly its culinary traditions, have survived into the modern era. Sentian cuisine became especially influential in Brynn, where cooks developed and refined numerous dishes using both traditional and foreign ingredients. Brynn&#039;s cooks have acquired a reputation for their ability to transform inexpensive, unusual, or otherwise undesirable ingredients into elaborate dishes suitable for the tables of the nobility. This reputation has contributed to Brynn&#039;s status as one of Aldor&#039;s notable centers of culinary culture.&lt;br /&gt;
&lt;br /&gt;
Alas not all traditions of the pre-unification tribes survived the development of the modern Kingdom of Aldor. Some customs have gradually disappeared, while others are no longer formally recognized under Aldorian law. One example is an old Firn custom concerning the inheritance of knightly titles. Certain Firn noble houses traditionally permitted a daughter who had been raised according to the customs and duties traditionally expected of a son could inherit the family&#039;s knightly title. Although the practice existed within some Firn houses, it is no longer generally recognized under contemporary Aldorian law and led several noble houses of Firn ceased to exist.&lt;br /&gt;
&lt;br /&gt;
=== Circle of Mages ===&lt;br /&gt;
The Aldorian mage community is organized around the United Circle, a gathering of magical circles established to protect practitioners and potential initiates from persecution and superstition. It encompasses mages from various traditions, including [[Pyromancy (skill tree)|Pyromancy]], Nistrian [[Geomancy (skill tree)|Geomancy]], the emerging [[Electromancy (skill tree)|Electromancy]], the secretive [[Arcanistic Power|Arcanistic]] Circle, and the semi-secretive Spellweaver Circle.&lt;br /&gt;
&lt;br /&gt;
The United Circle established its principal academy and gathering place in [[Maen]], which became known as the Maen Academy. Both nobles and commoners brought relatives attuned to the Aether to the academy, where they could learn to control their abilities while being protected from the dangers and superstitions surrounding magic. Others sought the academy&#039;s mages to treat unnatural conditions or illnesses beyond the capabilities of Aldor&#039;s physicians and Hieronite priests.&lt;br /&gt;
&lt;br /&gt;
Initiates traditionally wear black [[Initiate Robe|robes]] to signify that they have yet to choose a magical circle or specialize in a particular discipline. After years of study and practice, initiates may graduate as mages, with some entering the Aldorian military as battlemages while others remain at the Maen Academy to pursue advanced study and eventually become masters.&lt;br /&gt;
&lt;br /&gt;
According to legend, the formation of the United Circle sparked a rivalry with the Enchanters. Little reliable information survives regarding the conflict or its outcome, and it remains clear which tradition ultimately prevailed. But The United Circle&#039;s autonomy in governing the academy and training mages with limited royal or noble didn&#039;t las for long. The interference was later disrupted by the Aldorian Civil War, leaving the organization in disarray. Following the mysterious Neer Uprising and the emergence of the [[Gray Army]] in northern Aldor, communication between the Maen Academy and the other factions of [[Aldor]] became scarce. Much of the academy&#039;s activities and the fate of the United Circle during this period remain unknown.&lt;br /&gt;
&lt;br /&gt;
== Military and weaponries ==&lt;br /&gt;
The military history of Aldor has been shaped by repeated civil wars, foreign campaigns, and internal rebellions, beginning with the tribal conflicts that preceded the unification of the kingdom and continuing into the modern era. These conflicts have encouraged the Aldorian military to continually adapt its weapons, tactics, and organization in response to changing forms of warfare.&lt;br /&gt;
&lt;br /&gt;
Aldorian military doctrine places considerable emphasis on practicality and adaptation rather than strict adherence to established customs or martial traditions. Weapons and tactics originating from foreign cultures are studied when they demonstrate effectiveness against Aldorian forces. Rather than rejecting unfamiliar methods, Aldorian commanders and craftsmen commonly seek to adopt, reproduce, and improve them for use by their own armies.&lt;br /&gt;
&lt;br /&gt;
This approach has resulted in the incorporation of numerous foreign weapons and techniques into Aldorian warfare. Designs originally developed by neighboring civilizations have been modified to suit Aldorian equipment, terrain, and military organization. As a result, Aldorian warfare has developed as an evolving combination of indigenous traditions and foreign innovations.&lt;br /&gt;
&lt;br /&gt;
The continuous cycle of observation, imitation, adaptation, and improvement has become a defining characteristic of the Aldorian military. Its commanders regard battlefield experience as an opportunity to identify weaknesses and develop new methods to counter them, contributing to the kingdom&#039;s reputation for military adaptability.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and armor ===&lt;br /&gt;
&lt;br /&gt;
==== Plate armor ====&lt;br /&gt;
Aldor is particularly renowned for its armorsmithing tradition, most notably the production of heavy plate armor. The development of Aldorian armor has been influenced by centuries of warfare, rebellions, and continual competition with neighboring civilizations. Compared with the heavy infantry of [[Nistra]], which traditionally relies on [[Scaled Armor|scale armor]], and the Maafs warriors of the [[Jacinth]] Kingdoms, who commonly employ heavily reinforced [[Elven Heavy Brigandine|brigandine]], Aldorian armorers are regarded as among the foremost practitioners of plate armor.&lt;br /&gt;
&lt;br /&gt;
Aldorian smiths produce a wide variety of protective equipment, ranging from cuirasses and chestplates to complete suits of plate armor. Such armor is designed to withstand powerful blows and provide substantial protection on the battlefield, although its manufacture requires considerable quantities of metal, skilled labor, and financial resources. Consequently, the heaviest forms of Aldorian armor are generally reserved for wealthier soldiers and the nobility.&lt;br /&gt;
&lt;br /&gt;
==== Swords and Halberds ====&lt;br /&gt;
The [[Knight Blade|sword]] holds a particularly prominent position within Aldorian knightly culture. Noble swords are traditionally associated with knighthood, social status, and martial prestige, making them a favored weapon among the kingdom&#039;s aristocratic warriors.&lt;br /&gt;
&lt;br /&gt;
Despite the cultural importance of the sword, Aldorian military doctrine does not restrict its soldiers to traditional weapons. Over time, Aldorian smiths and military authorities, including King Etbert himself, encouraged the adoption of a wider variety of weapons in order to familiarize troops with different forms of combat.&lt;br /&gt;
&lt;br /&gt;
Among common soldiers, guards and levies frequently employ one of the famous invention of polearms, the [[Guard Halberd|halberd]]. Its combination of cutting, thrusting, and hooking capabilities makes it a versatile weapon suitable for a variety of battlefield and non-battlefield duties. The halberd&#039;s adaptability allows commanders to employ their levies and guards in different roles without requiring them to carry specialized weapons for every task.&lt;br /&gt;
&lt;br /&gt;
The widespread use of foreign and unconventional weapons reflects the broader Aldorian military philosophy of adaptation and practicality, in which established traditions are maintained when effective but are readily supplemented or replaced when superior alternatives become available.&lt;br /&gt;
&lt;br /&gt;
==== Longbows ====&lt;br /&gt;
The [[Soldier Longbow|longbow]] is one of the most prominent weapons associated with the military traditions of Aldor. A common Aldorian proverb states, &#039;&#039;&amp;quot;as long as Aldor has at least a dozen longbows, it&#039;ll remain unconquered.&amp;quot;&#039;&#039; The saying reflects the reputation of Aldorian longbowmen and their importance in the kingdom&#039;s military history.&lt;br /&gt;
&lt;br /&gt;
Aldorian archers have gained a reputation among neighboring powers for their range, accuracy, and ability to deliver concentrated volleys. Historical accounts attribute several notable victories to the longbowmen, including the destruction of a [[Jacinth]] army after it was drawn into an Aldorian ambush. During conflicts with [[Nistra]], Aldorian archers were also credited with killing numerous enemy commanders, standard-bearers, and mages through concentrated and precisely aimed volleys.&lt;br /&gt;
&lt;br /&gt;
Despite the effectiveness of the longbow, its widespread use has not always been supported by the Aldorian nobility. Some nobles have historically regarded archery as an inferior martial practice associated with peasants and commoners, rather than a discipline worthy of aristocratic warriors. Rather than encouraging rural communities to maintain and develop their archery skills, certain lords have discouraged the practice or restricted the use of bows on their estates. In some territories, nobles have even imposed restrictions on archery in order to protect their private hunting grounds. These policies have occasionally placed the interests of aristocratic hunting traditions in conflict with the military value of maintaining a large population of skilled archers.&lt;br /&gt;
&lt;br /&gt;
=== Military tactics ===&lt;br /&gt;
&lt;br /&gt;
==== Wedge formation ====&lt;br /&gt;
Aldorian commanders have traditionally sought to weaken Nistrian formations through sustained volleys of longbow fire before committing their cavalry to a wedge formation intended to break the enemy&#039;s lines. However, this tactic carries considerable risks, particularly when the cavalry assault fails to achieve a decisive breakthrough. Failed charges can result in significant casualties and, in some cases, contribute to an Aldorian defeat.&lt;br /&gt;
&lt;br /&gt;
As a result, some Aldorian commanders and military reformers have advocated for changes to the traditional approach. These advocates have called upon the kingdom&#039;s knights and nobles to set aside their pride and study the tactics employed successfully by their Nistrian adversaries. Such proposals emphasize adapting proven enemy methods rather than relying exclusively on established Aldorian traditions of warfare.&lt;br /&gt;
&lt;br /&gt;
==== Pike and Shot formation ====&lt;br /&gt;
The practice was introduced by Commander Damian of the renowned Albatross Brigade, who employed a formation reminiscent of the ancient phalanx during the Battle of the Chilly Ford. The formation contributed to his decisive victory over Duke der Narn.&lt;br /&gt;
&lt;br /&gt;
Following the battle, many commanders advocated for the increased use of pikemen in military formations, arguing that pike formations represented an important development in the future of warfare. They further recommended that the Magistrate prioritize military reforms aimed at countering the Council Army&#039;s reliance on heavy cavalry.&lt;br /&gt;
&lt;br /&gt;
After Damian&#039;s proposed reforms, the training of pikemen and crossbowmen was to be significantly expanded. The two troop types were envisioned as the backbone of the Magistrate&#039;s army, with pikemen providing a defensive counter to cavalry charges while crossbowmen supplied ranged support against heavily armored opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crossbow with Pavise&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toward the end of &#039;&#039;&#039;King Etbert&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s reign, the Aldorian crown established the Crossbow Guardsmen, a formation that became widespread during the ensuing Civil War between the Council and the Magistrate. Crossbows were rapidly adopted because levies and commoners could be trained to use them in considerably less time than the renowned Aldorian longbowmen, making them effective for quickly reinforcing city defenses.&lt;br /&gt;
&lt;br /&gt;
Following the Civil War, the various factions developed their own crossbow designs and production methods. [[Maen]] favored a lightweight and simple design, while the [[Grand Magistrate|Magistrate]] adopted a more unique model inspired by the elven bolt-thrower. The Falcon Company of Brynn, its own crossbow brigade, further developed the weapon by introducing large pavise shields, allowing its crossbowmen to take cover behind them while fighting outside city walls.&lt;br /&gt;
&lt;br /&gt;
=== Military units ===&lt;br /&gt;
&#039;&#039;&#039;Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Knights of Aldor are primarily drawn from the nobles and highborn members of the houses of nobility within the Kingdom of Aldor. They traditionally serve as the kingdom&#039;s heavily armored cavalry and are commonly equipped with full plate armor and trained warhorses.&lt;br /&gt;
&lt;br /&gt;
Aldorian knights are also associated with the martial traditions and status of the nobility. Their social standing and adherence to chivalric customs have, on occasion, influenced their choice of weaponry. Some knights favor the use of noble swords, regarding them as a traditional and prestigious weapon, even when other weapons may be more practical for certain battlefield situations. Until King Etbert himself introduced them with many [[Knight Axe|axes]], [[Knight Warhammer|bludgeon]], and polearms that highten the status of that weapons to be worthy enough wielded by the nobles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peasant levy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Aldor, particularly within territories governed by the Council, the distinction between knightly forces and peasant levies remains an established feature of the military system. For centuries, commoners have been conscripted into the army and typically provided with inexpensive equipment, with some receiving little or no standardized armament.&lt;br /&gt;
&lt;br /&gt;
Peasant levies are generally assigned simple and readily available weapons, most commonly spears and bows. In contrast to the heavily equipped knights and nobles, these troops are primarily intended to serve as mass infantry and supporting forces on the battlefield. This separation in equipment and military role reflects the broader social hierarchy of Aldorian society, in which military privileges and resources are concentrated among the noble classes.&lt;br /&gt;
&lt;br /&gt;
==== Free Company / Mercenaries ====&lt;br /&gt;
Mercenaries are a common sight throughout Aldor, particularly in the city of [[Brynn]]. They serve as a military force that fill the gap between the kingdom&#039;s noble knights and its peasant levies, providing professional soldiers for those who can afford their services.&lt;br /&gt;
&lt;br /&gt;
Mercenaries with proven battlefield experience and established reputations are sometimes hired to participate in wars fought by the Kingdom of Aldor. Their reputation and personal achievements can greatly influence their standing, with successful mercenaries often displaying their weapons and equipment as symbols of their experience and worth.&lt;br /&gt;
&lt;br /&gt;
Polearms such as [[Mercenary Halberd|halberds]] and [[Mercenary Polehammer|polehammers]] are commonly employed by Aldorian mercenaries, owing to their effectiveness and versatility on the battlefield. More accomplished and prosperous mercenaries, however, may favor imposing [[Captain Greatsword|two-handed swords]]. Such weapons are sometimes fitted with elaborately gilded hilts or ornate scabbards, serving not only as weapons but also as visible demonstrations of their wealth, status, and position in the army.&lt;br /&gt;
&lt;br /&gt;
==== Royal Guard ====&lt;br /&gt;
The Royal Guard is the personal military force and bodyguard of King Etbert, tasked primarily with protecting the monarch and serving as his personal retinue. The Guard is regarded as an elite formation within the Aldorian military and is entrusted with the defense of the royal household.&lt;br /&gt;
&lt;br /&gt;
Members of the Royal Guard are equipped with some of the finest weapons and armor produced by Aldorian smiths. Their standard equipment includes high-quality [[Guardsman Crossbow|crossbows]], [[Guardsman Gloves|heavy armor]], and [[Guardsman Shield|shield]] with [[Guardsman Broadsword|broadswords]] carried as sidearms. The quality of their equipment distinguishes the Royal Guard from the ordinary levies and regular troops of the Aldorian army.&lt;br /&gt;
&lt;br /&gt;
==== Longbowman ====&lt;br /&gt;
As a boastful Aldorian proverb goes, &amp;quot;&#039;&#039;As long as Aldor has at least a dozen longbows, it shall remain unconquered&#039;&#039;.&amp;quot; The longbowmen of Aldor have established a reputation for their skill in archery through numerous military campaigns and the defense of Aldorian cities against invading forces.&lt;br /&gt;
&lt;br /&gt;
During sieges and other defensive engagements, Aldorian longbowmen with their trusted [[Sharpshooter Bow|bow]] have reportedly killed numerous enemy commanders, battlemages, and standard-bearers through their marksmanship. Their ability to target important personnel from a distance has made them a particularly valued component of Aldorian defensive warfare.&lt;br /&gt;
&lt;br /&gt;
The widespread use of the longbow has also influenced the composition of Aldorian levies. Many levies are equipped and trained as longbowmen, with some having practiced archery from an early age and possessing years, or even a lifetime, of experience with the weapon.&lt;br /&gt;
&lt;br /&gt;
==== Blademaster ====&lt;br /&gt;
Blademasters are elite professional soldiers who receive twice the standard military wage in exchange for serving on the frontline. Their reputation and battlefield performance are often cited as justification for the considerable expense of maintaining them.&lt;br /&gt;
&lt;br /&gt;
Typically armed with [[Blademaster Greatsword|greatswords]], Blademasters are deployed against enemy infantry formations, particularly poorly equipped levies. Their primary role is to assault the frontline and disrupt its formation, with their presence and aggressive fighting style intended to undermine enemy morale and create openings for the rest of the army to exploit.&lt;br /&gt;
&lt;br /&gt;
==== Forest Watch ====&lt;br /&gt;
&lt;br /&gt;
==== Battlemage ====&lt;br /&gt;
Battle-proven mages are highly valued in the Aldorian ranks. Academy-trained mages are formidable combatants and prime targets on the battlefield. They are typically equipped with protective gear such as [[Battlemage Gloves|gloves]] and [[Battlemage Gambeson|gambesons]] or even [[Mail Mantle|chainmails]], though many forgo helmets to avoid hindering the casting of complex spells.&lt;br /&gt;
&lt;br /&gt;
==== The Vehement ====&lt;br /&gt;
The Vehement are militant Hieronites who take up arms against [[Ghoul|ghouls]], warlocks, and other unholy monstrosities. Unlike conventional military orders, the Vehement are not restricted to a particular social class or profession. Their ranks include peasants, zealous pilgrims, knights-errant, battlemages, and others who have devoted themselves to the cause.&lt;br /&gt;
&lt;br /&gt;
Membership in the Vehement requires the taking of a sacred vow. Those who swear the vow pledge &amp;quot;to stand in defense of the Hieron and the common folk, dedicating themselves to the eradication of evil wherever it may be found.&amp;quot; The vow is considered the foundation of the Vehement&#039;s identity, binding its members together despite their differences in origin, status, and training.&lt;br /&gt;
&lt;br /&gt;
The Vehement therefore function as both a religious brotherhood and a militant force, with their members united primarily by their oath rather than by a common military background.&lt;br /&gt;
&lt;br /&gt;
==== Sons of Eeders ====&lt;br /&gt;
Eeders is a remote and inhospitable village located deep within dense woodland. Its isolated location and harsh environment have contributed to its reputation as an unpleasant place for outsiders, with visitors rarely remaining for extended periods. The village is primarily known for two things: its extensive lumber mills and its perpetually combat-ready militia. Eeders&#039; mills produce timber that is transported directly to the docks of [[Brynn]], making the settlement an important source of lumber for the region.&lt;br /&gt;
&lt;br /&gt;
The sons of Eeders are particularly renowned for their proficiency with heavy poleaxes, a skill regarded as exceptional throughout Aldor. The weapon most commonly associated with the village is the [[eederax]], a polearm named after its place of origin. The eederax bears similarities to the [[Skadian Bardiche|Skadian bardiche]], but features a hook attached to the rear of the axe blade to hook horsemen. Eeders militiamen are especially skilled in using the weapon&#039;s hook to catch and dismount enemy cavalrymen, making the eederax an effective weapon against mounted opponents. This technique, combined with their [[Eeders Longbow|longbowman]], has made the warriors of Eeders particularly well suited to defending their woodland settlement and confronting cavalry forces.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Company, Order, Group under Aldor ==&lt;br /&gt;
&lt;br /&gt;
* [[Spears Treatise II|Albatross Brigade]]&lt;br /&gt;
* [[Brotherhood of Ouroboros&#039; Shield|Brotherhood of Ouroboros]]&lt;br /&gt;
* [[Shield of Truth&#039;s Eternal Sun|Brotherhood of Truth&#039;s Eternal Sun]]&lt;br /&gt;
* [[Brynn Pavise|Crossbow Brigade]]&lt;br /&gt;
* [[Brynn Crossbow|Falcon Company]]&lt;br /&gt;
* [[Honorary Polehammer|Falcon Plume Company]]&lt;br /&gt;
* [[Border Guard Brigandine|Northern Border Guard]]&lt;br /&gt;
* [[Ornate Polehammer|Royal Armorbreakers]]&lt;br /&gt;
* [[Carved Longbow|Royal Ranger]]&lt;br /&gt;
* [[Royal Huntmaster Crossbow|Royal Huntmaster]]&lt;br /&gt;
* [[Two-Handed Swords Treatise I|Steel Company]]&lt;br /&gt;
* [[Maen Heavy Flail|The Cowls]]&lt;br /&gt;
* [[Wolfbrother Belt|Wolfbrother]]&lt;br /&gt;
&lt;br /&gt;
== Former Order or Group in Aldor ==&lt;br /&gt;
&lt;br /&gt;
* [[Magic Mastery Treatise II|United Circle of Mages]]&lt;br /&gt;
* [[Triune Hand Order|Order of the Triune Hands]]&lt;br /&gt;
* [[Raven Heater Shield|The Raven Gang]]&lt;br /&gt;
* [[Hired Blade Cowl|The Blade]]&lt;br /&gt;
* [[Brotherhood of the Asp&#039;s Belt|Brotherhood of the Asp]]&lt;br /&gt;
* [[Woodwight Longflail|The Woodwight]]&lt;br /&gt;
&lt;br /&gt;
==Outdated Lore==&lt;br /&gt;
Half a century before the events of the game, Aldor waged a war against the elven [[Jade Kingdoms]]. This aggression was repelled by the elves who in turn invaded Aldor. The kingdom was swept by a wave of bloodsheds. Making his last stand, the [[Last King]] revived many fallen warriors to act as his last line of defense. However this terrifying blasphemy was doomed to failure and the Last King was soon vanquished leaving behind him a terrible legacy. The disappearance of the Last King signed the end of this horrific part of Aldor&#039;s history which the historians aptly named the [[War of the Fallen]].&lt;br /&gt;
&lt;br /&gt;
In the aftermath of the war and following the fall of the monarchy no one was left at the reign of the kingdom. After the Jade Kingdoms armies left all matters of pretenders sought to ascend to the throne. This was the start of a decade long civil war, the [[Discord]]. Only the [[Grand Magistrate]], an alliance of well-off merchant families, tired of hatred and violence, was capable of stopping that bloodshed.&lt;br /&gt;
&lt;br /&gt;
Still, years of conflicts left Aldor ravaged. The Grand Magistrate slowly lost its role as its members parted ways. The already tenuous peace of the kingdom was stretched thin. This fragile balance was shattered when the Last King suddenly returned. The great orc migration and another political race added fuel to the fire of war. In a blink of an eye the whole Aldor was split into zones, influenced by rivaling faction.&amp;lt;ref&amp;gt;https://www.kickstarter.com/projects/1926605606/stoneshard-open-world-roguelike-rpg-with-tactical/posts/2190173&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is where the story of {{Gamename}} begins...&lt;br /&gt;
&lt;br /&gt;
==Interesting Facts==&lt;br /&gt;
* At the time of the events of the game, Aldor is 428 years old.&lt;br /&gt;
* Aldor, before unification, consisted of three smaller kingdoms, which were later demoted to duchies. The name of only one of these kingdoms of the past is known for certain - Sentia and the name of its last king - [[Crown of Benor the Dauntless|Benor the Dauntless]]. It is on the territory of this kingdom that modern [[Brynn]] is located.&lt;br /&gt;
* The population of Aldor, with rare exceptions, professes [[Host# Gnostic Hieronism|Gnostic Hieronism]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Stoneshard]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Fjall&amp;diff=77028</id>
		<title>Fjall</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Fjall&amp;diff=77028"/>
		<updated>2026-09-17T03:24:21Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Military tactic */&lt;/p&gt;
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&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Jorgrim.png|right|Jorgrim]]&lt;br /&gt;
[[File:Hilda.png|right|Hilda]]&lt;br /&gt;
{{quote|The mountains of Fjall is the land of the Dwarves. These stern, half-barbarous people earned themselves a bad reputation in Aldor due to constant raids. They do not believe in the &amp;quot;Host&amp;quot; of Aldor, instead considering the shrines of Aldor those of false gods.}}&lt;br /&gt;
&lt;br /&gt;
Fjall is a mountainous territory inhabited primarily by dwarven clans. The region is characterized by extensive mountain ranges, harsh weather, and a large population of dangerous beasts and monsters. Fjall is divided among several major dwarven clans, alongside numerous smaller clans and independent raider bands.&lt;br /&gt;
&lt;br /&gt;
Unlike most eastern and southern civilizations, the people of Fjall generally reject the worship of the Host Indivisible and continue to practice an ancestral form of paganism. Fjall society is heavily influenced by clan loyalty, raiding, hunting, warfare, and the pursuit of personal and familial glory.&lt;br /&gt;
&lt;br /&gt;
== Geography and economy ==&lt;br /&gt;
Fjall consists primarily of mountainous terrain, with portions of the territory extending into high-elevation regions and frozen tundra. Its extensive mountain ranges form natural borders with several neighboring countries. Nistra lies to the southwest, Aldor to the south, Maaf to the southeast, and [[Skadia]] to the east. The northern regions of Fjall consist largely of tundra and extend toward the cold Northern Sea.&lt;br /&gt;
&lt;br /&gt;
The geography of Fjall presents significant challenges to its inhabitants. In addition to the harsh climate, numerous beasts and monsters inhabit the mountains, caves, and surrounding wilderness. These creatures occasionally enter dwarven settlements, while raids and conflicts between the Fjall clans are also common.&lt;br /&gt;
&lt;br /&gt;
Despite these conditions, Fjall&#039;s dwarven population has survived and, in some regions, thrived. Agriculture is difficult to sustain in the colder regions, while hunting large game generally provides enough food for only a limited period of time. As a result, many Fjall dwarves seek wealth and employment outside their homeland.&lt;br /&gt;
&lt;br /&gt;
Raiding, pillaging, and mercenary work are common ways for Fjall dwarves to acquire wealth. Some clans and individuals conduct raids against neighboring settlements, while others travel abroad to serve as mercenaries for foreign kingdoms.&lt;br /&gt;
&lt;br /&gt;
Not all Fjall dwarves participate in raiding. Some hunters trade animal trophies, preserved meat, and locally produced weapons and equipment for crops, manufactured goods, and luxuries that are difficult or impossible to obtain within Fjall.&lt;br /&gt;
&lt;br /&gt;
==Government and religion==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
Fjall society is organized primarily around a clan system. Individual clans are generally governed by chieftains who exercise authority over their territory and the people living within it.&lt;br /&gt;
&lt;br /&gt;
Four major clans are commonly recognized as controlling significant portions of Fjall:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Skarhogg Clan&#039;&#039;&#039; — Controls much of the southeastern mountains. The clan is strongly associated with the berserker tradition and maintains a number of shamanistic rituals on their warriors&#039; [[Skarhogg Garment|garment]].&lt;br /&gt;
* &#039;&#039;&#039;Norrheim Clan&#039;&#039;&#039; — Occupies the northeastern tundra near the Northern Sea. The clan has a strong hunting tradition, owing in part to the numerous dangerous beasts inhabiting its territory. Hunting these animals provides an important source of food and also trophies for their [[Norrheim Helmet|attribute]] as a means of demonstrating skill and earning prestige within the clan.&lt;br /&gt;
* &#039;&#039;&#039;Halveig Clan&#039;&#039;&#039; — Controls territory in the northwestern region. The Halveig Clan controls territory in the northwestern region of Fjall. Further information regarding the clan&#039;s customs and traditions is limited.&lt;br /&gt;
* &#039;&#039;&#039;Eim Clan&#039;&#039;&#039; — Occupies the mountains along the Nistrian border. Its location places the clan in close proximity to the Nistrian frontier and makes it one of the clans most directly exposed to interactions and conflicts with Nistra.&lt;br /&gt;
&lt;br /&gt;
Little reliable information exists regarding the extent to which these clans have historically cooperated or shared a common political identity. Some accounts suggest that the clans have traditionally operated independently, while others describe frequent warfare and raiding between them in competition for territory, wealth, and influence.&lt;br /&gt;
&lt;br /&gt;
In addition to the four major clans, Fjall contains numerous smaller clans and independent groups. Some have separated themselves from the larger clans, while others exist as independent bands of raiders. Notable examples include the followers of [[Haakon&#039;s Axe|Haakon]] the Graybeard and the gang of Tyr the One-Eyed.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
The Fjall dwarves are among the few major peoples on the Continent who continue to practice a predominantly pagan religion centered around [[Ancestors&#039; Gaze|ancestor]] worship. They generally reject the teachings of the [[Host]] Indivisible and do not recognize its religious authority.&lt;br /&gt;
&lt;br /&gt;
Fjall belief places particular importance on the [[Ancestors&#039; Gaze|ancestors]], who are regarded as figures worthy of reverence because of their deeds, courage, and pursuit of honor and glory. Many dwarves believe that their ancestors continue to influence and protect the living.&lt;br /&gt;
&lt;br /&gt;
The Host Indivisible is generally regarded by Fjall dwarves as a false or unworthy collection of gods. Their rejection of the Host and its teachings has contributed to their cultural separation from neighboring civilizations, most of which have adopted some form of Hieronist belief.&lt;br /&gt;
&lt;br /&gt;
== History and culture ==&lt;br /&gt;
Very little written history survives from Fjall or its dwarven inhabitants. Most knowledge of Fjall history comes from accounts of raids, migrations, and conflicts recorded by neighboring civilizations. The dwarves themselves traditionally rely more heavily on oral traditions, tales, and sagas than on written historical records.&lt;br /&gt;
&lt;br /&gt;
As a result, many historical events have been lost or altered over generations. Stories passed down through clans are often embellished by storytellers, making it difficult to distinguish historical events from legendary accounts.&lt;br /&gt;
&lt;br /&gt;
Despite the dangers associated with traveling through Fjall, the region has attracted numerous travelers, scholars, and academics interested in studying dwarven society and culture.&lt;br /&gt;
&lt;br /&gt;
=== Trophies ===&lt;br /&gt;
One of the most distinctive aspects of Fjall culture is the widespread use of [[trophies]]. Dwarves frequently decorate [[Jorgrim&#039;s Belt|clothing]], weapons, [[Norrheim Helmet|armor]], [[Trophy Necklace|jewelry]], and personal [[Bone Charm|charms]] with objects taken from defeated enemies or slain beasts.&lt;br /&gt;
&lt;br /&gt;
Animal trophies may include bones, [[Deer Antlers|horns]], [[Boar Tusks|teeth]], [[Gulon Liver|organs]] and other remains from dangerous creatures hunted by the dwarves. More extreme [[trophies]] may include human scalps, fingers, ears, hands, and other body parts taken from enemies.&lt;br /&gt;
&lt;br /&gt;
These trophies can serve several purposes. They may represent an individual&#039;s accomplishments, commemorate a particularly dangerous hunt or battle, or simply indicate that the wearer has successfully defeated an enemy. The practice is particularly common among warriors and hunters.&lt;br /&gt;
&lt;br /&gt;
=== Cuisine ===&lt;br /&gt;
Fjall cuisine is generally simple and heavily influenced by the region&#039;s climate and limited agricultural resources. Unlike the elaborate cuisines of wealthier southern civilizations, Fjall cooking makes relatively little use of expensive spices or delicate condiments.&lt;br /&gt;
&lt;br /&gt;
Meat is the primary component of many traditional dishes and is commonly cooked immediately after a successful hunt or salted and preserved for the long winters. Fjall dwarves generally attempt to make use of as much of a hunted animal as possible, with parts considered undesirable elsewhere sometimes regarded as delicacies.&lt;br /&gt;
&lt;br /&gt;
Examples include dishes made from animal tongues, including [[Wolf Tongue|wolf tongue]]. Fjall cooking also includes various animal parts that would generally be considered inedible by the culinary standards of Brynn. This contrasts with Brynnian cuisine, where unusual ingredients are often heavily processed and incorporated into elaborate dishes. Fjall cooks generally favor simpler preparation methods that preserve the natural characteristics of the meat.&lt;br /&gt;
&lt;br /&gt;
== Military and Weaponries ==&lt;br /&gt;
&lt;br /&gt;
=== Military and Weaponry ===&lt;br /&gt;
Fjall military culture places particular importance on axes. A common saying describes Fjall dwarves as appreciating three things above all else: booze, looting, and a good axe. The reputation of Fjall [[Dwarven Axe|axes]] has spread throughout the Continent, despite the generally low quality of the steel and inconsistent smithing techniques used by many dwarven smiths.&lt;br /&gt;
&lt;br /&gt;
According to some historical accounts, Fjall once possessed an exceptional tradition of axe-making, with the craftsmanship of its smiths reportedly being regarded as among the finest on the Continent.&lt;br /&gt;
&lt;br /&gt;
Foreign militaries have gradually adopted and modified several Fjall weapons. [[Skadia]], for example, developed the [[Skadian Bardiche|bardiche]] partly as a response to Fjall raids. Fjall warriors subsequently adopted the weapon, which was later introduced to [[Nistra|Nistrian]] forces through their use of Varang mercenaries. [[Aldor|Aldorian]] forces have likewise increasingly incorporated [[Footman Longaxe|longaxes]] and poleaxes into the equipment of their nobility, with some accounts attributing their adoption to dwarven influence.&lt;br /&gt;
&lt;br /&gt;
Fjall warriors are also renowned for their skill with axes. Numerous accounts describe individual dwarves capable of using large axes with sufficient skill and strength to cut through infantry formations or kill large beasts with a single strike.&lt;br /&gt;
&lt;br /&gt;
Although the axe is the most characteristic Fjall weapon, dwarves also employ [[Norse Blade|blades]], [[Norse Spear|spears]], [[Norse Bow|bows]], and [[Dwarven Staff|staffs]]. Blades are traditionally associated with wealthier or noble dwarves, while staffs are commonly carried by shamans. Spears are frequently used by hunters, and bows are often favored by younger or less experienced warriors who have yet to become accustomed to frontline combat.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
Fjall warriors generally rely on relatively light armor. The harsh climate has encouraged the use of animal fur, hides, and bones, which provide protection against the cold while remaining suitable for movement through mountainous terrain.&lt;br /&gt;
&lt;br /&gt;
Some dwarves produce [[Fjall Armor|armor]] from low-quality iron. Although the material is generally inferior to the armor produced by more advanced civilizations, Fjall smiths are capable of forging it into functional chest pieces and other protective equipment.&lt;br /&gt;
&lt;br /&gt;
Because of their relatively light armor, Fjall warriors frequently use [[Dwarven Shield|shields]] to protect themselves against arrows and direct attacks. Protective charms, runes, and magical enchantments provided by shamans are also important elements of Fjall defensive equipment.&lt;br /&gt;
&lt;br /&gt;
=== Military tactic ===&lt;br /&gt;
&lt;br /&gt;
==== Berserks ====&lt;br /&gt;
Fjall warfare is strongly influenced by the values of clan loyalty, freedom, wealth, and personal glory. Dwarves generally place little importance on the formal rules of warfare practiced by civilizations such as [[Aldor]]. In particular, the knightly traditions of Aldorian society, which emphasize combat etiquette and honorable conduct, are often viewed by Fjall warriors as unnecessary or meaningless.&lt;br /&gt;
&lt;br /&gt;
Fjall warriors are willing to employ deception, ambushes, and other unconventional tactics when doing so increases their chances of victory. Their military culture is often summarized by the principle of &amp;quot;all or nothing&amp;quot;, representing ideals such as freedom or death, wealth or ruin, and glory or dishonor.&lt;br /&gt;
&lt;br /&gt;
During raids, Fjall warriors are known for their aggressive pursuit of wealth and plunder. When defending their homes and clans, their fighting is often described as exceptionally violent and uncompromising. The intensity of Fjall attacks has reportedly unsettled even experienced soldiers from other nations.&lt;br /&gt;
&lt;br /&gt;
Fjall raiding parties generally favor targets that are unable to mount effective resistance. Settlements weakened by prolonged warfare are particularly vulnerable, especially when their governments can no longer maintain sufficient patrols, soldiers, or mercenaries.&lt;br /&gt;
&lt;br /&gt;
Despite the reputation of Fjall warriors for uncontrolled aggression, organized defensive formations and disciplined armies can effectively counter their attacks when given sufficient preparation.&lt;br /&gt;
&lt;br /&gt;
==== Shield wall ====&lt;br /&gt;
Beside their fruious strike, Fjall also developed defensive tactic such as a tigh formation of shield wall. Their [[Dwarven Shield|dwarven shield]] are constructed to suit both defensive formation, but also in one-on-one combat. Their armor and shield has been said while not maintained by good quality iron, it&#039;s believed protected by runes, pagan blessing, and The Ancestors.&lt;br /&gt;
&lt;br /&gt;
=== Military Unit ===&lt;br /&gt;
&lt;br /&gt;
==== Berserker ====&lt;br /&gt;
Berserks are elite shock warriors known for their extreme aggression and use of paired axes. They commonly wear little armor, often relying primarily on [[Berserker Bear Cowl|bear pelts]] for protection.&lt;br /&gt;
&lt;br /&gt;
Before battle, Berserks consume a special alcoholic or herbal brew intended to induce a state of heightened aggression. The exact recipe is closely guarded by Fjall traditions. Accounts claim that the mixture contains henbane flowers and unidentified mushrooms.&lt;br /&gt;
&lt;br /&gt;
The brew is highly toxic to most humans and dwarves and can cause severe physical distress. Berserks, however, are known to consume it willingly before battle.&lt;br /&gt;
&lt;br /&gt;
==== Huscarl ====&lt;br /&gt;
Huscarls serve as the personal bodyguards of Fjall chieftains and other members of dwarven nobility. They are expected to remain prepared for sudden attacks, including ambushes and attacks by wild beasts.&lt;br /&gt;
&lt;br /&gt;
Huscarls traditionally sleep with their [[Huscarl Shield|shield]] and weapons nearby, allowing them to respond immediately to threats or beast attack against their masters.&lt;br /&gt;
&lt;br /&gt;
==== Seidr ====&lt;br /&gt;
Seidr are Fjall shamans who practice the traditional pagan magic of the dwarves. Their abilities primarily involve protective and strengthening magic toward the warriors or their [[Skarhogg Garment|armaments]].&lt;br /&gt;
&lt;br /&gt;
Seidr commonly accompany warriors with their [[Dwarven Staff|staff]] before battle and may provide magical protection or enhance the physical abilities of warriors preparing for combat.&lt;br /&gt;
&lt;br /&gt;
==== Raiders ====&lt;br /&gt;
Fjall Raiders are among the most infamous warriors originating from the region. Their reputation is largely based on their attacks against settlements throughout neighboring countries.&lt;br /&gt;
&lt;br /&gt;
Raiders generally prioritize wealth and plunder and have developed a reputation for extreme violence during their attacks. Their willingness to attack vulnerable settlements has made them a persistent threat to the communities surrounding Fjall.&lt;br /&gt;
&lt;br /&gt;
==== Varangs ====&lt;br /&gt;
Varangs are Fjall dwarves who have chosen to work as mercenaries outside their homeland. They serve foreign states and armies willing to pay for their services.&lt;br /&gt;
&lt;br /&gt;
The widespread employment of Varangs has contributed to the exchange of weapons, tactics, and military traditions between Fjall and other civilizations. Their service abroad has also helped spread the reputation of Fjall warriors throughout the Continent.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Each name of the Fjall clans have meaning on Old Norse such as: Skarðhögg (A notched blow or a deep slash), Norðrheimr (Northern home or dwelling), Eimr (Steam, vapor, smoke), and Hallveig (Strength of stone).&lt;br /&gt;
&lt;br /&gt;
==Notable Fjall Character/NPC==&lt;br /&gt;
*[[Jorgrim]]&lt;br /&gt;
*[[Hilda]]&lt;br /&gt;
*[[Ormi]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Aldor&amp;diff=77027</id>
		<title>Aldor</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Aldor&amp;diff=77027"/>
		<updated>2026-09-17T03:19:44Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Company, Order, Group under Aldor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dirwin.png|right|Dirwin is woodward from Aldor.]]&lt;br /&gt;
[[File:Arna.png|right|Arna is maiden knight from Aldor.]]&lt;br /&gt;
{{stub}}{{quote|Despite sharing a common culture, humans of Aldor are now more divided than ever. A multitude of political conflicts between the kingdom&#039;s estates has plunged the country into a prolonged civil war, barely contained by a shaky truce.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aldor&#039;&#039;&#039;, known as &#039;&#039;Ab-Aldur&#039;&#039; to the elves, is the kingdom in which {{Gamename}} takes place, a formerly prosperous and powerful kingdom.  &lt;br /&gt;
&lt;br /&gt;
Following the death of [[King Etbert]], a dispute arose within the royal court over the succession and the hereditary claims of the new king by the late queen. The political crisis led several groups of burghers and commoners to seek separation from the Council of Aldor and declare their independence. &lt;br /&gt;
&lt;br /&gt;
The resulting conflict developed into a civil war, further destabilizing the Kingdom of Aldor following the devastation caused by the previous &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;. The kingdom was subsequently divided among three major factions: the [[Council]], the [[Grand Magistrate|Magistrate]], and the [[Gray Army]].&lt;br /&gt;
&lt;br /&gt;
The outbreak of the &#039;&#039;&#039;Crimson Plague&#039;&#039;&#039; further worsened the situation but it helps to keep the status quo across the land. As the plague spread throughout Aldor, necromancer cults began desecrating temples and catacombs, contributing to widespread social and religious unrest. The combination of political instability, disease, and supernatural activity drove some barons and Aldorian communities into banditry and other forms of lawlessness... so here we are.&lt;br /&gt;
&lt;br /&gt;
== Geography and economy ==&lt;br /&gt;
Geographically, the Kingdom of Aldor is situated among several major civilizations in the western region of the &#039;&#039;&#039;Continent&#039;&#039;&#039;. Its strategic position places it between several powerful neighboring states and territories, many of which maintain political rivalries and conflicts with Aldor itself. As a result, Aldor has historically been vulnerable to external intervention, particularly during periods of political instability or military weakness.&lt;br /&gt;
&lt;br /&gt;
The western border of Aldor is shared with the Great Despotate of [[Nistra]], a major regional power with which Aldor has maintained a longstanding rivalry spanning several decades. Relations between the two states have frequently been characterized by political and military tensions.&lt;br /&gt;
&lt;br /&gt;
To the north, Aldor borders the mountainous territories of the [[Fjall]] Clans. The region is known for frequent clan raids and incursions into Aldorian territory, requiring the kingdom to maintain a permanent border guard presence along the northern frontier.&lt;br /&gt;
&lt;br /&gt;
The eastern border is shared with the [[Jacinth]] Kingdoms, a collection of neighboring kingdoms with significant political and historical connections to Aldor. The region is particularly associated with the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;, during which &#039;&#039;&#039;King Etbert&#039;&#039;&#039; famously led Aldorian forces in the final war against the elves of Jibei.&lt;br /&gt;
&lt;br /&gt;
The southern frontier extends to the sea, providing Aldor with access to maritime trade and foreign supplies. The principal port is the city of [[Brynn]], which serves as an important center for commerce and maritime transportation. The port&#039;s strategic importance has made the southern coastline vital to Aldor&#039;s economy, supplies, and continued access to external markets.&lt;br /&gt;
&lt;br /&gt;
=== Agriculture and Food Production ===&lt;br /&gt;
The Kingdom of Aldor maintains a largely agricultural economy, with farming, fishing, and pastoralism serving as the primary means of sustaining its population. Numerous farms, plantations, fisheries, and pastures are distributed throughout the kingdom, supplying food and other agricultural products to surrounding settlements and cities.&lt;br /&gt;
&lt;br /&gt;
Southern Aldor is particularly known for its agricultural production. The region surrounding [[Osbrook]] contains wheat farms that supply grain to the surrounding settlements. Other agricultural estates produce hops and grapes, supporting Aldor&#039;s brewing and winemaking industries. Wineries and hop plantations are distributed throughout the kingdom to meet the demand for alcoholic beverages, including wine and ale.&lt;br /&gt;
&lt;br /&gt;
The transportation and distribution of agricultural goods are overseen by bailiffs, who are responsible for managing various estates, facilities, transactions, and logistical operations. Bailiffs also supervise the movement of goods between settlements, making them an important part of Aldor&#039;s administrative and economic system.&lt;br /&gt;
&lt;br /&gt;
But after the civil war and the Crimson Plague, the agriculture and logistics that Aldor proud of now need their time to revive their glory, if not already burnt down t the ground.&lt;br /&gt;
&lt;br /&gt;
=== Arms and Armor ===&lt;br /&gt;
Aldorian weaponsmiths have historically adapted their techniques and designs in response to the military practices of neighboring civilizations. In the decades following the Civil War, the various Aldorian factions increasingly adopted and imitated foreign weapons that were considered effective in warfare.&lt;br /&gt;
&lt;br /&gt;
Among these adaptations was the [[Footman Longaxe|longaxe]], derived from the martial traditions of the [[Fjall]] Clans, as well as the polemace, whose design was influenced by weapons used by the Great Despotate of [[Nistra]]. Aldorian smiths also incorporated techniques from the [[Jacinth]] Kingdoms into the production of sabers and bows.&lt;br /&gt;
&lt;br /&gt;
The development of Aldorian armor has followed a similar pattern. Armorers have continually improved the protection provided by plate and other forms of protective equipment, particularly for the kingdom&#039;s knights. The increasing protection worn by heavily armored soldiers subsequently encouraged Aldorian smiths to develop new weapons and improve existing designs in order to overcome enhanced armor. This process of adaptation has resulted in an ongoing cycle of armor development and weapons innovation, with Aldorian craftsmen incorporating foreign techniques while developing their own designs.&lt;br /&gt;
&lt;br /&gt;
=== Commerce and Trade ===&lt;br /&gt;
Aldor participates in extensive trade with neighboring kingdoms and distant regions. Agricultural products and manufactured commodities form an important part of its exports. [[Crates of Wine|Wine]], [[Barrel of Beer|ale]], [[Pails of Cider|cider]], and [[Sacks of Salt|salt]] are among the commodities commonly transported through Aldorian trade networks.&lt;br /&gt;
&lt;br /&gt;
The kingdom also exports raw materials, particularly [[Shipment of Timber|timber]] and [[Crates of Charcoal|charcoal]]. The extensive forests of northern Aldor provide a significant source of lumber and fuel, supporting both domestic industries and foreign trade.&lt;br /&gt;
&lt;br /&gt;
Aldor&#039;s southern coastline and the port city of [[Brynn]] provide access to maritime trade routes, allowing goods produced throughout the kingdom to be transported to foreign markets. The combination of agricultural production, natural resources, manufacturing, and maritime commerce makes trade an important component of the Aldorian economy.&lt;br /&gt;
&lt;br /&gt;
== Government and religion ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Kingdom of Aldor is traditionally governed as a hereditary monarchy, with the king serving as the head of state and exercising authority through the Royal Court. The kingdom&#039;s feudal lords, nobles, local governors, and merchant lords are traditionally expected to recognize the authority of the crown and administer their respective territories in accordance with royal law.&lt;br /&gt;
&lt;br /&gt;
Following the death of &#039;&#039;&#039;King Etbert&#039;&#039;&#039;, the established system of government collapsed amid a dispute over the royal succession. The resulting Aldorian Civil War divided the kingdom among several competing factions, each establishing its own political and military leadership. The three principal factions are the Council, the Grand Magistrate, and the Gray Army.&lt;br /&gt;
&lt;br /&gt;
==== The [[Council]] ====&lt;br /&gt;
The &#039;&#039;&#039;Council&#039;&#039;&#039; was established by the final wife of &#039;&#039;&#039;King Etbert,&#039;&#039;&#039; Queen Inora following her accession, who assumed the regency alongside her son, King &#039;&#039;&#039;Verne&#039;&#039;&#039;. Inora and her supporters gathered royal loyalists and feudal lords who had fallen from favor under the previous administration King in an effort to preserve the monarchy and maintain the territorial integrity of Aldor.&lt;br /&gt;
&lt;br /&gt;
The Council claims continuity with the traditional Aldorian monarchy and regards King Verne as the legitimate successor to the throne. Its administration is supported primarily by royal loyalists, sections of the nobility, and feudal lords who seeks influence and reintegrate to the court life.&lt;br /&gt;
&lt;br /&gt;
==== The Grand [[Grand Magistrate|Magistrate]] ====&lt;br /&gt;
The &#039;&#039;&#039;Grand Magistrate&#039;&#039;&#039; originated as a political union of city councils, rebellious aristocrats, artisan guilds, and merchant guilds, with its principal center in [[Brynn]].&lt;br /&gt;
&lt;br /&gt;
Brynn had previously possessed the status of a free city status before losing its political privileges under the authority of King Etbert. Following King&#039;s death, representatives of the city&#039;s political and commercial institutions voted to withdraw from the Kingdom of Aldor. They rejected the legitimacy of the new royal succession and organized a separate administration known as the Grand Magistrate.&lt;br /&gt;
&lt;br /&gt;
The movement subsequently attracted support from burghers, merchants, guilds, military forces, and other groups opposed to royal authority. The Grand Magistrate therefore developed into both a political government and a military faction during the Civil War.&lt;br /&gt;
&lt;br /&gt;
==== The [[Gray Army]] ====&lt;br /&gt;
The &#039;&#039;&#039;Gray Army&#039;&#039;&#039; emerged as a popular movement composed of various social groups, with peasants and artisans forming the majority of its supporters. Its ranks also include former brigands, disillusioned clerics, impoverished feudal lords, and deserters from both the Council and the Grand Magistrate.&lt;br /&gt;
&lt;br /&gt;
The movement is led by &#039;&#039;&#039;Nir&#039;&#039;&#039;, a figure whose origins remain uncertain. Under his leadership, the Gray Army expanded its influence and acquired control over additional territories following the prolonged conflict between the &#039;&#039;&#039;Council&#039;&#039;&#039; and the &#039;&#039;&#039;Grand Magistrate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike the other major factions, the Gray Army does not originate from the established royal or urban political institutions of Aldor. Its organization instead developed from the social and economic instability caused by the Civil War, allowing individuals from different backgrounds to join the movement.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Hieronism is a Gnostic religious tradition originating in the Kingdom of Aldor and remains one of the principal religious traditions of the region. Its teachings are centered on the Host, a divine entity understood through the concept of the Trinity of Hands: the &#039;&#039;&#039;Guiding Hand&#039;&#039;&#039;, the &#039;&#039;&#039;Warding Hand&#039;&#039;&#039;, and the &#039;&#039;&#039;Judging Hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hieronist theology places considerable emphasis on the pursuit of divine knowledge and spiritual understanding. The religion maintains a complex clerical hierarchy through which adherents progress from religious students to increasingly knowledgeable and spiritually powerful figures.&lt;br /&gt;
&lt;br /&gt;
The understanding of the Host is regarded as a lifelong pursuit. Hieronist teachings maintain that deeper knowledge of sacred scripture and divine mysteries allows an individual to establish an increasingly direct spiritual connection with the Host.&lt;br /&gt;
&lt;br /&gt;
Each Hieronist church is administered by a priest known as a Hierophant. Advancement through the Hieronist hierarchy traditionally requires religious study, pilgrimage, contemplation, and the interpretation of sacred texts. Per information that people been gathered such as in [[Folio on Hieron|folio]], the hierarchy of the Aldor Hieronites priests is as such:&lt;br /&gt;
&lt;br /&gt;
* Exoteric&lt;br /&gt;
&lt;br /&gt;
* Hierophant&lt;br /&gt;
&lt;br /&gt;
* Hermeneut&lt;br /&gt;
&lt;br /&gt;
* Theognostic&lt;br /&gt;
&lt;br /&gt;
* Thaumaturge&lt;br /&gt;
&lt;br /&gt;
* Archtheurgist&lt;br /&gt;
&lt;br /&gt;
=== Saints and Relics ===&lt;br /&gt;
Hieronism maintains a tradition of venerating saints, individuals remembered for their exceptional devotion, virtue, and accomplishments in service to the Host. Many saints are believed to continue protecting or blessing the faithful through sacred artifacts such as [[Casket with St Wald Relics|Saint Wald]] and relics associated with their lives.&lt;br /&gt;
&lt;br /&gt;
In addition, numerous saints have been commemorated through statues, religious buildings, shrines, and annual celebrations. These monuments and observances serve both as acts of devotion and as reminders of the virtues represented by the saints. Some Hieronist communities consider the relics of particularly revered saints to possess spiritual significance, and certain artifacts are believed to retain a connection to the saint and, through them, to the Host.&lt;br /&gt;
&lt;br /&gt;
== History and culture ==&lt;br /&gt;
&lt;br /&gt;
=== Pre-unification Aldor ===&lt;br /&gt;
Before the establishment of the Kingdom of Aldor, the region was inhabited and controlled by numerous tribal societies. Among the most prominent were the [[Ald]] Tribes, the [[Sentian]] Tribes, and the Highlander Tribes of [[Firn]]. Each developed distinct cultural and military traditions that later became incorporated into Aldorian history and folklore.&lt;br /&gt;
&lt;br /&gt;
The Ald Tribes were particularly renowned for their advanced metalworking techniques, which were considered superior to those of many neighboring tribes. Their expertise in metallurgy allowed the Ald to produce high-quality weapons, tools, shields, and other metal equipment.&lt;br /&gt;
&lt;br /&gt;
The Firn Tribes, who inhabited the northern highlands, were known for their strong traditions and conservative social customs. Their society placed considerable importance on preserving the practices and values of their ancestors. The Firn were also renowned for their skilled marksmen and warriors.&lt;br /&gt;
&lt;br /&gt;
The Sentian Tribes developed a distinctive military tradition centered around the use of slingers. Sentian slingers were regarded as highly skilled and became an important part of the tribe&#039;s military identity. The Sentians were also renowned for their culinary traditions, with their dishes and skilled cooks becoming an important part of their cultural reputation.&lt;br /&gt;
&lt;br /&gt;
=== Unification of Aldor ===&lt;br /&gt;
According to Aldorian legends, the unification of the region began with the expansion of the Ald Tribes. Ald forces gradually conquered neighboring territories, taking the land of rivalling tribes. &lt;br /&gt;
&lt;br /&gt;
The conquest of the Sentian territories required the Ald forces to cross the river separating the two peoples. The Sentians offered strong resistance, relying heavily on their renowned slingers to oppose the advancing Ald forces. According to traditional accounts, the Sentians continued their resistance until the death of their last king, [[Crown of Benor the Dauntless|Benor the Dauntless]]. Following Benor&#039;s death, the remaining Sentian forces were defeated, and the Ald completed their conquest of the Sentian territories. The incorporation of the Sentians significantly expanded Ald-controlled territory and brought their lands under a single political authority.&lt;br /&gt;
&lt;br /&gt;
The subsequent campaign against the Firn Tribes proved considerably more difficult. The mountainous terrain of Firn provided the defenders with a natural advantage, while Firn marksmen were renowned for their exceptional skill with bows and slings. Firn warriors also fought in close combat, traditionally wielding large claymores against the metal shields and armor of the Ald warriors. Their resistance became one of the defining conflicts in the traditional accounts of Aldorian unification.&lt;br /&gt;
&lt;br /&gt;
Eventually, Ald forces captured the Firn foothills, marking a major milestone in the consolidation of Ald territory. The event became an important part of Aldorian historical tradition and was later commemorated in the [[The Conquest of the Hills Tapestry|Tapestry]], where the campaigns of unification are depicted as foundational events in the history of the kingdom.&lt;br /&gt;
&lt;br /&gt;
The conquest of the Sentians and Firn is traditionally regarded as the beginning of the political consolidation that eventually led to the establishment of the Kingdom of Aldor.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
Following the unification of Aldor, the cultural traditions of the former tribes continued to survive throughout the kingdom. Many customs remained particularly prominent in rural communities, while others were gradually incorporated into the customs of Aldorian nobility and urban society. Although the kingdom developed a shared cultural identity, regional traditions from the Ald, Sentian, and Firn peoples remain recognizable in various parts of Aldor.&lt;br /&gt;
&lt;br /&gt;
One of the most widespread aspects of Aldorian culture is the consumption of wine and ale. Inns and taverns can be found throughout the kingdom, including in remote and rural settlements. Alcoholic beverages are commonly consumed after a day of labor and are enjoyed by people from various social classes, including nobles, farmers, guards, and members of the clergy. The widespread availability of wine and ale has made drinking an established part of Aldorian social life.&lt;br /&gt;
&lt;br /&gt;
Another prominent aspect of Aldorian noble culture is its tradition of jousting and duelling. Jousting was historically practiced not only as a martial competition but also as a form of public spectacle and social display. Knights would don their finest [[Jousting Armor|armor]], [[Jousting Topfhelm|helmets]], and barded steeds before competing before large crowds. Success in the joust was considered a means of demonstrating martial ability, wealth, and prestige, while victorious knights often gained the admiration of the crowds and the attention of the fair maidens.&lt;br /&gt;
&lt;br /&gt;
Over time, however, the traditional practice of duelling declined in popularity. Once considered an important component of martial and personal honor, formal duels became increasingly uncommon among Aldorian nobles and warriors. Many pieces of equipment traditionally associated with the practice, including [[Buckler|bucklers]] and specialized duelling [[Duelist Belt|belts]], have consequently fallen into disuse and are often left neglected.&lt;br /&gt;
&lt;br /&gt;
But beside of that, one element of Sentian culture, particularly its culinary traditions, have survived into the modern era. Sentian cuisine became especially influential in Brynn, where cooks developed and refined numerous dishes using both traditional and foreign ingredients. Brynn&#039;s cooks have acquired a reputation for their ability to transform inexpensive, unusual, or otherwise undesirable ingredients into elaborate dishes suitable for the tables of the nobility. This reputation has contributed to Brynn&#039;s status as one of Aldor&#039;s notable centers of culinary culture.&lt;br /&gt;
&lt;br /&gt;
Alas not all traditions of the pre-unification tribes survived the development of the modern Kingdom of Aldor. Some customs have gradually disappeared, while others are no longer formally recognized under Aldorian law. One example is an old Firn custom concerning the inheritance of knightly titles. Certain Firn noble houses traditionally permitted a daughter who had been raised according to the customs and duties traditionally expected of a son could inherit the family&#039;s knightly title. Although the practice existed within some Firn houses, it is no longer generally recognized under contemporary Aldorian law and led several noble houses of Firn ceased to exist.&lt;br /&gt;
&lt;br /&gt;
=== Circle of Mages ===&lt;br /&gt;
The Aldorian mage community is organized around the United Circle, a gathering of magical circles established to protect practitioners and potential initiates from persecution and superstition. It encompasses mages from various traditions, including [[Pyromancy (skill tree)|Pyromancy]], Nistrian [[Geomancy (skill tree)|Geomancy]], the emerging [[Electromancy (skill tree)|Electromancy]], the secretive [[Arcanistic Power|Arcanistic]] Circle, and the semi-secretive Spellweaver Circle.&lt;br /&gt;
&lt;br /&gt;
The United Circle established its principal academy and gathering place in [[Maen]], which became known as the Maen Academy. Both nobles and commoners brought relatives attuned to the Aether to the academy, where they could learn to control their abilities while being protected from the dangers and superstitions surrounding magic. Others sought the academy&#039;s mages to treat unnatural conditions or illnesses beyond the capabilities of Aldor&#039;s physicians and Hieronite priests.&lt;br /&gt;
&lt;br /&gt;
Initiates traditionally wear black [[Initiate Robe|robes]] to signify that they have yet to choose a magical circle or specialize in a particular discipline. After years of study and practice, initiates may graduate as mages, with some entering the Aldorian military as battlemages while others remain at the Maen Academy to pursue advanced study and eventually become masters.&lt;br /&gt;
&lt;br /&gt;
According to legend, the formation of the United Circle sparked a rivalry with the Enchanters. Little reliable information survives regarding the conflict or its outcome, and it remains clear which tradition ultimately prevailed. But The United Circle&#039;s autonomy in governing the academy and training mages with limited royal or noble didn&#039;t las for long. The interference was later disrupted by the Aldorian Civil War, leaving the organization in disarray. Following the mysterious Neer Uprising and the emergence of the [[Gray Army]] in northern Aldor, communication between the Maen Academy and the other factions of [[Aldor]] became scarce. Much of the academy&#039;s activities and the fate of the United Circle during this period remain unknown.&lt;br /&gt;
&lt;br /&gt;
== Military and weaponries ==&lt;br /&gt;
The military history of Aldor has been shaped by repeated civil wars, foreign campaigns, and internal rebellions, beginning with the tribal conflicts that preceded the unification of the kingdom and continuing into the modern era. These conflicts have encouraged the Aldorian military to continually adapt its weapons, tactics, and organization in response to changing forms of warfare.&lt;br /&gt;
&lt;br /&gt;
Aldorian military doctrine places considerable emphasis on practicality and adaptation rather than strict adherence to established customs or martial traditions. Weapons and tactics originating from foreign cultures are studied when they demonstrate effectiveness against Aldorian forces. Rather than rejecting unfamiliar methods, Aldorian commanders and craftsmen commonly seek to adopt, reproduce, and improve them for use by their own armies.&lt;br /&gt;
&lt;br /&gt;
This approach has resulted in the incorporation of numerous foreign weapons and techniques into Aldorian warfare. Designs originally developed by neighboring civilizations have been modified to suit Aldorian equipment, terrain, and military organization. As a result, Aldorian warfare has developed as an evolving combination of indigenous traditions and foreign innovations.&lt;br /&gt;
&lt;br /&gt;
The continuous cycle of observation, imitation, adaptation, and improvement has become a defining characteristic of the Aldorian military. Its commanders regard battlefield experience as an opportunity to identify weaknesses and develop new methods to counter them, contributing to the kingdom&#039;s reputation for military adaptability.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and armor ===&lt;br /&gt;
&lt;br /&gt;
==== Plate armor ====&lt;br /&gt;
Aldor is particularly renowned for its armorsmithing tradition, most notably the production of heavy plate armor. The development of Aldorian armor has been influenced by centuries of warfare, rebellions, and continual competition with neighboring civilizations. Compared with the heavy infantry of [[Nistra]], which traditionally relies on [[Scaled Armor|scale armor]], and the Maafs warriors of the [[Jacinth]] Kingdoms, who commonly employ heavily reinforced [[Elven Heavy Brigandine|brigandine]], Aldorian armorers are regarded as among the foremost practitioners of plate armor.&lt;br /&gt;
&lt;br /&gt;
Aldorian smiths produce a wide variety of protective equipment, ranging from cuirasses and chestplates to complete suits of plate armor. Such armor is designed to withstand powerful blows and provide substantial protection on the battlefield, although its manufacture requires considerable quantities of metal, skilled labor, and financial resources. Consequently, the heaviest forms of Aldorian armor are generally reserved for wealthier soldiers and the nobility.&lt;br /&gt;
&lt;br /&gt;
==== Swords and Halberds ====&lt;br /&gt;
The [[Knight Blade|sword]] holds a particularly prominent position within Aldorian knightly culture. Noble swords are traditionally associated with knighthood, social status, and martial prestige, making them a favored weapon among the kingdom&#039;s aristocratic warriors.&lt;br /&gt;
&lt;br /&gt;
Despite the cultural importance of the sword, Aldorian military doctrine does not restrict its soldiers to traditional weapons. Over time, Aldorian smiths and military authorities, including King Etbert himself, encouraged the adoption of a wider variety of weapons in order to familiarize troops with different forms of combat.&lt;br /&gt;
&lt;br /&gt;
Among common soldiers, guards and levies frequently employ one of the famous invention of polearms, the [[Guard Halberd|halberd]]. Its combination of cutting, thrusting, and hooking capabilities makes it a versatile weapon suitable for a variety of battlefield and non-battlefield duties. The halberd&#039;s adaptability allows commanders to employ their levies and guards in different roles without requiring them to carry specialized weapons for every task.&lt;br /&gt;
&lt;br /&gt;
The widespread use of foreign and unconventional weapons reflects the broader Aldorian military philosophy of adaptation and practicality, in which established traditions are maintained when effective but are readily supplemented or replaced when superior alternatives become available.&lt;br /&gt;
&lt;br /&gt;
==== Longbows ====&lt;br /&gt;
The [[Soldier Longbow|longbow]] is one of the most prominent weapons associated with the military traditions of Aldor. A common Aldorian proverb states, &#039;&#039;&amp;quot;as long as Aldor has at least a dozen longbows, it&#039;ll remain unconquered.&amp;quot;&#039;&#039; The saying reflects the reputation of Aldorian longbowmen and their importance in the kingdom&#039;s military history.&lt;br /&gt;
&lt;br /&gt;
Aldorian archers have gained a reputation among neighboring powers for their range, accuracy, and ability to deliver concentrated volleys. Historical accounts attribute several notable victories to the longbowmen, including the destruction of a [[Jacinth]] army after it was drawn into an Aldorian ambush. During conflicts with [[Nistra]], Aldorian archers were also credited with killing numerous enemy commanders, standard-bearers, and mages through concentrated and precisely aimed volleys.&lt;br /&gt;
&lt;br /&gt;
Despite the effectiveness of the longbow, its widespread use has not always been supported by the Aldorian nobility. Some nobles have historically regarded archery as an inferior martial practice associated with peasants and commoners, rather than a discipline worthy of aristocratic warriors. Rather than encouraging rural communities to maintain and develop their archery skills, certain lords have discouraged the practice or restricted the use of bows on their estates. In some territories, nobles have even imposed restrictions on archery in order to protect their private hunting grounds. These policies have occasionally placed the interests of aristocratic hunting traditions in conflict with the military value of maintaining a large population of skilled archers.&lt;br /&gt;
&lt;br /&gt;
=== Military tactics ===&lt;br /&gt;
&lt;br /&gt;
==== Wedge formation ====&lt;br /&gt;
Aldorian commanders have traditionally sought to weaken Nistrian formations through sustained volleys of longbow fire before committing their cavalry to a wedge formation intended to break the enemy&#039;s lines. However, this tactic carries considerable risks, particularly when the cavalry assault fails to achieve a decisive breakthrough. Failed charges can result in significant casualties and, in some cases, contribute to an Aldorian defeat.&lt;br /&gt;
&lt;br /&gt;
As a result, some Aldorian commanders and military reformers have advocated for changes to the traditional approach. These advocates have called upon the kingdom&#039;s knights and nobles to set aside their pride and study the tactics employed successfully by their Nistrian adversaries. Such proposals emphasize adapting proven enemy methods rather than relying exclusively on established Aldorian traditions of warfare.&lt;br /&gt;
&lt;br /&gt;
==== Pike and Shot formation ====&lt;br /&gt;
The practice was introduced by Commander Damian of the renowned Albatross Brigade, who employed a formation reminiscent of the ancient phalanx during the Battle of the Chilly Ford. The formation contributed to his decisive victory over Duke der Narn.&lt;br /&gt;
&lt;br /&gt;
Following the battle, many commanders advocated for the increased use of pikemen in military formations, arguing that pike formations represented an important development in the future of warfare. They further recommended that the Magistrate prioritize military reforms aimed at countering the Council Army&#039;s reliance on heavy cavalry.&lt;br /&gt;
&lt;br /&gt;
After Damian&#039;s proposed reforms, the training of pikemen and crossbowmen was to be significantly expanded. The two troop types were envisioned as the backbone of the Magistrate&#039;s army, with pikemen providing a defensive counter to cavalry charges while crossbowmen supplied ranged support against heavily armored opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crossbow with Pavise&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toward the end of &#039;&#039;&#039;King Etbert&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s reign, the Aldorian crown established the Crossbow Guardsmen, a formation that became widespread during the ensuing Civil War between the Council and the Magistrate. Crossbows were rapidly adopted because levies and commoners could be trained to use them in considerably less time than the renowned Aldorian longbowmen, making them effective for quickly reinforcing city defenses.&lt;br /&gt;
&lt;br /&gt;
Following the Civil War, the various factions developed their own crossbow designs and production methods. [[Maen]] favored a lightweight and simple design, while the [[Grand Magistrate|Magistrate]] adopted a more unique model inspired by the elven bolt-thrower. The Falcon Company of Brynn, its own crossbow brigade, further developed the weapon by introducing large pavise shields, allowing its crossbowmen to take cover behind them while fighting outside city walls.&lt;br /&gt;
&lt;br /&gt;
=== Military units ===&lt;br /&gt;
&#039;&#039;&#039;Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Knights of Aldor are primarily drawn from the nobles and highborn members of the houses of nobility within the Kingdom of Aldor. They traditionally serve as the kingdom&#039;s heavily armored cavalry and are commonly equipped with full plate armor and trained warhorses.&lt;br /&gt;
&lt;br /&gt;
Aldorian knights are also associated with the martial traditions and status of the nobility. Their social standing and adherence to chivalric customs have, on occasion, influenced their choice of weaponry. Some knights favor the use of noble swords, regarding them as a traditional and prestigious weapon, even when other weapons may be more practical for certain battlefield situations. Until King Etbert himself introduced them with many [[Knight Axe|axes]], [[Knight Warhammer|bludgeon]], and polearms that highten the status of that weapons to be worthy enough wielded by the nobles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peasant levy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Aldor, particularly within territories governed by the Council, the distinction between knightly forces and peasant levies remains an established feature of the military system. For centuries, commoners have been conscripted into the army and typically provided with inexpensive equipment, with some receiving little or no standardized armament.&lt;br /&gt;
&lt;br /&gt;
Peasant levies are generally assigned simple and readily available weapons, most commonly spears and bows. In contrast to the heavily equipped knights and nobles, these troops are primarily intended to serve as mass infantry and supporting forces on the battlefield. This separation in equipment and military role reflects the broader social hierarchy of Aldorian society, in which military privileges and resources are concentrated among the noble classes.&lt;br /&gt;
&lt;br /&gt;
==== Free Company / Mercenaries ====&lt;br /&gt;
Mercenaries are a common sight throughout Aldor, particularly in the city of [[Brynn]]. They serve as a military force that fill the gap between the kingdom&#039;s noble knights and its peasant levies, providing professional soldiers for those who can afford their services.&lt;br /&gt;
&lt;br /&gt;
Mercenaries with proven battlefield experience and established reputations are sometimes hired to participate in wars fought by the Kingdom of Aldor. Their reputation and personal achievements can greatly influence their standing, with successful mercenaries often displaying their weapons and equipment as symbols of their experience and worth.&lt;br /&gt;
&lt;br /&gt;
Polearms such as [[Mercenary Halberd|halberds]] and [[Mercenary Polehammer|polehammers]] are commonly employed by Aldorian mercenaries, owing to their effectiveness and versatility on the battlefield. More accomplished and prosperous mercenaries, however, may favor imposing [[Captain Greatsword|two-handed swords]]. Such weapons are sometimes fitted with elaborately gilded hilts or ornate scabbards, serving not only as weapons but also as visible demonstrations of their wealth, status, and position in the army.&lt;br /&gt;
&lt;br /&gt;
==== Royal Guard ====&lt;br /&gt;
The Royal Guard is the personal military force and bodyguard of King Etbert, tasked primarily with protecting the monarch and serving as his personal retinue. The Guard is regarded as an elite formation within the Aldorian military and is entrusted with the defense of the royal household.&lt;br /&gt;
&lt;br /&gt;
Members of the Royal Guard are equipped with some of the finest weapons and armor produced by Aldorian smiths. Their standard equipment includes high-quality [[Guardsman Crossbow|crossbows]], [[Guardsman Gloves|heavy armor]], and [[Guardsman Shield|shield]] with [[Guardsman Broadsword|broadswords]] carried as sidearms. The quality of their equipment distinguishes the Royal Guard from the ordinary levies and regular troops of the Aldorian army.&lt;br /&gt;
&lt;br /&gt;
==== Longbowman ====&lt;br /&gt;
As a boastful Aldorian proverb goes, &amp;quot;&#039;&#039;As long as Aldor has at least a dozen longbows, it shall remain unconquered&#039;&#039;.&amp;quot; The longbowmen of Aldor have established a reputation for their skill in archery through numerous military campaigns and the defense of Aldorian cities against invading forces.&lt;br /&gt;
&lt;br /&gt;
During sieges and other defensive engagements, Aldorian longbowmen with their trusted [[Sharpshooter Bow|bow]] have reportedly killed numerous enemy commanders, battlemages, and standard-bearers through their marksmanship. Their ability to target important personnel from a distance has made them a particularly valued component of Aldorian defensive warfare.&lt;br /&gt;
&lt;br /&gt;
The widespread use of the longbow has also influenced the composition of Aldorian levies. Many levies are equipped and trained as longbowmen, with some having practiced archery from an early age and possessing years, or even a lifetime, of experience with the weapon.&lt;br /&gt;
&lt;br /&gt;
==== Blademaster ====&lt;br /&gt;
Blademasters are elite professional soldiers who receive twice the standard military wage in exchange for serving on the frontline. Their reputation and battlefield performance are often cited as justification for the considerable expense of maintaining them.&lt;br /&gt;
&lt;br /&gt;
Typically armed with [[Blademaster Greatsword|greatswords]], Blademasters are deployed against enemy infantry formations, particularly poorly equipped levies. Their primary role is to assault the frontline and disrupt its formation, with their presence and aggressive fighting style intended to undermine enemy morale and create openings for the rest of the army to exploit.&lt;br /&gt;
&lt;br /&gt;
==== Forest Watch ====&lt;br /&gt;
&lt;br /&gt;
==== Battlemage ====&lt;br /&gt;
Battle-proven mages are highly valued in the Aldorian ranks. Academy-trained mages are formidable combatants and prime targets on the battlefield. They are typically equipped with protective gear such as [[Battlemage Gloves|gloves]] and [[Battlemage Gambeson|gambesons]] or even [[Mail Mantle|chainmails]], though many forgo helmets to avoid hindering the casting of complex spells.&lt;br /&gt;
&lt;br /&gt;
==== The Vehement ====&lt;br /&gt;
The Vehement are militant Hieronites who take up arms against [[Ghoul|ghouls]], warlocks, and other unholy monstrosities. Unlike conventional military orders, the Vehement are not restricted to a particular social class or profession. Their ranks include peasants, zealous pilgrims, knights-errant, battlemages, and others who have devoted themselves to the cause.&lt;br /&gt;
&lt;br /&gt;
Membership in the Vehement requires the taking of a sacred vow. Those who swear the vow pledge &amp;quot;to stand in defense of the Hieron and the common folk, dedicating themselves to the eradication of evil wherever it may be found.&amp;quot; The vow is considered the foundation of the Vehement&#039;s identity, binding its members together despite their differences in origin, status, and training.&lt;br /&gt;
&lt;br /&gt;
The Vehement therefore function as both a religious brotherhood and a militant force, with their members united primarily by their oath rather than by a common military background.&lt;br /&gt;
&lt;br /&gt;
==== Sons of Eeders ====&lt;br /&gt;
Eeders is a remote and inhospitable village located deep within dense woodland. Its isolated location and harsh environment have contributed to its reputation as an unpleasant place for outsiders, with visitors rarely remaining for extended periods. The village is primarily known for two things: its extensive lumber mills and its perpetually combat-ready militia. Eeders&#039; mills produce timber that is transported directly to the docks of [[Brynn]], making the settlement an important source of lumber for the region.&lt;br /&gt;
&lt;br /&gt;
The sons of Eeders are particularly renowned for their proficiency with heavy poleaxes, a skill regarded as exceptional throughout Aldor. The weapon most commonly associated with the village is the [[eederax]], a polearm named after its place of origin. The eederax bears similarities to the [[Skadian Bardiche|Skadian bardiche]], but features a hook attached to the rear of the axe blade to hook horsemen. Eeders militiamen are especially skilled in using the weapon&#039;s hook to catch and dismount enemy cavalrymen, making the eederax an effective weapon against mounted opponents. This technique, combined with their [[Eeders Longbow|longbowman]], has made the warriors of Eeders particularly well suited to defending their woodland settlement and confronting cavalry forces.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Company, Order, Group under Aldor ==&lt;br /&gt;
&lt;br /&gt;
* [[Spears Treatise II|Albatross Brigade]]&lt;br /&gt;
* [[Brotherhood of Ouroboros&#039; Shield|Brotherhood of Ouroboros]]&lt;br /&gt;
* [[Shield of Truth&#039;s Eternal Sun|Brotherhood of Truth&#039;s Eternal Sun]]&lt;br /&gt;
* [[Brynn Pavise|Crossbow Brigade]]&lt;br /&gt;
* [[Brynn Crossbow|Faclon Company]]&lt;br /&gt;
* [[Honorary Polehammer|Falcon Plume Company]]&lt;br /&gt;
* [[Border Guard Brigandine|Northern Border Guard]]&lt;br /&gt;
* [[Ornate Polehammer|Royal Armorbreakers]]&lt;br /&gt;
* [[Carved Longbow|Royal Ranger]]&lt;br /&gt;
* [[Royal Huntmaster Crossbow|Royal Huntmaster]]&lt;br /&gt;
* [[Two-Handed Swords Treatise I|Steel Company]]&lt;br /&gt;
* [[Maen Heavy Flail|The Cowls]]&lt;br /&gt;
* [[Wolfbrother Belt|Wolfbrother]]&lt;br /&gt;
&lt;br /&gt;
== Former Order or Group in Aldor ==&lt;br /&gt;
&lt;br /&gt;
* [[Magic Mastery Treatise II|United Circle of Mages]]&lt;br /&gt;
* [[Triune Hand Order|Order of the Triune Hands]]&lt;br /&gt;
* [[Raven Heater Shield|The Raven Gang]]&lt;br /&gt;
* [[Hired Blade Cowl|The Blade]]&lt;br /&gt;
* [[Brotherhood of the Asp&#039;s Belt|Brotherhood of the Asp]]&lt;br /&gt;
* [[Woodwight Longflail|The Woodwight]]&lt;br /&gt;
&lt;br /&gt;
==Outdated Lore==&lt;br /&gt;
Half a century before the events of the game, Aldor waged a war against the elven [[Jade Kingdoms]]. This aggression was repelled by the elves who in turn invaded Aldor. The kingdom was swept by a wave of bloodsheds. Making his last stand, the [[Last King]] revived many fallen warriors to act as his last line of defense. However this terrifying blasphemy was doomed to failure and the Last King was soon vanquished leaving behind him a terrible legacy. The disappearance of the Last King signed the end of this horrific part of Aldor&#039;s history which the historians aptly named the [[War of the Fallen]].&lt;br /&gt;
&lt;br /&gt;
In the aftermath of the war and following the fall of the monarchy no one was left at the reign of the kingdom. After the Jade Kingdoms armies left all matters of pretenders sought to ascend to the throne. This was the start of a decade long civil war, the [[Discord]]. Only the [[Grand Magistrate]], an alliance of well-off merchant families, tired of hatred and violence, was capable of stopping that bloodshed.&lt;br /&gt;
&lt;br /&gt;
Still, years of conflicts left Aldor ravaged. The Grand Magistrate slowly lost its role as its members parted ways. The already tenuous peace of the kingdom was stretched thin. This fragile balance was shattered when the Last King suddenly returned. The great orc migration and another political race added fuel to the fire of war. In a blink of an eye the whole Aldor was split into zones, influenced by rivaling faction.&amp;lt;ref&amp;gt;https://www.kickstarter.com/projects/1926605606/stoneshard-open-world-roguelike-rpg-with-tactical/posts/2190173&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is where the story of {{Gamename}} begins...&lt;br /&gt;
&lt;br /&gt;
==Interesting Facts==&lt;br /&gt;
* At the time of the events of the game, Aldor is 428 years old.&lt;br /&gt;
* Aldor, before unification, consisted of three smaller kingdoms, which were later demoted to duchies. The name of only one of these kingdoms of the past is known for certain - Sentia and the name of its last king - [[Crown of Benor the Dauntless|Benor the Dauntless]]. It is on the territory of this kingdom that modern [[Brynn]] is located.&lt;br /&gt;
* The population of Aldor, with rare exceptions, professes [[Host# Gnostic Hieronism|Gnostic Hieronism]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Stoneshard]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Aldor&amp;diff=77026</id>
		<title>Aldor</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Aldor&amp;diff=77026"/>
		<updated>2026-09-17T03:14:16Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dirwin.png|right|Dirwin is woodward from Aldor.]]&lt;br /&gt;
[[File:Arna.png|right|Arna is maiden knight from Aldor.]]&lt;br /&gt;
{{stub}}{{quote|Despite sharing a common culture, humans of Aldor are now more divided than ever. A multitude of political conflicts between the kingdom&#039;s estates has plunged the country into a prolonged civil war, barely contained by a shaky truce.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aldor&#039;&#039;&#039;, known as &#039;&#039;Ab-Aldur&#039;&#039; to the elves, is the kingdom in which {{Gamename}} takes place, a formerly prosperous and powerful kingdom.  &lt;br /&gt;
&lt;br /&gt;
Following the death of [[King Etbert]], a dispute arose within the royal court over the succession and the hereditary claims of the new king by the late queen. The political crisis led several groups of burghers and commoners to seek separation from the Council of Aldor and declare their independence. &lt;br /&gt;
&lt;br /&gt;
The resulting conflict developed into a civil war, further destabilizing the Kingdom of Aldor following the devastation caused by the previous &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;. The kingdom was subsequently divided among three major factions: the [[Council]], the [[Grand Magistrate|Magistrate]], and the [[Gray Army]].&lt;br /&gt;
&lt;br /&gt;
The outbreak of the &#039;&#039;&#039;Crimson Plague&#039;&#039;&#039; further worsened the situation but it helps to keep the status quo across the land. As the plague spread throughout Aldor, necromancer cults began desecrating temples and catacombs, contributing to widespread social and religious unrest. The combination of political instability, disease, and supernatural activity drove some barons and Aldorian communities into banditry and other forms of lawlessness... so here we are.&lt;br /&gt;
&lt;br /&gt;
== Geography and economy ==&lt;br /&gt;
Geographically, the Kingdom of Aldor is situated among several major civilizations in the western region of the &#039;&#039;&#039;Continent&#039;&#039;&#039;. Its strategic position places it between several powerful neighboring states and territories, many of which maintain political rivalries and conflicts with Aldor itself. As a result, Aldor has historically been vulnerable to external intervention, particularly during periods of political instability or military weakness.&lt;br /&gt;
&lt;br /&gt;
The western border of Aldor is shared with the Great Despotate of [[Nistra]], a major regional power with which Aldor has maintained a longstanding rivalry spanning several decades. Relations between the two states have frequently been characterized by political and military tensions.&lt;br /&gt;
&lt;br /&gt;
To the north, Aldor borders the mountainous territories of the [[Fjall]] Clans. The region is known for frequent clan raids and incursions into Aldorian territory, requiring the kingdom to maintain a permanent border guard presence along the northern frontier.&lt;br /&gt;
&lt;br /&gt;
The eastern border is shared with the [[Jacinth]] Kingdoms, a collection of neighboring kingdoms with significant political and historical connections to Aldor. The region is particularly associated with the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;, during which &#039;&#039;&#039;King Etbert&#039;&#039;&#039; famously led Aldorian forces in the final war against the elves of Jibei.&lt;br /&gt;
&lt;br /&gt;
The southern frontier extends to the sea, providing Aldor with access to maritime trade and foreign supplies. The principal port is the city of [[Brynn]], which serves as an important center for commerce and maritime transportation. The port&#039;s strategic importance has made the southern coastline vital to Aldor&#039;s economy, supplies, and continued access to external markets.&lt;br /&gt;
&lt;br /&gt;
=== Agriculture and Food Production ===&lt;br /&gt;
The Kingdom of Aldor maintains a largely agricultural economy, with farming, fishing, and pastoralism serving as the primary means of sustaining its population. Numerous farms, plantations, fisheries, and pastures are distributed throughout the kingdom, supplying food and other agricultural products to surrounding settlements and cities.&lt;br /&gt;
&lt;br /&gt;
Southern Aldor is particularly known for its agricultural production. The region surrounding [[Osbrook]] contains wheat farms that supply grain to the surrounding settlements. Other agricultural estates produce hops and grapes, supporting Aldor&#039;s brewing and winemaking industries. Wineries and hop plantations are distributed throughout the kingdom to meet the demand for alcoholic beverages, including wine and ale.&lt;br /&gt;
&lt;br /&gt;
The transportation and distribution of agricultural goods are overseen by bailiffs, who are responsible for managing various estates, facilities, transactions, and logistical operations. Bailiffs also supervise the movement of goods between settlements, making them an important part of Aldor&#039;s administrative and economic system.&lt;br /&gt;
&lt;br /&gt;
But after the civil war and the Crimson Plague, the agriculture and logistics that Aldor proud of now need their time to revive their glory, if not already burnt down t the ground.&lt;br /&gt;
&lt;br /&gt;
=== Arms and Armor ===&lt;br /&gt;
Aldorian weaponsmiths have historically adapted their techniques and designs in response to the military practices of neighboring civilizations. In the decades following the Civil War, the various Aldorian factions increasingly adopted and imitated foreign weapons that were considered effective in warfare.&lt;br /&gt;
&lt;br /&gt;
Among these adaptations was the [[Footman Longaxe|longaxe]], derived from the martial traditions of the [[Fjall]] Clans, as well as the polemace, whose design was influenced by weapons used by the Great Despotate of [[Nistra]]. Aldorian smiths also incorporated techniques from the [[Jacinth]] Kingdoms into the production of sabers and bows.&lt;br /&gt;
&lt;br /&gt;
The development of Aldorian armor has followed a similar pattern. Armorers have continually improved the protection provided by plate and other forms of protective equipment, particularly for the kingdom&#039;s knights. The increasing protection worn by heavily armored soldiers subsequently encouraged Aldorian smiths to develop new weapons and improve existing designs in order to overcome enhanced armor. This process of adaptation has resulted in an ongoing cycle of armor development and weapons innovation, with Aldorian craftsmen incorporating foreign techniques while developing their own designs.&lt;br /&gt;
&lt;br /&gt;
=== Commerce and Trade ===&lt;br /&gt;
Aldor participates in extensive trade with neighboring kingdoms and distant regions. Agricultural products and manufactured commodities form an important part of its exports. [[Crates of Wine|Wine]], [[Barrel of Beer|ale]], [[Pails of Cider|cider]], and [[Sacks of Salt|salt]] are among the commodities commonly transported through Aldorian trade networks.&lt;br /&gt;
&lt;br /&gt;
The kingdom also exports raw materials, particularly [[Shipment of Timber|timber]] and [[Crates of Charcoal|charcoal]]. The extensive forests of northern Aldor provide a significant source of lumber and fuel, supporting both domestic industries and foreign trade.&lt;br /&gt;
&lt;br /&gt;
Aldor&#039;s southern coastline and the port city of [[Brynn]] provide access to maritime trade routes, allowing goods produced throughout the kingdom to be transported to foreign markets. The combination of agricultural production, natural resources, manufacturing, and maritime commerce makes trade an important component of the Aldorian economy.&lt;br /&gt;
&lt;br /&gt;
== Government and religion ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Kingdom of Aldor is traditionally governed as a hereditary monarchy, with the king serving as the head of state and exercising authority through the Royal Court. The kingdom&#039;s feudal lords, nobles, local governors, and merchant lords are traditionally expected to recognize the authority of the crown and administer their respective territories in accordance with royal law.&lt;br /&gt;
&lt;br /&gt;
Following the death of &#039;&#039;&#039;King Etbert&#039;&#039;&#039;, the established system of government collapsed amid a dispute over the royal succession. The resulting Aldorian Civil War divided the kingdom among several competing factions, each establishing its own political and military leadership. The three principal factions are the Council, the Grand Magistrate, and the Gray Army.&lt;br /&gt;
&lt;br /&gt;
==== The [[Council]] ====&lt;br /&gt;
The &#039;&#039;&#039;Council&#039;&#039;&#039; was established by the final wife of &#039;&#039;&#039;King Etbert,&#039;&#039;&#039; Queen Inora following her accession, who assumed the regency alongside her son, King &#039;&#039;&#039;Verne&#039;&#039;&#039;. Inora and her supporters gathered royal loyalists and feudal lords who had fallen from favor under the previous administration King in an effort to preserve the monarchy and maintain the territorial integrity of Aldor.&lt;br /&gt;
&lt;br /&gt;
The Council claims continuity with the traditional Aldorian monarchy and regards King Verne as the legitimate successor to the throne. Its administration is supported primarily by royal loyalists, sections of the nobility, and feudal lords who seeks influence and reintegrate to the court life.&lt;br /&gt;
&lt;br /&gt;
==== The Grand [[Grand Magistrate|Magistrate]] ====&lt;br /&gt;
The &#039;&#039;&#039;Grand Magistrate&#039;&#039;&#039; originated as a political union of city councils, rebellious aristocrats, artisan guilds, and merchant guilds, with its principal center in [[Brynn]].&lt;br /&gt;
&lt;br /&gt;
Brynn had previously possessed the status of a free city status before losing its political privileges under the authority of King Etbert. Following King&#039;s death, representatives of the city&#039;s political and commercial institutions voted to withdraw from the Kingdom of Aldor. They rejected the legitimacy of the new royal succession and organized a separate administration known as the Grand Magistrate.&lt;br /&gt;
&lt;br /&gt;
The movement subsequently attracted support from burghers, merchants, guilds, military forces, and other groups opposed to royal authority. The Grand Magistrate therefore developed into both a political government and a military faction during the Civil War.&lt;br /&gt;
&lt;br /&gt;
==== The [[Gray Army]] ====&lt;br /&gt;
The &#039;&#039;&#039;Gray Army&#039;&#039;&#039; emerged as a popular movement composed of various social groups, with peasants and artisans forming the majority of its supporters. Its ranks also include former brigands, disillusioned clerics, impoverished feudal lords, and deserters from both the Council and the Grand Magistrate.&lt;br /&gt;
&lt;br /&gt;
The movement is led by &#039;&#039;&#039;Nir&#039;&#039;&#039;, a figure whose origins remain uncertain. Under his leadership, the Gray Army expanded its influence and acquired control over additional territories following the prolonged conflict between the &#039;&#039;&#039;Council&#039;&#039;&#039; and the &#039;&#039;&#039;Grand Magistrate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike the other major factions, the Gray Army does not originate from the established royal or urban political institutions of Aldor. Its organization instead developed from the social and economic instability caused by the Civil War, allowing individuals from different backgrounds to join the movement.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Hieronism is a Gnostic religious tradition originating in the Kingdom of Aldor and remains one of the principal religious traditions of the region. Its teachings are centered on the Host, a divine entity understood through the concept of the Trinity of Hands: the &#039;&#039;&#039;Guiding Hand&#039;&#039;&#039;, the &#039;&#039;&#039;Warding Hand&#039;&#039;&#039;, and the &#039;&#039;&#039;Judging Hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hieronist theology places considerable emphasis on the pursuit of divine knowledge and spiritual understanding. The religion maintains a complex clerical hierarchy through which adherents progress from religious students to increasingly knowledgeable and spiritually powerful figures.&lt;br /&gt;
&lt;br /&gt;
The understanding of the Host is regarded as a lifelong pursuit. Hieronist teachings maintain that deeper knowledge of sacred scripture and divine mysteries allows an individual to establish an increasingly direct spiritual connection with the Host.&lt;br /&gt;
&lt;br /&gt;
Each Hieronist church is administered by a priest known as a Hierophant. Advancement through the Hieronist hierarchy traditionally requires religious study, pilgrimage, contemplation, and the interpretation of sacred texts. Per information that people been gathered such as in [[Folio on Hieron|folio]], the hierarchy of the Aldor Hieronites priests is as such:&lt;br /&gt;
&lt;br /&gt;
* Exoteric&lt;br /&gt;
&lt;br /&gt;
* Hierophant&lt;br /&gt;
&lt;br /&gt;
* Hermeneut&lt;br /&gt;
&lt;br /&gt;
* Theognostic&lt;br /&gt;
&lt;br /&gt;
* Thaumaturge&lt;br /&gt;
&lt;br /&gt;
* Archtheurgist&lt;br /&gt;
&lt;br /&gt;
=== Saints and Relics ===&lt;br /&gt;
Hieronism maintains a tradition of venerating saints, individuals remembered for their exceptional devotion, virtue, and accomplishments in service to the Host. Many saints are believed to continue protecting or blessing the faithful through sacred artifacts such as [[Casket with St Wald Relics|Saint Wald]] and relics associated with their lives.&lt;br /&gt;
&lt;br /&gt;
In addition, numerous saints have been commemorated through statues, religious buildings, shrines, and annual celebrations. These monuments and observances serve both as acts of devotion and as reminders of the virtues represented by the saints. Some Hieronist communities consider the relics of particularly revered saints to possess spiritual significance, and certain artifacts are believed to retain a connection to the saint and, through them, to the Host.&lt;br /&gt;
&lt;br /&gt;
== History and culture ==&lt;br /&gt;
&lt;br /&gt;
=== Pre-unification Aldor ===&lt;br /&gt;
Before the establishment of the Kingdom of Aldor, the region was inhabited and controlled by numerous tribal societies. Among the most prominent were the [[Ald]] Tribes, the [[Sentian]] Tribes, and the Highlander Tribes of [[Firn]]. Each developed distinct cultural and military traditions that later became incorporated into Aldorian history and folklore.&lt;br /&gt;
&lt;br /&gt;
The Ald Tribes were particularly renowned for their advanced metalworking techniques, which were considered superior to those of many neighboring tribes. Their expertise in metallurgy allowed the Ald to produce high-quality weapons, tools, shields, and other metal equipment.&lt;br /&gt;
&lt;br /&gt;
The Firn Tribes, who inhabited the northern highlands, were known for their strong traditions and conservative social customs. Their society placed considerable importance on preserving the practices and values of their ancestors. The Firn were also renowned for their skilled marksmen and warriors.&lt;br /&gt;
&lt;br /&gt;
The Sentian Tribes developed a distinctive military tradition centered around the use of slingers. Sentian slingers were regarded as highly skilled and became an important part of the tribe&#039;s military identity. The Sentians were also renowned for their culinary traditions, with their dishes and skilled cooks becoming an important part of their cultural reputation.&lt;br /&gt;
&lt;br /&gt;
=== Unification of Aldor ===&lt;br /&gt;
According to Aldorian legends, the unification of the region began with the expansion of the Ald Tribes. Ald forces gradually conquered neighboring territories, taking the land of rivalling tribes. &lt;br /&gt;
&lt;br /&gt;
The conquest of the Sentian territories required the Ald forces to cross the river separating the two peoples. The Sentians offered strong resistance, relying heavily on their renowned slingers to oppose the advancing Ald forces. According to traditional accounts, the Sentians continued their resistance until the death of their last king, [[Crown of Benor the Dauntless|Benor the Dauntless]]. Following Benor&#039;s death, the remaining Sentian forces were defeated, and the Ald completed their conquest of the Sentian territories. The incorporation of the Sentians significantly expanded Ald-controlled territory and brought their lands under a single political authority.&lt;br /&gt;
&lt;br /&gt;
The subsequent campaign against the Firn Tribes proved considerably more difficult. The mountainous terrain of Firn provided the defenders with a natural advantage, while Firn marksmen were renowned for their exceptional skill with bows and slings. Firn warriors also fought in close combat, traditionally wielding large claymores against the metal shields and armor of the Ald warriors. Their resistance became one of the defining conflicts in the traditional accounts of Aldorian unification.&lt;br /&gt;
&lt;br /&gt;
Eventually, Ald forces captured the Firn foothills, marking a major milestone in the consolidation of Ald territory. The event became an important part of Aldorian historical tradition and was later commemorated in the [[The Conquest of the Hills Tapestry|Tapestry]], where the campaigns of unification are depicted as foundational events in the history of the kingdom.&lt;br /&gt;
&lt;br /&gt;
The conquest of the Sentians and Firn is traditionally regarded as the beginning of the political consolidation that eventually led to the establishment of the Kingdom of Aldor.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
Following the unification of Aldor, the cultural traditions of the former tribes continued to survive throughout the kingdom. Many customs remained particularly prominent in rural communities, while others were gradually incorporated into the customs of Aldorian nobility and urban society. Although the kingdom developed a shared cultural identity, regional traditions from the Ald, Sentian, and Firn peoples remain recognizable in various parts of Aldor.&lt;br /&gt;
&lt;br /&gt;
One of the most widespread aspects of Aldorian culture is the consumption of wine and ale. Inns and taverns can be found throughout the kingdom, including in remote and rural settlements. Alcoholic beverages are commonly consumed after a day of labor and are enjoyed by people from various social classes, including nobles, farmers, guards, and members of the clergy. The widespread availability of wine and ale has made drinking an established part of Aldorian social life.&lt;br /&gt;
&lt;br /&gt;
Another prominent aspect of Aldorian noble culture is its tradition of jousting and duelling. Jousting was historically practiced not only as a martial competition but also as a form of public spectacle and social display. Knights would don their finest [[Jousting Armor|armor]], [[Jousting Topfhelm|helmets]], and barded steeds before competing before large crowds. Success in the joust was considered a means of demonstrating martial ability, wealth, and prestige, while victorious knights often gained the admiration of the crowds and the attention of the fair maidens.&lt;br /&gt;
&lt;br /&gt;
Over time, however, the traditional practice of duelling declined in popularity. Once considered an important component of martial and personal honor, formal duels became increasingly uncommon among Aldorian nobles and warriors. Many pieces of equipment traditionally associated with the practice, including [[Buckler|bucklers]] and specialized duelling [[Duelist Belt|belts]], have consequently fallen into disuse and are often left neglected.&lt;br /&gt;
&lt;br /&gt;
But beside of that, one element of Sentian culture, particularly its culinary traditions, have survived into the modern era. Sentian cuisine became especially influential in Brynn, where cooks developed and refined numerous dishes using both traditional and foreign ingredients. Brynn&#039;s cooks have acquired a reputation for their ability to transform inexpensive, unusual, or otherwise undesirable ingredients into elaborate dishes suitable for the tables of the nobility. This reputation has contributed to Brynn&#039;s status as one of Aldor&#039;s notable centers of culinary culture.&lt;br /&gt;
&lt;br /&gt;
Alas not all traditions of the pre-unification tribes survived the development of the modern Kingdom of Aldor. Some customs have gradually disappeared, while others are no longer formally recognized under Aldorian law. One example is an old Firn custom concerning the inheritance of knightly titles. Certain Firn noble houses traditionally permitted a daughter who had been raised according to the customs and duties traditionally expected of a son could inherit the family&#039;s knightly title. Although the practice existed within some Firn houses, it is no longer generally recognized under contemporary Aldorian law and led several noble houses of Firn ceased to exist.&lt;br /&gt;
&lt;br /&gt;
=== Circle of Mages ===&lt;br /&gt;
The Aldorian mage community is organized around the United Circle, a gathering of magical circles established to protect practitioners and potential initiates from persecution and superstition. It encompasses mages from various traditions, including [[Pyromancy (skill tree)|Pyromancy]], Nistrian [[Geomancy (skill tree)|Geomancy]], the emerging [[Electromancy (skill tree)|Electromancy]], the secretive [[Arcanistic Power|Arcanistic]] Circle, and the semi-secretive Spellweaver Circle.&lt;br /&gt;
&lt;br /&gt;
The United Circle established its principal academy and gathering place in [[Maen]], which became known as the Maen Academy. Both nobles and commoners brought relatives attuned to the Aether to the academy, where they could learn to control their abilities while being protected from the dangers and superstitions surrounding magic. Others sought the academy&#039;s mages to treat unnatural conditions or illnesses beyond the capabilities of Aldor&#039;s physicians and Hieronite priests.&lt;br /&gt;
&lt;br /&gt;
Initiates traditionally wear black [[Initiate Robe|robes]] to signify that they have yet to choose a magical circle or specialize in a particular discipline. After years of study and practice, initiates may graduate as mages, with some entering the Aldorian military as battlemages while others remain at the Maen Academy to pursue advanced study and eventually become masters.&lt;br /&gt;
&lt;br /&gt;
According to legend, the formation of the United Circle sparked a rivalry with the Enchanters. Little reliable information survives regarding the conflict or its outcome, and it remains clear which tradition ultimately prevailed. But The United Circle&#039;s autonomy in governing the academy and training mages with limited royal or noble didn&#039;t las for long. The interference was later disrupted by the Aldorian Civil War, leaving the organization in disarray. Following the mysterious Neer Uprising and the emergence of the [[Gray Army]] in northern Aldor, communication between the Maen Academy and the other factions of [[Aldor]] became scarce. Much of the academy&#039;s activities and the fate of the United Circle during this period remain unknown.&lt;br /&gt;
&lt;br /&gt;
== Military and weaponries ==&lt;br /&gt;
The military history of Aldor has been shaped by repeated civil wars, foreign campaigns, and internal rebellions, beginning with the tribal conflicts that preceded the unification of the kingdom and continuing into the modern era. These conflicts have encouraged the Aldorian military to continually adapt its weapons, tactics, and organization in response to changing forms of warfare.&lt;br /&gt;
&lt;br /&gt;
Aldorian military doctrine places considerable emphasis on practicality and adaptation rather than strict adherence to established customs or martial traditions. Weapons and tactics originating from foreign cultures are studied when they demonstrate effectiveness against Aldorian forces. Rather than rejecting unfamiliar methods, Aldorian commanders and craftsmen commonly seek to adopt, reproduce, and improve them for use by their own armies.&lt;br /&gt;
&lt;br /&gt;
This approach has resulted in the incorporation of numerous foreign weapons and techniques into Aldorian warfare. Designs originally developed by neighboring civilizations have been modified to suit Aldorian equipment, terrain, and military organization. As a result, Aldorian warfare has developed as an evolving combination of indigenous traditions and foreign innovations.&lt;br /&gt;
&lt;br /&gt;
The continuous cycle of observation, imitation, adaptation, and improvement has become a defining characteristic of the Aldorian military. Its commanders regard battlefield experience as an opportunity to identify weaknesses and develop new methods to counter them, contributing to the kingdom&#039;s reputation for military adaptability.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and armor ===&lt;br /&gt;
&lt;br /&gt;
==== Plate armor ====&lt;br /&gt;
Aldor is particularly renowned for its armorsmithing tradition, most notably the production of heavy plate armor. The development of Aldorian armor has been influenced by centuries of warfare, rebellions, and continual competition with neighboring civilizations. Compared with the heavy infantry of [[Nistra]], which traditionally relies on [[Scaled Armor|scale armor]], and the Maafs warriors of the [[Jacinth]] Kingdoms, who commonly employ heavily reinforced [[Elven Heavy Brigandine|brigandine]], Aldorian armorers are regarded as among the foremost practitioners of plate armor.&lt;br /&gt;
&lt;br /&gt;
Aldorian smiths produce a wide variety of protective equipment, ranging from cuirasses and chestplates to complete suits of plate armor. Such armor is designed to withstand powerful blows and provide substantial protection on the battlefield, although its manufacture requires considerable quantities of metal, skilled labor, and financial resources. Consequently, the heaviest forms of Aldorian armor are generally reserved for wealthier soldiers and the nobility.&lt;br /&gt;
&lt;br /&gt;
==== Swords and Halberds ====&lt;br /&gt;
The [[Knight Blade|sword]] holds a particularly prominent position within Aldorian knightly culture. Noble swords are traditionally associated with knighthood, social status, and martial prestige, making them a favored weapon among the kingdom&#039;s aristocratic warriors.&lt;br /&gt;
&lt;br /&gt;
Despite the cultural importance of the sword, Aldorian military doctrine does not restrict its soldiers to traditional weapons. Over time, Aldorian smiths and military authorities, including King Etbert himself, encouraged the adoption of a wider variety of weapons in order to familiarize troops with different forms of combat.&lt;br /&gt;
&lt;br /&gt;
Among common soldiers, guards and levies frequently employ one of the famous invention of polearms, the [[Guard Halberd|halberd]]. Its combination of cutting, thrusting, and hooking capabilities makes it a versatile weapon suitable for a variety of battlefield and non-battlefield duties. The halberd&#039;s adaptability allows commanders to employ their levies and guards in different roles without requiring them to carry specialized weapons for every task.&lt;br /&gt;
&lt;br /&gt;
The widespread use of foreign and unconventional weapons reflects the broader Aldorian military philosophy of adaptation and practicality, in which established traditions are maintained when effective but are readily supplemented or replaced when superior alternatives become available.&lt;br /&gt;
&lt;br /&gt;
==== Longbows ====&lt;br /&gt;
The [[Soldier Longbow|longbow]] is one of the most prominent weapons associated with the military traditions of Aldor. A common Aldorian proverb states, &#039;&#039;&amp;quot;as long as Aldor has at least a dozen longbows, it&#039;ll remain unconquered.&amp;quot;&#039;&#039; The saying reflects the reputation of Aldorian longbowmen and their importance in the kingdom&#039;s military history.&lt;br /&gt;
&lt;br /&gt;
Aldorian archers have gained a reputation among neighboring powers for their range, accuracy, and ability to deliver concentrated volleys. Historical accounts attribute several notable victories to the longbowmen, including the destruction of a [[Jacinth]] army after it was drawn into an Aldorian ambush. During conflicts with [[Nistra]], Aldorian archers were also credited with killing numerous enemy commanders, standard-bearers, and mages through concentrated and precisely aimed volleys.&lt;br /&gt;
&lt;br /&gt;
Despite the effectiveness of the longbow, its widespread use has not always been supported by the Aldorian nobility. Some nobles have historically regarded archery as an inferior martial practice associated with peasants and commoners, rather than a discipline worthy of aristocratic warriors. Rather than encouraging rural communities to maintain and develop their archery skills, certain lords have discouraged the practice or restricted the use of bows on their estates. In some territories, nobles have even imposed restrictions on archery in order to protect their private hunting grounds. These policies have occasionally placed the interests of aristocratic hunting traditions in conflict with the military value of maintaining a large population of skilled archers.&lt;br /&gt;
&lt;br /&gt;
=== Military tactics ===&lt;br /&gt;
&lt;br /&gt;
==== Wedge formation ====&lt;br /&gt;
Aldorian commanders have traditionally sought to weaken Nistrian formations through sustained volleys of longbow fire before committing their cavalry to a wedge formation intended to break the enemy&#039;s lines. However, this tactic carries considerable risks, particularly when the cavalry assault fails to achieve a decisive breakthrough. Failed charges can result in significant casualties and, in some cases, contribute to an Aldorian defeat.&lt;br /&gt;
&lt;br /&gt;
As a result, some Aldorian commanders and military reformers have advocated for changes to the traditional approach. These advocates have called upon the kingdom&#039;s knights and nobles to set aside their pride and study the tactics employed successfully by their Nistrian adversaries. Such proposals emphasize adapting proven enemy methods rather than relying exclusively on established Aldorian traditions of warfare.&lt;br /&gt;
&lt;br /&gt;
==== Pike and Shot formation ====&lt;br /&gt;
The practice was introduced by Commander Damian of the renowned Albatross Brigade, who employed a formation reminiscent of the ancient phalanx during the Battle of the Chilly Ford. The formation contributed to his decisive victory over Duke der Narn.&lt;br /&gt;
&lt;br /&gt;
Following the battle, many commanders advocated for the increased use of pikemen in military formations, arguing that pike formations represented an important development in the future of warfare. They further recommended that the Magistrate prioritize military reforms aimed at countering the Council Army&#039;s reliance on heavy cavalry.&lt;br /&gt;
&lt;br /&gt;
After Damian&#039;s proposed reforms, the training of pikemen and crossbowmen was to be significantly expanded. The two troop types were envisioned as the backbone of the Magistrate&#039;s army, with pikemen providing a defensive counter to cavalry charges while crossbowmen supplied ranged support against heavily armored opponents.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crossbow with Pavise&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toward the end of &#039;&#039;&#039;King Etbert&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s reign, the Aldorian crown established the Crossbow Guardsmen, a formation that became widespread during the ensuing Civil War between the Council and the Magistrate. Crossbows were rapidly adopted because levies and commoners could be trained to use them in considerably less time than the renowned Aldorian longbowmen, making them effective for quickly reinforcing city defenses.&lt;br /&gt;
&lt;br /&gt;
Following the Civil War, the various factions developed their own crossbow designs and production methods. [[Maen]] favored a lightweight and simple design, while the [[Grand Magistrate|Magistrate]] adopted a more unique model inspired by the elven bolt-thrower. The Falcon Company of Brynn, its own crossbow brigade, further developed the weapon by introducing large pavise shields, allowing its crossbowmen to take cover behind them while fighting outside city walls.&lt;br /&gt;
&lt;br /&gt;
=== Military units ===&lt;br /&gt;
&#039;&#039;&#039;Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Knights of Aldor are primarily drawn from the nobles and highborn members of the houses of nobility within the Kingdom of Aldor. They traditionally serve as the kingdom&#039;s heavily armored cavalry and are commonly equipped with full plate armor and trained warhorses.&lt;br /&gt;
&lt;br /&gt;
Aldorian knights are also associated with the martial traditions and status of the nobility. Their social standing and adherence to chivalric customs have, on occasion, influenced their choice of weaponry. Some knights favor the use of noble swords, regarding them as a traditional and prestigious weapon, even when other weapons may be more practical for certain battlefield situations. Until King Etbert himself introduced them with many [[Knight Axe|axes]], [[Knight Warhammer|bludgeon]], and polearms that highten the status of that weapons to be worthy enough wielded by the nobles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peasant levy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Aldor, particularly within territories governed by the Council, the distinction between knightly forces and peasant levies remains an established feature of the military system. For centuries, commoners have been conscripted into the army and typically provided with inexpensive equipment, with some receiving little or no standardized armament.&lt;br /&gt;
&lt;br /&gt;
Peasant levies are generally assigned simple and readily available weapons, most commonly spears and bows. In contrast to the heavily equipped knights and nobles, these troops are primarily intended to serve as mass infantry and supporting forces on the battlefield. This separation in equipment and military role reflects the broader social hierarchy of Aldorian society, in which military privileges and resources are concentrated among the noble classes.&lt;br /&gt;
&lt;br /&gt;
==== Free Company / Mercenaries ====&lt;br /&gt;
Mercenaries are a common sight throughout Aldor, particularly in the city of [[Brynn]]. They serve as a military force that fill the gap between the kingdom&#039;s noble knights and its peasant levies, providing professional soldiers for those who can afford their services.&lt;br /&gt;
&lt;br /&gt;
Mercenaries with proven battlefield experience and established reputations are sometimes hired to participate in wars fought by the Kingdom of Aldor. Their reputation and personal achievements can greatly influence their standing, with successful mercenaries often displaying their weapons and equipment as symbols of their experience and worth.&lt;br /&gt;
&lt;br /&gt;
Polearms such as [[Mercenary Halberd|halberds]] and [[Mercenary Polehammer|polehammers]] are commonly employed by Aldorian mercenaries, owing to their effectiveness and versatility on the battlefield. More accomplished and prosperous mercenaries, however, may favor imposing [[Captain Greatsword|two-handed swords]]. Such weapons are sometimes fitted with elaborately gilded hilts or ornate scabbards, serving not only as weapons but also as visible demonstrations of their wealth, status, and position in the army.&lt;br /&gt;
&lt;br /&gt;
==== Royal Guard ====&lt;br /&gt;
The Royal Guard is the personal military force and bodyguard of King Etbert, tasked primarily with protecting the monarch and serving as his personal retinue. The Guard is regarded as an elite formation within the Aldorian military and is entrusted with the defense of the royal household.&lt;br /&gt;
&lt;br /&gt;
Members of the Royal Guard are equipped with some of the finest weapons and armor produced by Aldorian smiths. Their standard equipment includes high-quality [[Guardsman Crossbow|crossbows]], [[Guardsman Gloves|heavy armor]], and [[Guardsman Shield|shield]] with [[Guardsman Broadsword|broadswords]] carried as sidearms. The quality of their equipment distinguishes the Royal Guard from the ordinary levies and regular troops of the Aldorian army.&lt;br /&gt;
&lt;br /&gt;
==== Longbowman ====&lt;br /&gt;
As a boastful Aldorian proverb goes, &amp;quot;&#039;&#039;As long as Aldor has at least a dozen longbows, it shall remain unconquered&#039;&#039;.&amp;quot; The longbowmen of Aldor have established a reputation for their skill in archery through numerous military campaigns and the defense of Aldorian cities against invading forces.&lt;br /&gt;
&lt;br /&gt;
During sieges and other defensive engagements, Aldorian longbowmen with their trusted [[Sharpshooter Bow|bow]] have reportedly killed numerous enemy commanders, battlemages, and standard-bearers through their marksmanship. Their ability to target important personnel from a distance has made them a particularly valued component of Aldorian defensive warfare.&lt;br /&gt;
&lt;br /&gt;
The widespread use of the longbow has also influenced the composition of Aldorian levies. Many levies are equipped and trained as longbowmen, with some having practiced archery from an early age and possessing years, or even a lifetime, of experience with the weapon.&lt;br /&gt;
&lt;br /&gt;
==== Blademaster ====&lt;br /&gt;
Blademasters are elite professional soldiers who receive twice the standard military wage in exchange for serving on the frontline. Their reputation and battlefield performance are often cited as justification for the considerable expense of maintaining them.&lt;br /&gt;
&lt;br /&gt;
Typically armed with [[Blademaster Greatsword|greatswords]], Blademasters are deployed against enemy infantry formations, particularly poorly equipped levies. Their primary role is to assault the frontline and disrupt its formation, with their presence and aggressive fighting style intended to undermine enemy morale and create openings for the rest of the army to exploit.&lt;br /&gt;
&lt;br /&gt;
==== Forest Watch ====&lt;br /&gt;
&lt;br /&gt;
==== Battlemage ====&lt;br /&gt;
Battle-proven mages are highly valued in the Aldorian ranks. Academy-trained mages are formidable combatants and prime targets on the battlefield. They are typically equipped with protective gear such as [[Battlemage Gloves|gloves]] and [[Battlemage Gambeson|gambesons]] or even [[Mail Mantle|chainmails]], though many forgo helmets to avoid hindering the casting of complex spells.&lt;br /&gt;
&lt;br /&gt;
==== The Vehement ====&lt;br /&gt;
The Vehement are militant Hieronites who take up arms against [[Ghoul|ghouls]], warlocks, and other unholy monstrosities. Unlike conventional military orders, the Vehement are not restricted to a particular social class or profession. Their ranks include peasants, zealous pilgrims, knights-errant, battlemages, and others who have devoted themselves to the cause.&lt;br /&gt;
&lt;br /&gt;
Membership in the Vehement requires the taking of a sacred vow. Those who swear the vow pledge &amp;quot;to stand in defense of the Hieron and the common folk, dedicating themselves to the eradication of evil wherever it may be found.&amp;quot; The vow is considered the foundation of the Vehement&#039;s identity, binding its members together despite their differences in origin, status, and training.&lt;br /&gt;
&lt;br /&gt;
The Vehement therefore function as both a religious brotherhood and a militant force, with their members united primarily by their oath rather than by a common military background.&lt;br /&gt;
&lt;br /&gt;
==== Sons of Eeders ====&lt;br /&gt;
Eeders is a remote and inhospitable village located deep within dense woodland. Its isolated location and harsh environment have contributed to its reputation as an unpleasant place for outsiders, with visitors rarely remaining for extended periods. The village is primarily known for two things: its extensive lumber mills and its perpetually combat-ready militia. Eeders&#039; mills produce timber that is transported directly to the docks of [[Brynn]], making the settlement an important source of lumber for the region.&lt;br /&gt;
&lt;br /&gt;
The sons of Eeders are particularly renowned for their proficiency with heavy poleaxes, a skill regarded as exceptional throughout Aldor. The weapon most commonly associated with the village is the [[eederax]], a polearm named after its place of origin. The eederax bears similarities to the [[Skadian Bardiche|Skadian bardiche]], but features a hook attached to the rear of the axe blade to hook horsemen. Eeders militiamen are especially skilled in using the weapon&#039;s hook to catch and dismount enemy cavalrymen, making the eederax an effective weapon against mounted opponents. This technique, combined with their [[Eeders Longbow|longbowman]], has made the warriors of Eeders particularly well suited to defending their woodland settlement and confronting cavalry forces.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Company, Order, Group under Aldor ==&lt;br /&gt;
&lt;br /&gt;
* [[Spears Treatise II|Albatross Brigade]]&lt;br /&gt;
* [[Brynn Pavise|Crossbow Brigade]]&lt;br /&gt;
* [[Two-Handed Swords Treatise I|Steel Company]]&lt;br /&gt;
* [[Brynn Crossbow|Faclon Company]]&lt;br /&gt;
* [[Honorary Polehammer|Falcon Plume Company]]&lt;br /&gt;
* [[Ornate Polehammer|Royal Armorbreakers]]&lt;br /&gt;
* [[Woodwight Longflail|The Woodwight]]&lt;br /&gt;
* [[Carved Longbow|Royal Ranger]]&lt;br /&gt;
* [[Royal Huntmaster Crossbow|Royal Huntmaster]]&lt;br /&gt;
* [[Border Guard Brigandine|Northern Border Guard]]&lt;br /&gt;
* [[Hired Blade Cowl|The Blade]]&lt;br /&gt;
* [[Wolfbrother Belt|Wolfbrother]]&lt;br /&gt;
* [[Brotherhood of Ouroboros&#039; Shield|Brotherhood of Ouroboros]]&lt;br /&gt;
* [[Shield of Truth&#039;s Eternal Sun|Brotherhood of Truth&#039;s Eternal Sun]]&lt;br /&gt;
&lt;br /&gt;
== Former Order or Group in Aldor ==&lt;br /&gt;
&lt;br /&gt;
* [[Magic Mastery Treatise II|United Circle of Mages]]&lt;br /&gt;
* [[Triune Hand Order|Order of the Triune Hands]]&lt;br /&gt;
* [[Raven Heater Shield|The Raven Gang]]&lt;br /&gt;
* The Cowls&lt;br /&gt;
* [[Brotherhood of the Asp&#039;s Belt|Brotherhood of the Asp]]&lt;br /&gt;
&lt;br /&gt;
==Outdated Lore==&lt;br /&gt;
Half a century before the events of the game, Aldor waged a war against the elven [[Jade Kingdoms]]. This aggression was repelled by the elves who in turn invaded Aldor. The kingdom was swept by a wave of bloodsheds. Making his last stand, the [[Last King]] revived many fallen warriors to act as his last line of defense. However this terrifying blasphemy was doomed to failure and the Last King was soon vanquished leaving behind him a terrible legacy. The disappearance of the Last King signed the end of this horrific part of Aldor&#039;s history which the historians aptly named the [[War of the Fallen]].&lt;br /&gt;
&lt;br /&gt;
In the aftermath of the war and following the fall of the monarchy no one was left at the reign of the kingdom. After the Jade Kingdoms armies left all matters of pretenders sought to ascend to the throne. This was the start of a decade long civil war, the [[Discord]]. Only the [[Grand Magistrate]], an alliance of well-off merchant families, tired of hatred and violence, was capable of stopping that bloodshed.&lt;br /&gt;
&lt;br /&gt;
Still, years of conflicts left Aldor ravaged. The Grand Magistrate slowly lost its role as its members parted ways. The already tenuous peace of the kingdom was stretched thin. This fragile balance was shattered when the Last King suddenly returned. The great orc migration and another political race added fuel to the fire of war. In a blink of an eye the whole Aldor was split into zones, influenced by rivaling faction.&amp;lt;ref&amp;gt;https://www.kickstarter.com/projects/1926605606/stoneshard-open-world-roguelike-rpg-with-tactical/posts/2190173&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is where the story of {{Gamename}} begins...&lt;br /&gt;
&lt;br /&gt;
==Interesting Facts==&lt;br /&gt;
* At the time of the events of the game, Aldor is 428 years old.&lt;br /&gt;
* Aldor, before unification, consisted of three smaller kingdoms, which were later demoted to duchies. The name of only one of these kingdoms of the past is known for certain - Sentia and the name of its last king - [[Crown of Benor the Dauntless|Benor the Dauntless]]. It is on the territory of this kingdom that modern [[Brynn]] is located.&lt;br /&gt;
* The population of Aldor, with rare exceptions, professes [[Host# Gnostic Hieronism|Gnostic Hieronism]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Stoneshard]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Jacinth&amp;diff=77025</id>
		<title>Jacinth</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Jacinth&amp;diff=77025"/>
		<updated>2026-09-17T02:32:31Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Maafs warriors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mahir.png|right|Mahir is a Jacint elven dervish.]]&lt;br /&gt;
{{stub}}{{quote|Elves inhabit the vast lands of the Jacinth Kingdom. A small elven diaspora exists in Aldor as well, though they are met with suspicion, regarded as outsiders and schemers.}}The Great &#039;&#039;&#039;Jacinth&#039;&#039;&#039; Kingdoms is a major political power whose territory extends across much of the &#039;&#039;&#039;Continent&#039;&#039;&#039;. Through successive conquests and periods of assimilation, the kingdom has incorporated numerous civilizations, kingdoms, and tribal societies into its sphere of influence. The expansion of Jacinth rule has contributed to the widespread dissemination of its culture, knowledge, religion, merchants, and political influence throughout neighboring regions. &lt;br /&gt;
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The origins of the Jacinth Kingdom can be traced to an &#039;&#039;&#039;elven&#039;&#039;&#039; tribe in the &#039;&#039;&#039;Jibean Sultanate&#039;&#039;&#039;. Over time, the emerging Jacinth state expanded beyond its original territory, conquering and assimilating neighboring tribes and established empires. Jacinth expansion continued for centuries, eventually making the kingdom one of the dominant powers on the Continent. Its conquests were accompanied not only by political incorporation but also by the spread of Jacinth cultural and religious traditions.&lt;br /&gt;
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The kingdom&#039;s expansion was eventually checked by the [[Aldor]] Empire during the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;. The conflict prevented further Jacinth expansion into Aldorian territory and established a major political and military boundary between the two powers. Further north-east, the comparatively small Theocracy of [[Barcia]] has also resisted incorporation into the Jacinth Kingdom. Despite repeated campaigns and the kingdom&#039;s extensive territorial expansion, Barcia&#039;s mountainous terrain, isolation, and strong religious identity have allowed it to maintain its independence.&lt;br /&gt;
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== Geography and economy ==&lt;br /&gt;
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=== Geography ===&lt;br /&gt;
The Jacinth Kingdoms encompass a vast territory incorporating several former kingdoms, empires, and tribal regions. Major constituent territories include the &#039;&#039;&#039;Jibean&#039;&#039;&#039; Sultanate, the High Kingdom of &#039;&#039;&#039;Yohara&#039;&#039;&#039;, the Maafian Empire of &#039;&#039;&#039;Ahjat&#039;&#039;&#039;, the Warlords of &#039;&#039;&#039;Ohir&#039;&#039;&#039;, and the Kingdom of &#039;&#039;&#039;Jarimad&#039;&#039;&#039;.&lt;br /&gt;
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The size of the Jacinth realm places it in contact with numerous neighboring states and peoples. To the north, it borders the city-states of &#039;&#039;&#039;Skadia&#039;&#039;&#039;. Its western borders are shared with &#039;&#039;&#039;Aldor&#039;&#039;&#039; and the sea. To the south, the Jacinth territories border the Warring Tribes of the &#039;&#039;&#039;Whale Coast&#039;&#039;&#039; and the fabled Hieroprincipality of &#039;&#039;&#039;Aeos&#039;&#039;&#039;. The eastern frontier borders the Shahdom of &#039;&#039;&#039;Sundanar&#039;&#039;&#039; and the Saadir &#039;&#039;&#039;Dynasty&#039;&#039;&#039;, as well as several nomadic peoples, including the &#039;&#039;&#039;Polyed&#039;&#039;&#039;, &#039;&#039;&#039;Unki&#039;&#039;&#039;, &#039;&#039;&#039;Ozok&#039;&#039;&#039;, and &#039;&#039;&#039;Lu&#039;&#039;&#039; tribes.&lt;br /&gt;
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The considerable geographic extent of the Jacinth Kingdoms encompasses a wide variety of environments and cultures. The incorporation of numerous independent civilizations has also resulted in considerable cultural and economic diversity throughout the realm.&lt;br /&gt;
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=== Economy ===&lt;br /&gt;
The Jacinth Kingdoms occupy a strategically important position along the [[Azure Thread]], controlling the principal overland route connecting the eastern and western regions of the &#039;&#039;&#039;Continent&#039;&#039;&#039;. This has made the Jacinth realm the primary power responsible for facilitating and profiting from land-based trade along the route.&lt;br /&gt;
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Control of the Azure Thread has contributed significantly to the development of Jacinth commerce. Jacinth merchants operate extensive trade networks connecting markets in the eastern and western parts of the Continent. The resulting wealth has contributed to the prosperity of Jacinth elven communities, particularly those located in the &#039;&#039;&#039;Jibean&#039;&#039;&#039; Sultanate, where many merchants and members of the ruling elite have accumulated considerable fortunes.&lt;br /&gt;
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The concentration of wealth along the Azure Thread has also made merchant caravans targets for raiders, bandits, robbers, and organized gangs. Caravans traveling westward from Jibean territory are particularly vulnerable to attacks after leaving areas under direct Jibean control.&lt;br /&gt;
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Jacinth merchants are known for exporting a wide variety of valuable and exotic goods. Major exports include [[ivory]], [[Porcelain Vase|porcelain]], and [[silk]], alongside various [[Jibian Spices|spices]], medicinal substances, exotic fruits, and beverages. The variety and quality of these products have given Jacinth merchants a significant advantage when trading with kingdoms and societies possessing less-developed commercial networks.&lt;br /&gt;
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In addition to food, spices, and other luxury goods, Jacinth merchants export a wide range of armaments and military equipment to neighboring kingdoms. Jacinth armaments are particularly renowned for their craftsmanship, elaborate decoration, and the quality of their materials.&lt;br /&gt;
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Jacinth smiths produce [[Jibean Scimitar|sabres]], [[Elven Flail|maces]], [[Exquisite Tabar|axes]], and [[Elven Heavy Brigandine|armor]] featuring intricate patterns and decorative elements. High-quality examples may incorporate substantial quantities of gold, rubies, and other precious materials, making them valuable both as military equipment and as symbols of wealth and status. that have gained particular attention among foreign nobility. &lt;br /&gt;
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The Jacinth Kingdoms are regarded as one of the wealthiest and most commercially active powers on the Continent. Their principal rival in maritime commerce is the [[Bronze Isles]], whose control of major naval trade routes in the western regions allows it to compete with Jacinth dominance of the Azure Thread&#039;s overland trade. &lt;br /&gt;
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== Government and religion ==&lt;br /&gt;
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=== Government ===&lt;br /&gt;
The Jacinth Kingdoms are governed as a monarchy headed by the Grand Monarch, who also holds the title of Sultan. The current Sultan is His Majesty Arsam XII the Pious, an elf of Jibean. He is also known by the honorific Holy Tiara, where the role of gems in the orderly splendor of its frame is assumed by the elven Monarch and his dignitaries.&lt;br /&gt;
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The Sultan holds numerous formal titles intended to emphasize his religious and political authority. Several of these titles assert the supremacy of the Jacinth monarch over neighboring kingdoms and peoples such as &#039;&#039;Shah of Shahs of Jarimad, Heavenly Priest of Shenfen, Scourge of Barcians&#039;&#039;, alongside numerous other honorifics.&lt;br /&gt;
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Despite the apparent political unity of Jibei, Ahjat, and the other realms of Jacinth, the region is composed of a diverse collection of tribes, khanates, emirates, and other semi-autonomous territories. Where usually these local &amp;quot;monarchs&amp;quot;, exercise extensive authority over their respective domains, with the degree of autonomy and central control of their regions.&lt;br /&gt;
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Due to the considerable size of the Jacinth Kingdoms, the Sultan governs with the assistance of a hierarchical royal court and viziers.&lt;br /&gt;
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==== Adamants ====&lt;br /&gt;
The &#039;&#039;Adamants&#039;&#039; are two of the Sultan&#039;s closest viziers and serve as his principal intermediaries. Each Adamant is assigned a specific area of responsibility.&lt;br /&gt;
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One Adamant is responsible for reporting on internal affairs throughout the Jacinth Kingdoms, including matters concerning the constituent kingdoms and territories. The other is responsible for foreign affairs, including receiving foreign ambassadors and delegations bearing tribute.&lt;br /&gt;
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The Adamants are distinguished by their white silk garments, which are extensively decorated with precious jewels. Their elaborate clothing serves as a visible indication of their proximity to the Sultan and their elevated position within the royal court.&lt;br /&gt;
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==== Smaragds ====&lt;br /&gt;
The Sultan is additionally assisted by three senior advisers known collectively as the &#039;&#039;Smaragds&#039;&#039;. Each Smaragd holds a distinct responsibility within the royal administration.&lt;br /&gt;
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* The High Priest oversees religious affairs and serves as the principal religious authority within the Sultan&#039;s court.&lt;br /&gt;
* The High Commander is responsible for the military forces of the Jacinth Kingdoms and advises the Sultan on military affairs.&lt;br /&gt;
* The Patron of Sciences and Arts oversees the promotion and patronage of scholarship, science, literature, and the arts throughout the realm.&lt;br /&gt;
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The Smaragds are distinguished by elaborate headpieces decorated with multiple large emeralds, from which their title is derived.&lt;br /&gt;
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==== Kalaigs ====&lt;br /&gt;
Members of the royal court who do not possess direct access to the Sultan are collectively known as &#039;&#039;kalaigs&#039;&#039;. They occupy various administrative and ceremonial positions within the Jacinth court.&lt;br /&gt;
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Kalaigs are traditionally identified by their turquoise clothing, distinguishing them from the white-clad Adamants and the emerald-adorned Smaragds. Their position within the court places them below the Sultan&#039;s principal advisers but allows them to participate in the administration of the wider kingdom.&lt;br /&gt;
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=== Religion ===&lt;br /&gt;
Two major religious traditions are prominent throughout the Jacinth Kingdoms: &#039;&#039;&#039;Eraffa&#039;&#039;&#039;, known as the &#039;&#039;&#039;Path of Divinity&#039;&#039;&#039;, and &#039;&#039;&#039;Alray&#039;&#039;&#039;i, known as &#039;&#039;&#039;the Path of the Seer&#039;&#039;&#039;. Although both traditions share fundamental teachings with the Western religions devoted to the [[Host]], they differ considerably in their religious practices, theological interpretations, and approaches to worship. Several smaller religious groups have also existed within the kingdoms, some of which have been outlawed. Among these is the sun-worshipping cult of the [[Everflaming Pendant|Everflaming]] whose practices and beliefs have been prohibited by the current Sultan.&lt;br /&gt;
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==== Eraffa ====&lt;br /&gt;
Eraffa is particularly prominent in the southern Jacinth territories, especially in and around the Jibean Sultanate, which is regarded as an important center of its teachings. The tradition emphasizes spiritual discipline and the pursuit of harmony with the divine, demonstrated by their meditation and the real journey leaving their wealth to find Unity with the [[Host]].&lt;br /&gt;
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==== Alrayi ====&lt;br /&gt;
Alrayi shares many theological principles with Eraffa but places greater emphasis on seers, prophecy, and foresight. Practitioners of Alrayi place particular importance on individuals believed to possess the ability to perceive possible future events or receive divine insight. Stars and other celestial bodies also hold significant religious importance in Alrayi, with their observation and interpretation associated with forms of reverence and superstition in &#039;&#039;&#039;Ahjat&#039;&#039;&#039;.&lt;br /&gt;
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=== Worship ===&lt;br /&gt;
Despite their differences, Eraffa and Alrayi share fundamental beliefs with the Western Hieronite traditions concerning the worship of the Host. The principal distinction lies in how worshippers seek communion with the divine. Western Hieronites generally practice worship through fervent prayer and appeals for divine intervention. By contrast, Jacinth elves refer to the Host as the &#039;&#039;&#039;&#039;&#039;Dair&#039;&#039;&#039;&#039;&#039; and traditionally emphasize meditation, contemplation, and the attainment of inner peace as means of approaching divine unity.&lt;br /&gt;
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Jacinth religious practices commonly involve periods of meditation conducted at dedicated meditation tables, accompanied by incense and ruby prayer beads. The practice is intended to calm the mind and bring the worshipper into Unity with the Dair.&lt;br /&gt;
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This differs from many Western Hieronite traditions, in which religious ceremonies frequently involve Hierophants who perform blessings and invoke divine favor upon worshippers. In Jacinth traditions, greater emphasis is placed on the individual&#039;s own attainment of spiritual peace rather than receiving it through the direct intervention of a religious authority.&lt;br /&gt;
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The differences between Jacinth and Western Hieronite religious practices contributed to tensions between the expanding Jacinth Kingdoms and the kingdoms of western Continent, especially Kingdom of [[Aldor]]. These religious and cultural differences became one of several factors contributing to the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;, a series of conflicts between the Jacinth Kingdoms with Aldor and other Western Hieronite powers.&lt;br /&gt;
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== History and culture ==&lt;br /&gt;
Relatively little historical information concerning the elves of Jibei and the Jacinth Kingdoms has been documented or disseminated throughout the Western Continent, particularly in [[Aldor]]. The &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;, which were led by &#039;&#039;&#039;King Etbert&#039;&#039;&#039;, contributed to widespread hostility toward the Jacinth Kingdoms and their people.&lt;br /&gt;
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Following the civil war, the Magistrate territories of [[Brynn]] became the principal safe haven for Jacinth elven traders. From there, they established commercial relations with the Brynnian population and traded goods and valuables originating at the [[Trading House of the Azure Thread]]. Although Jacinth traders are permitted to sell their goods in Aldor, they generally remain guarded about their homeland, with many choosing not to disclose information concerning Jacinth society, customs, and way of life to the local population.&lt;br /&gt;
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Contemporary accounts generally characterize the Jacinth Kingdoms as being in a period of prosperity commonly described as a Golden Age. Their extensive trading culture and emphasis on scholarship have contributed to advances in science, medicine, and philosophy. The kingdoms are also known for producing high-quality fruits, beverages, and foods, many of which command high prices among foreign merchants and nobility.&lt;br /&gt;
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=== Culture ===&lt;br /&gt;
Jacinth elven culture is distinguished by its emphasis on trade, scholarship, hospitality, and interaction with foreign peoples. Alongside these traditions are a number of religious and cultural practices that are uncommon elsewhere on the Western Continent.&lt;br /&gt;
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One of the most distinctive institutions is the &#039;&#039;&#039;dervish&#039;&#039;&#039; tradition. Dervishes form a monastic sect devoted to seeking unity with &#039;&#039;&#039;&#039;&#039;Dair&#039;&#039;&#039;&#039;&#039; through a journey of spiritual and personal discovery. This journey is often understood literally, requiring practitioners to travel in pursuit of divinity and union with the [[Host]] while relinquishing their wealth, familial ties, and former identities. Among the various dervish traditions are secretive societies of whirling dervishes known as the &#039;&#039;&#039;Harimits&#039;&#039;&#039;, whose monastic practices are comparatively lenient regarding the abandonment of a practitioner&#039;s former life.&lt;br /&gt;
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Secret societies, religious gatherings, and other private organizations are relatively common throughout the Jacinth Kingdoms. This is partly attributed to the continued autonomy of several assimilated kingdoms, many of which have not fully embraced vassalage under the Sultan and continue to preserve their traditional customs and institutions.&lt;br /&gt;
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The Maaf warriors of Ahjat maintain a distinct martial tradition centered on personal honor. Under local custom, a Maaf warrior is entitled to defend their honor through ritual combat or a duel, although the circumstances considered sufficient to constitute an offense vary considerably. Maaf warriors are also granted tax exemptions in recognition of their service as frontier guards in western Jacinth and at strategic passes along the Azure Thread.&lt;br /&gt;
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Another religious and cultural tradition is represented by the Sundanarian monks, who undertake pilgrimages across the mountains of Sundanaar and travel between Sundanaar and the Jacinth Kingdoms. Their practices emphasize the study and control of the body and spirit. Through rigorous training, practitioners seek to control individual muscles and bodily functions in order to preserve physical energy and maintain greater bodily discipline.&lt;br /&gt;
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==== Cuisine ====&lt;br /&gt;
Jacinth cuisine is characterized by its extensive use of [[Jibian Spices|spices]], fruits, and strongly flavored foods. A [[Elven Mud|muddy]], invigorating beverage originating in the Jacinth Kingdoms was introduced to Aldor relatively recently and has since become associated with Jacinth culture. Other notable foods include [[simit]], exotic fruits, and dishes prepared with numerous varieties of spices.&lt;br /&gt;
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Spices hold particular importance in Jacinth cooking. Their cultural significance is reflected in the widespread use of specialized containers and [[Exquisite Casket|boxes]] designed specifically for their storage.&lt;br /&gt;
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==== Clothing and gemstones ====&lt;br /&gt;
Jacinth nobility are known for elaborate garments incorporating [[silk]] and numerous gemstones, including [[ruby]], [[emerald]], [[jade]], [[turquoise]], and gold. The quantity and type of gemstones worn can signify the social status of the wearer. Among Jacinth mages, gemstones are also believed to enhance magical energy and improve certain magical abilities, giving them both social and practical significance.&lt;br /&gt;
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== Military and weaponries ==&lt;br /&gt;
Warfare in the Jacinth Kingdoms is characterized by the extensive use of light cavalry, horse archers, and skirmishers. These tactics are particularly suited to the region&#039;s desert and arid environments, where lightly equipped troops can maintain greater mobility and endurance. Jacinth armies commonly seek to engage opponents at a distance, using mounted archers to harass enemy formations before withdrawing from close combat.&lt;br /&gt;
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Several military technologies and designs originating in the Jacinth Kingdoms have subsequently been adopted or imitated by neighboring states. [[Aldor]], in particular, has incorporated several Jacinth weapons and smithing techniques into its own military equipment. The military technology of the Jacinth Kingdoms has consequently become a subject of interest during the ongoing political and military rivalry between Jacinth and Aldor.&lt;br /&gt;
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Jacinth armies are not organized around a single standardized doctrine. Fighting styles vary considerably between tribes, kingdoms, monastic orders, and military formations. The tactics employed by a particular force depend on its regional traditions, training, and intended role.&lt;br /&gt;
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=== Weapons and armor ===&lt;br /&gt;
Jacinth armorers are known for producing weapons and protective equipment designed for mobility and maneuverability. Equipment intended for desert warfare is generally lightweight and designed to reduce the burden placed on soldiers operating in sandy terrain. Jacinth armorers also produce heavier forms of protection, including specialized varieties of [[Elven Heavy Brigandine|brigandine]].&lt;br /&gt;
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The single-edged [[Elven Saber|saber]] is among the most widespread weapons associated with Jacinth forces. It is used by both infantry and cavalry and is valued for its relatively simple maintenance. Accounts from neighboring regions frequently associate the Jacinth kingdoms, particularly Jibei, with highly decorated and finely crafted [[Jibean Scimitar|scimitars]]. Aldorian armorers have produced their own weapons inspired by the Jacinth saber, including [[Jagged Falchion|falchion]]-like designs.&lt;br /&gt;
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Jacinth bows are similarly designed with mobility in mind and are frequently constructed in lightweight forms suitable for mounted archery. Jacinth bolt-throwers have also influenced the development of [[Brynn Crossbow|crossbows]] abroad. The weapons are traditionally credited as an inspiration for the Falcon Company crossbows of [[Brynn]], which subsequently contributed to the wider adoption of crossbows in Aldor.&lt;br /&gt;
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Jacinth cavalry and nomadic forces also employ a variety of lightweight shields. These include wooden designs such as the [[Nomad Adarga|adarga]] and [[kalkan]], as well as regional forms of light metal [[Orient Shield|shields]].&lt;br /&gt;
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=== Military tactic ===&lt;br /&gt;
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==== Horse archer ====&lt;br /&gt;
Horse archery is practiced by numerous tribes and military communities throughout the Jacinth Kingdoms. Notable practitioners include the nomads of Ohir, the Sand Guard, Jarimad mounted archers, and various Ahjati raiding groups.&lt;br /&gt;
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The horse-archery tactics employed by the Jacinth armies differ from those traditionally used by the Nistrians. Nistrian mounted archers typically weaken the enemy&#039;s frontline from the rear or at a distance, gradually reducing its strength. Jacinth horse archers, by contrast, commonly employ a form of mobile warfare in which they kite the enemy&#039;s frontline, disrupt its formation, and then launch attacks against the disorganized troops.&lt;br /&gt;
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==== Light armored maneuver ====&lt;br /&gt;
Jacinth armies rarely begin engagements with a direct assault by their main frontline. This tactic does not indicate a lack of heavily trained or capable warriors, however. Several Jacinth military communities maintain troops specifically trained for close-quarters combat and holding a battle line.&lt;br /&gt;
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The maafs warriors of Ahjat are one example. Equipped with heavy armor and [[shishpar]], they are capable of engaging heavily armored opponents and using their weapons to break through chainmail. Such troops can serve as a more conventional frontline force when circumstances require it.&lt;br /&gt;
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A significant portion of Jacinth warriors and nomadic fighters instead rely on mobility and speed. Many employ [[Elven Garment|light armor]] and various forms of martial arts that involved kick and sweep, allowing them to maneuver rapidly across the desert battlefield. These tactics can be particularly effective against heavily armored opponents, including Aldorian knights, whose armor and fighting methods can be less suited to the conditions of desert warfare. &lt;br /&gt;
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They are also proficient in a distinctive fencing style that emphasizes agility, rapid attacks, and dual-wielding. Practitioners are capable of wielding two weapons simultaneously with considerable ease, allowing them to execute swift and unpredictable combinations of attacks. The style complements the mobile nature of Jacinth warfare, particularly in close-quarters engagements where speed and maneuverability are valued over prolonged exchanges.&lt;br /&gt;
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=== Military units ===&lt;br /&gt;
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==== Dervish ====&lt;br /&gt;
Dervishes constitute a monastic tradition within the Jacinth religious sphere. Practitioners traditionally undertake vows of austerity and poverty and may travel away from their homeland in pursuit of spiritual unity with &#039;&#039;&#039;&#039;&#039;Dair&#039;&#039;&#039;&#039;&#039;. Despite their ascetic lifestyle, several dervish orders maintain martial traditions.&lt;br /&gt;
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Dervish martial practices emphasize mobility, physical control, and close-quarters combat. Kicking techniques, evasive maneuvers, and staff fighting are particularly associated with the tradition. Individual monastic orders maintain different teachings, resulting in considerable variation in both religious practice and martial technique.&lt;br /&gt;
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The &#039;&#039;&#039;Harimits&#039;&#039;&#039; for example, are secretive dervish societies that incorporate elements of the Ohirian fencing tradition, including the use of dual-wielding blades with whirling movement. There is also secret small fire-worshipping dervish groups maintain distinctive rituals associated with fire, including practices involving controlled acts of self-burning.&lt;br /&gt;
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==== Sand Guard ====&lt;br /&gt;
The Sand Guard is an elite patrol force responsible for protecting the Azure Thread and the merchants&#039; caravans that travel along it. Its members are known for their familiarity with the deserts of &#039;&#039;&#039;Ahjat&#039;&#039;&#039; and their ability to operate for extended periods in arid terrain. Their presence alone is enough to repel any raiders and nomads from attempting to be near them, no Jacinth nomads dare to approach Sand Guards without risking possibility to be captured and hanged at the citi walls.&lt;br /&gt;
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Beside their ascetic lifestyle, Sand Guards are particularly associated with archery. Its archers employ a distinctive method of drawing the bowstring using the thumb rather than the three-fingered grip commonly associated with Aldorian archery. Metal thumb rings are used to protect the fingers from injury during repeated shooting.&lt;br /&gt;
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==== Maafs warriors ====&lt;br /&gt;
The Maafs constitute a hereditary warrior estate that holds considerable political and military influence within the &#039;&#039;&#039;Ahja&#039;&#039;&#039;t Empire. Unlike the lightly equipped forces commonly associated with Jibean , military traditions, Maaf warriors frequently employ heavy armor and offensive weapons designed for close combat, led by their &#039;&#039;&#039;Sardars&#039;&#039;&#039;.&lt;br /&gt;
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Common Maaf weapons include the polehammer, [[Exquisite Tabar|tabar]], and [[shishpar]], alongside their distinctive light round [[Maaf Shield|shields]]. Both Maaf heavy infantry and cavalry have participated in major military campaigns. Following the conquest of Jarimad, nomadic chieftains are recorded as having presented their [[Bozdogan|bozdogans]] to their Maaf conquerors as symbols of submission.&lt;br /&gt;
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==== Shadows Assassin ====&lt;br /&gt;
In addition to its horse archers and reputation for ambush tactics, the Maaf Empire employs specialized assassins known as the Shadows. The name is commonly used by local populations and reflects their reputation for operating covertly against enemy commanders and military officials. The Shadows primarily target high-ranking military officers, commanders, and garrison leaders. They are known for conducting extensive surveillance of their targets before attempting an assassination. &lt;br /&gt;
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Unlike conventional assassins who commonly rely on poison or ranged weapons such as crossbows, the Shadows are known for close-quarters attacks. They frequently disguise themselves as commoners, merchants, or other civilians, allowing them to approach their targets in crowded streets and other public locations without immediately attracting suspicion.&lt;br /&gt;
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Once within striking distance, a Shadow attempts to kill the target with a rapid and precise attack before escaping amid the resulting confusion. &lt;br /&gt;
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==== Sipahi ====&lt;br /&gt;
Sipahi are the principal heavy cavalry of the Ahjat Empire and form a major component of its conventional armies. Their equipment is generally commissioned from highly skilled armorers, sometimes directly under the orders of Ahjati emirs. Among their equipment are [[Elven Heavy Brigandine|heavy brigandines]] produced by Jacinth elven armorers.&lt;br /&gt;
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==== Ohirian Mounted archers ====&lt;br /&gt;
Ohirian mounted archers frequently operate independently from the main Jacinth armies. Their mobility allows them to conduct raids and harassment operations over considerable distances.&lt;br /&gt;
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They are typically equipped with lightweight [[Nomad Bow|bows]] and [[Eastern Quiver|quivers]] designed for mounted combat. When forced into close combat, they may employ weapons such as their [[Nomad Saber|saber]], [[Nomad Sagaris|sagaris]] and [[Nomad Adarga|adarga]]. Their ability to attack isolated forces and withdraw before a conventional engagement is a characteristic feature of Ohirian mounted warfare.&lt;br /&gt;
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==== Jarimad Nomads ====&lt;br /&gt;
Jarimad nomads generally avoid prolonged close combat when mounted. Their traditional tactics involve pursuing targets across the desert, firing repeated volleys of arrows, and withdrawing before the enemy can establish a formation. They generally fight on foot only when mounted combat is impractical. In such circumstances, Jarimad warriors commonly employ [[Orient Longaxe|longaxes]], which have been used in engagements against heavily armored Maaf infantry.&lt;br /&gt;
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==== Ghazi ====&lt;br /&gt;
The Ghazi are warriors who voluntarily participate in religious wars conducted in defense of the Jacinth Kingdoms. Their ranks have historically included members of the Jacinth nobility, including high-ranking elves from Jibei.&lt;br /&gt;
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During the Radiant Wars, Ghazi forces participated in the resistance against the invasion led by &#039;&#039;&#039;King Etbert&#039;&#039;&#039;.&lt;br /&gt;
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==== The Faceless ====&lt;br /&gt;
The Faceless serve as the palace guard of the Great Jacinth and are traditionally regarded within Jacinth society as an elite military formation. They participated in the Radiant Wars, where they fought against the forces of King Etbert.&lt;br /&gt;
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The Faceless are particularly associated with a distinctive type of [[Spear of the Faceless|spear]]. Accounts of the Radiant Wars attribute numerous Aldorian cavalry casualties to the use of these weapons.&lt;br /&gt;
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==== Labyrinth Warden ====&lt;br /&gt;
The Labyrinth Wardens are a group of warriors associated with the Labyrinth, a structure said to lie in the desert between &#039;&#039;Hazzun&#039;&#039; and &#039;&#039;Al-Qaza&#039;&#039;. According to Jacinth tradition, the Labyrinth is guarded by silent warriors who prevent unauthorized access to its interior.&lt;br /&gt;
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Little reliable information exists concerning the Wardens or the nature of the Labyrinth. Accounts concerning the site frequently combine historical reports with folklore. The Wardens are commonly depicted carrying [[Labyrinth Warden Poleaxe|poleaxes]] and maintaining strict secrecy concerning the location and contents of the Labyrinth.&lt;br /&gt;
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==== Hazzun Oracle ====&lt;br /&gt;
Hazzun Oracles are religious figures associated with divination and military prophecy. Jacinth armies may consult oracles before major battles, where their rituals are intended to provide guidance concerning the anticipated course of an engagement and to strengthen the morale of soldiers.&lt;br /&gt;
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Their practices commonly involve the interpretation of stars and other celestial phenomena with their [[Hazzun Celestial Sphere|artifact]], as well as the use of ritual [[Sky-Reader Warstaff|staffs]] and [[Oracle Star|amulets]]. During the Radiant Wars, Aldorian soldiers reportedly referred to Jacinth elven oracles as &amp;quot;Sky-readers.&amp;quot;&lt;br /&gt;
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The influence of the Hazzun Oracles on military decision-making varies between Jacinth states and commanders. Their predictions are traditionally regarded as evidence of divine or supernatural foresight, although accounts of their accuracy differ between Jacinth and Aldorian sources.&lt;br /&gt;
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== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Jacinth Kingdom drew heavily from the real life Ottoman empire and many islamic medieval kingdoms.&lt;br /&gt;
* Radiant Wars is the depiction of The Crusade in stoneshard.&lt;br /&gt;
* Some weapons, armor, and military names are borrowed from the real life history, such as the Shishpar, Ghazi, Kalkan, Jambiya, and many more.&lt;br /&gt;
&lt;br /&gt;
== Notable Nistrians NPC/Character ==&lt;br /&gt;
&lt;br /&gt;
* [[Mahir]]&lt;br /&gt;
* [[Esfah]]&lt;br /&gt;
* [[Armuz]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Host&amp;diff=77024</id>
		<title>Host</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Host&amp;diff=77024"/>
		<updated>2026-09-17T01:18:10Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Gnostic Hieronism */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quote|The Host are the creators of this world and everything in it. They are unified and eternal. They protect us, their children.|[[Josh]]}}&lt;br /&gt;
&lt;br /&gt;
[[File:Warding Hand Amulet.png|link=Warding Hand Amulet]] {{C|Sacred|&#039;&#039;&#039;Host Inextinguishable&#039;&#039;&#039;}} is a triune deity, revered in [[Aldor]] and many peoples beyond its borders. It is known that the Host has shown miracles through its [[Shrine|Shrines]] and clergy, but this is a matter of the distant past.&lt;br /&gt;
&lt;br /&gt;
==The entity of the Host==&lt;br /&gt;
&#039;&#039;&#039;The Host&#039;&#039;&#039; is a composite entity chiefly consisting of the three &#039;&#039;&#039;Hands&#039;&#039;&#039;. They are known under different names in different lands. In [[Aldor]], they are known as &#039;&#039;&#039;the Guiding Hand&#039;&#039;&#039;, that lights and leads on one&#039;s Path, &#039;&#039;&#039;the Warding Hand&#039;&#039;&#039;, that shields from harm, and &#039;&#039;&#039;the Judging Hand&#039;&#039;&#039;, that grants strength against adversity. The elves give the Hands proper names.&lt;br /&gt;
&lt;br /&gt;
In addition to the Hands, the Host includes the righteous dead, who merge into a single whole with the Host in the afterlife. &#039;&#039;&#039;The Order of the Triune Hand&#039;&#039;&#039; was especially concerned with this, and so they built impressive [[Dungeons#The Crypt|crypts]] for entombing the honored dead – only to have the grave sites exploited by malicious cults in present day.&lt;br /&gt;
&lt;br /&gt;
Worship of the Host is opposed by yet another [[Enemies#Secret Cults (Proselytes)|malicious cult]] which revere an entity known as &#039;&#039;&#039;the Court&#039;&#039;&#039;. Little is known about it.&lt;br /&gt;
&lt;br /&gt;
==Religious Teachings==&lt;br /&gt;
As noted above, different countries believe in the Host differently. The following religious teachings are known:&lt;br /&gt;
* &#039;&#039;&#039;Gnostic Hieronism&#039;&#039;&#039; - &amp;quot;Path of Knowledge&amp;quot; [[File:Folio on Eidolons.png|link=Folio on Eidolons]]&lt;br /&gt;
* &#039;&#039;&#039;Nistrian Hieronism&#039;&#039;&#039; - &amp;quot;Path of Tradition&amp;quot; [[File:Folio on Nistra.png|link=Folio on Nistra]]&lt;br /&gt;
* &#039;&#039;&#039;Northern Hieronism&#039;&#039;&#039; - &amp;quot;Path of Stoicism&amp;quot; [[File:Folio on Skadia.png|link=Folio on Skadia]]&lt;br /&gt;
* &#039;&#039;&#039;Orient Hieronism&#039;&#039;&#039; - &amp;quot;Path of Purity&amp;quot; [[File:Folio on Barcia.png|link=Folio on Barcia]]&lt;br /&gt;
* &#039;&#039;&#039;Eraffa&#039;&#039;&#039; - &amp;quot;Path of Divination&amp;quot; [[File:Folio on Jacinth 2-2.png|link=Folio on Jacinth 2-2]]&lt;br /&gt;
* &#039;&#039;&#039;Alrayi&#039;&#039;&#039; - &amp;quot;Path of the Seers&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Cara&#039;&#039;&#039; - &amp;quot;Path of Improvement&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Zhixu&#039;&#039;&#039; - &amp;quot;Path of Purpose&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Those who do not believe in the Host profess one of the following:&lt;br /&gt;
* &#039;&#039;&#039;Dwarven Paganism&#039;&#039;&#039; - Ancestors Worship [[File:Runic Amulet.png|link=Runic Amulet]]&lt;br /&gt;
* &#039;&#039;&#039;Paganism&#039;&#039;&#039; - Spirits / Nature Worship [[File:Pagan Pendant.png|link=Pagan Pendant]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Gnostic Hieronism===&lt;br /&gt;
Gnostic Hieronism is the most widespread in [[Aldor]], but not in the rest of the world. This teaching was held by the High Hieron, and after its schism, the newly formed churches of [[Brynn]], [[Aldwynn]], and [[Maen]]. It&#039;s hierarchy is described in detail in the corresponding [[Folio on Hieron|Folio]].&lt;br /&gt;
&lt;br /&gt;
For centuries, the Hieron had been led by Archtheurgists, the miracle workers, the most diligent and persevering that become close to the Host in all Their Benevolent Glory. Bestowed with a fraction of the Host&#039;s grace, they could reshaping the world in accordance with the divine will. But they lost their power not long before the war, and no one knows why that happened. The only reminders of their power are the few [[Artifacts]], the [[Priest Staff|clergy staffs]] and the [[Templar Sword|templar swords]] that bear the marks of the Host&#039;s [[Blessing]].&lt;br /&gt;
&lt;br /&gt;
Deserving special mention are the Tanats, also known as the First Martyrs, who are revered by Hieronites almost as much as the Host itself. A long time ago, they sacrificed their lives to hasten the coming of the Day of Truth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Notable Aldorian saints:&lt;br /&gt;
* Almot the Unerring who was engaged in missionary activity in Fjall and died there;&lt;br /&gt;
* St Wald, one of the first Aldorian saints, left his mark in history as a great preacher and his quest to bring the Truth to Sentian heathens;&lt;br /&gt;
* Saint Theona, known for the story of her healing the dying and the wounded with a single sprig of [[Spider Vine]];&lt;br /&gt;
* Saint Dekar who once struck down forest troll with a [[Peasant Staff Sling|peasant sling]];&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pertain artifacts:&lt;br /&gt;
* [[Casket with St Wald Relics]]&lt;br /&gt;
* [[Blessed Aquamanile]]&lt;br /&gt;
* [[Cleansing Chalice]]&lt;br /&gt;
* [[Codex of the Triple Hand Order]]&lt;br /&gt;
* [[Tanat&#039;s Skull]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pertain texts:&lt;br /&gt;
* [[Folio on Eidolons|The Keys of the Tetractys]]&lt;br /&gt;
* The Golden Truths&lt;br /&gt;
* The Aspects&lt;br /&gt;
* The Apocrypha&lt;br /&gt;
* [[Survival Treatise II|A Sermon for a Good Hieronite]]&lt;br /&gt;
* [[Staves Treatise III|Advice for Pilgrim]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Ritual Candles]], [[Ornate Mirror|Ornate Mirrors]], [[Liturgical Chalice|Liturgical Chalices]], [[Golden Plate|Golden Plates]], [[Aspergillum|Aspergillums]], [[Censer|Censers]] and [[Altar Bell|Altar Bells]] play an important role in the rituals of the Hieronites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Nistrian Hieronism===&lt;br /&gt;
All that is known about Nistrian Hieronism is that it draws heavily on Axonian traditions to strengthen the power of the Great Despot and the country&#039;s dominant Ksifits. The same teaching seems to be professed in the Hieroprincipality of Aeos, but it is unknown whether this mythical country actually exists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Orient Hieronism===&lt;br /&gt;
Orient Hieronicism is practiced in the Theocracy of Barcia and the High Kingdom of Yohara. The very foundation of Barcia is faith in the &#039;&#039;&#039;Host Indivisible&#039;&#039;&#039;, and even though the dogmas of their Hieron have some notable differences from the Aldorian tradition, the people of Barcia have the most common ground when compared to the rest of the Easterners. The nobility and the clergy of Barcia are one and the same - many cities and most of the land belong to sarcavags, the Kingdom&#039;s priests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Eraffa===&lt;br /&gt;
Little is known about Eraffa. The elves call the Host &#039;&#039;&#039;Dair, the Circle of Existence&#039;&#039;&#039;, but they also have a name for each Hand. They prefer meditation to prayer, and use [[Ruby Beads]] and [[Incense]] in their rites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dwarven Paganism===&lt;br /&gt;
The dwarves also believed in the Host in the past, or at least they think so. Now they have rejected this teaching and gone into Dwarven Paganism. They try to attract the attention of the spirits of their ancestors by proving themselves in battle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nothing is known about the rest of the teachings at this time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Navigation||plain}}&lt;br /&gt;
[[Category:Stoneshard]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Aldor&amp;diff=77023</id>
		<title>Aldor</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Aldor&amp;diff=77023"/>
		<updated>2026-09-16T17:50:56Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Geography and economy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dirwin.png|right|Dirwin is woodward from Aldor.]]&lt;br /&gt;
[[File:Arna.png|right|Arna is maiden knight from Aldor.]]&lt;br /&gt;
{{stub}}{{quote|Despite sharing a common culture, humans of Aldor are now more divided than ever. A multitude of political conflicts between the kingdom&#039;s estates has plunged the country into a prolonged civil war, barely contained by a shaky truce.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aldor&#039;&#039;&#039;, known as &#039;&#039;Ab-Aldur&#039;&#039; to the elves, is the kingdom in which {{Gamename}} takes place, a formerly prosperous and powerful kingdom.  &lt;br /&gt;
&lt;br /&gt;
Following the death of [[King Etbert]], a dispute arose within the royal court over the succession and the hereditary claims of the new king by the late queen. The political crisis led several groups of burghers and commoners to seek separation from the Council of Aldor and declare their independence. &lt;br /&gt;
&lt;br /&gt;
The resulting conflict developed into a civil war, further destabilizing the Kingdom of Aldor following the devastation caused by the previous &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;. The kingdom was subsequently divided among three major factions: the [[Council]], the [[Grand Magistrate|Magistrate]], and the [[Gray Army]].&lt;br /&gt;
&lt;br /&gt;
The outbreak of the &#039;&#039;&#039;Crimson Plague&#039;&#039;&#039; further worsened the situation but it helps to keep the status quo across the land. As the plague spread throughout Aldor, necromancer cults began desecrating temples and catacombs, contributing to widespread social and religious unrest. The combination of political instability, disease, and supernatural activity drove some barons and Aldorian communities into banditry and other forms of lawlessness... so here we are.&lt;br /&gt;
&lt;br /&gt;
== Geography and economy ==&lt;br /&gt;
Geographically, the Kingdom of Aldor is situated among several major civilizations in the western region of the &#039;&#039;&#039;Continent&#039;&#039;&#039;. Its strategic position places it between several powerful neighboring states and territories, many of which maintain political rivalries and conflicts with Aldor itself. As a result, Aldor has historically been vulnerable to external intervention, particularly during periods of political instability or military weakness.&lt;br /&gt;
&lt;br /&gt;
The western border of Aldor is shared with the Great Despotate of [[Nistra]], a major regional power with which Aldor has maintained a longstanding rivalry spanning several decades. Relations between the two states have frequently been characterized by political and military tensions.&lt;br /&gt;
&lt;br /&gt;
To the north, Aldor borders the mountainous territories of the [[Fjall]] Clans. The region is known for frequent clan raids and incursions into Aldorian territory, requiring the kingdom to maintain a permanent border guard presence along the northern frontier.&lt;br /&gt;
&lt;br /&gt;
The eastern border is shared with the [[Jacinth]] Kingdoms, a collection of neighboring kingdoms with significant political and historical connections to Aldor. The region is particularly associated with the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;, during which &#039;&#039;&#039;King Etbert&#039;&#039;&#039; famously led Aldorian forces in the final war against the elves of Jibei.&lt;br /&gt;
&lt;br /&gt;
The southern frontier extends to the sea, providing Aldor with access to maritime trade and foreign supplies. The principal port is the city of [[Brynn]], which serves as an important center for commerce and maritime transportation. The port&#039;s strategic importance has made the southern coastline vital to Aldor&#039;s economy, supplies, and continued access to external markets.&lt;br /&gt;
&lt;br /&gt;
=== Agriculture and Food Production ===&lt;br /&gt;
The Kingdom of Aldor maintains a largely agricultural economy, with farming, fishing, and pastoralism serving as the primary means of sustaining its population. Numerous farms, plantations, fisheries, and pastures are distributed throughout the kingdom, supplying food and other agricultural products to surrounding settlements and cities.&lt;br /&gt;
&lt;br /&gt;
Southern Aldor is particularly known for its agricultural production. The region surrounding [[Osbrook]] contains wheat farms that supply grain to the surrounding settlements. Other agricultural estates produce hops and grapes, supporting Aldor&#039;s brewing and winemaking industries. Wineries and hop plantations are distributed throughout the kingdom to meet the demand for alcoholic beverages, including wine and ale.&lt;br /&gt;
&lt;br /&gt;
The transportation and distribution of agricultural goods are overseen by bailiffs, who are responsible for managing various estates, facilities, transactions, and logistical operations. Bailiffs also supervise the movement of goods between settlements, making them an important part of Aldor&#039;s administrative and economic system.&lt;br /&gt;
&lt;br /&gt;
But after the civil war and the Crimson Plague, the agriculture and logistics that Aldor proud of now need their time to revive their glory, if not already burnt down t the ground.&lt;br /&gt;
&lt;br /&gt;
=== Arms and Armor ===&lt;br /&gt;
Aldorian weaponsmiths have historically adapted their techniques and designs in response to the military practices of neighboring civilizations. In the decades following the Civil War, the various Aldorian factions increasingly adopted and imitated foreign weapons that were considered effective in warfare.&lt;br /&gt;
&lt;br /&gt;
Among these adaptations was the [[Footman Longaxe|longaxe]], derived from the martial traditions of the [[Fjall]] Clans, as well as the polemace, whose design was influenced by weapons used by the Great Despotate of [[Nistra]]. Aldorian smiths also incorporated techniques from the [[Jacinth]] Kingdoms into the production of sabers and bows.&lt;br /&gt;
&lt;br /&gt;
The development of Aldorian armor has followed a similar pattern. Armorers have continually improved the protection provided by plate and other forms of protective equipment, particularly for the kingdom&#039;s knights. The increasing protection worn by heavily armored soldiers subsequently encouraged Aldorian smiths to develop new weapons and improve existing designs in order to overcome enhanced armor. This process of adaptation has resulted in an ongoing cycle of armor development and weapons innovation, with Aldorian craftsmen incorporating foreign techniques while developing their own designs.&lt;br /&gt;
&lt;br /&gt;
=== Commerce and Trade ===&lt;br /&gt;
Aldor participates in extensive trade with neighboring kingdoms and distant regions. Agricultural products and manufactured commodities form an important part of its exports. [[Crates of Wine|Wine]], [[Barrel of Beer|ale]], [[Pails of Cider|cider]], and [[Sacks of Salt|salt]] are among the commodities commonly transported through Aldorian trade networks.&lt;br /&gt;
&lt;br /&gt;
The kingdom also exports raw materials, particularly [[Shipment of Timber|timber]] and [[Crates of Charcoal|charcoal]]. The extensive forests of northern Aldor provide a significant source of lumber and fuel, supporting both domestic industries and foreign trade.&lt;br /&gt;
&lt;br /&gt;
Aldor&#039;s southern coastline and the port city of [[Brynn]] provide access to maritime trade routes, allowing goods produced throughout the kingdom to be transported to foreign markets. The combination of agricultural production, natural resources, manufacturing, and maritime commerce makes trade an important component of the Aldorian economy.&lt;br /&gt;
&lt;br /&gt;
== Government and religion ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Kingdom of Aldor is traditionally governed as a hereditary monarchy, with the king serving as the head of state and exercising authority through the Royal Court. The kingdom&#039;s feudal lords, nobles, local governors, and merchant lords are traditionally expected to recognize the authority of the crown and administer their respective territories in accordance with royal law.&lt;br /&gt;
&lt;br /&gt;
Following the death of &#039;&#039;&#039;King Etbert&#039;&#039;&#039;, the established system of government collapsed amid a dispute over the royal succession. The resulting Aldorian Civil War divided the kingdom among several competing factions, each establishing its own political and military leadership. The three principal factions are the Council, the Grand Magistrate, and the Gray Army.&lt;br /&gt;
&lt;br /&gt;
==== The [[Council]] ====&lt;br /&gt;
The &#039;&#039;&#039;Council&#039;&#039;&#039; was established by the final wife of &#039;&#039;&#039;King Etbert,&#039;&#039;&#039; Queen Inora following her accession, who assumed the regency alongside her son, King &#039;&#039;&#039;Verne&#039;&#039;&#039;. Inora and her supporters gathered royal loyalists and feudal lords who had fallen from favor under the previous administration King in an effort to preserve the monarchy and maintain the territorial integrity of Aldor.&lt;br /&gt;
&lt;br /&gt;
The Council claims continuity with the traditional Aldorian monarchy and regards King Verne as the legitimate successor to the throne. Its administration is supported primarily by royal loyalists, sections of the nobility, and feudal lords who seeks influence and reintegrate to the court life.&lt;br /&gt;
&lt;br /&gt;
==== The Grand [[Grand Magistrate|Magistrate]] ====&lt;br /&gt;
The &#039;&#039;&#039;Grand Magistrate&#039;&#039;&#039; originated as a political union of city councils, rebellious aristocrats, artisan guilds, and merchant guilds, with its principal center in [[Brynn]].&lt;br /&gt;
&lt;br /&gt;
Brynn had previously possessed the status of a free city status before losing its political privileges under the authority of King Etbert. Following King&#039;s death, representatives of the city&#039;s political and commercial institutions voted to withdraw from the Kingdom of Aldor. They rejected the legitimacy of the new royal succession and organized a separate administration known as the Grand Magistrate.&lt;br /&gt;
&lt;br /&gt;
The movement subsequently attracted support from burghers, merchants, guilds, military forces, and other groups opposed to royal authority. The Grand Magistrate therefore developed into both a political government and a military faction during the Civil War.&lt;br /&gt;
&lt;br /&gt;
==== The [[Gray Army]] ====&lt;br /&gt;
The &#039;&#039;&#039;Gray Army&#039;&#039;&#039; emerged as a popular movement composed of various social groups, with peasants and artisans forming the majority of its supporters. Its ranks also include former brigands, disillusioned clerics, impoverished feudal lords, and deserters from both the Council and the Grand Magistrate.&lt;br /&gt;
&lt;br /&gt;
The movement is led by &#039;&#039;&#039;Nir&#039;&#039;&#039;, a figure whose origins remain uncertain. Under his leadership, the Gray Army expanded its influence and acquired control over additional territories following the prolonged conflict between the &#039;&#039;&#039;Council&#039;&#039;&#039; and the &#039;&#039;&#039;Grand Magistrate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike the other major factions, the Gray Army does not originate from the established royal or urban political institutions of Aldor. Its organization instead developed from the social and economic instability caused by the Civil War, allowing individuals from different backgrounds to join the movement.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Hieronism is a Gnostic religious tradition originating in the Kingdom of Aldor and remains one of the principal religious traditions of the region. Its teachings are centered on the Host, a divine entity understood through the concept of the Trinity of Hands: the &#039;&#039;&#039;Guiding Hand&#039;&#039;&#039;, the &#039;&#039;&#039;Warding Hand&#039;&#039;&#039;, and the &#039;&#039;&#039;Judging Hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hieronist theology places considerable emphasis on the pursuit of divine knowledge and spiritual understanding. The religion maintains a complex clerical hierarchy through which adherents progress from religious students to increasingly knowledgeable and spiritually powerful figures.&lt;br /&gt;
&lt;br /&gt;
The understanding of the Host is regarded as a lifelong pursuit. Hieronist teachings maintain that deeper knowledge of sacred scripture and divine mysteries allows an individual to establish an increasingly direct spiritual connection with the Host.&lt;br /&gt;
&lt;br /&gt;
Each Hieronist church is administered by a priest known as a Hierophant. Advancement through the Hieronist hierarchy traditionally requires religious study, pilgrimage, contemplation, and the interpretation of sacred texts. Per information that people been gathered such as in [[Folio on Hieron|folio]], the hierarchy of the Aldor Hieronites priests is as such:&lt;br /&gt;
&lt;br /&gt;
* Exoteric&lt;br /&gt;
&lt;br /&gt;
* Hierophant&lt;br /&gt;
&lt;br /&gt;
* Hermeneut&lt;br /&gt;
&lt;br /&gt;
* Theognostic&lt;br /&gt;
&lt;br /&gt;
* Thaumaturge&lt;br /&gt;
&lt;br /&gt;
* Archtheurgist&lt;br /&gt;
&lt;br /&gt;
=== Saints and Relics ===&lt;br /&gt;
Hieronism maintains a tradition of venerating saints, individuals remembered for their exceptional devotion, virtue, and accomplishments in service to the Host. Many saints are believed to continue protecting or blessing the faithful through sacred artifacts such as [[Casket with St Wald Relics|Saint Wald]] and relics associated with their lives.&lt;br /&gt;
&lt;br /&gt;
In addition, numerous saints have been commemorated through statues, religious buildings, shrines, and annual celebrations. These monuments and observances serve both as acts of devotion and as reminders of the virtues represented by the saints. Some Hieronist communities consider the relics of particularly revered saints to possess spiritual significance, and certain artifacts are believed to retain a connection to the saint and, through them, to the Host.&lt;br /&gt;
&lt;br /&gt;
== History and culture ==&lt;br /&gt;
&lt;br /&gt;
=== Pre-unification Aldor ===&lt;br /&gt;
Before the establishment of the Kingdom of Aldor, the region was inhabited and controlled by numerous tribal societies. Among the most prominent were the [[Ald]] Tribes, the [[Sentian]] Tribes, and the Highlander Tribes of [[Firn]]. Each developed distinct cultural and military traditions that later became incorporated into Aldorian history and folklore.&lt;br /&gt;
&lt;br /&gt;
The Ald Tribes were particularly renowned for their advanced metalworking techniques, which were considered superior to those of many neighboring tribes. Their expertise in metallurgy allowed the Ald to produce high-quality weapons, tools, shields, and other metal equipment.&lt;br /&gt;
&lt;br /&gt;
The Firn Tribes, who inhabited the northern highlands, were known for their strong traditions and conservative social customs. Their society placed considerable importance on preserving the practices and values of their ancestors. The Firn were also renowned for their skilled marksmen and warriors.&lt;br /&gt;
&lt;br /&gt;
The Sentian Tribes developed a distinctive military tradition centered around the use of slingers. Sentian slingers were regarded as highly skilled and became an important part of the tribe&#039;s military identity. The Sentians were also renowned for their culinary traditions, with their dishes and skilled cooks becoming an important part of their cultural reputation.&lt;br /&gt;
&lt;br /&gt;
=== Unification of Aldor ===&lt;br /&gt;
According to Aldorian legends, the unification of the region began with the expansion of the Ald Tribes. Ald forces gradually conquered neighboring territories, taking the land of rivalling tribes. &lt;br /&gt;
&lt;br /&gt;
The conquest of the Sentian territories required the Ald forces to cross the river separating the two peoples. The Sentians offered strong resistance, relying heavily on their renowned slingers to oppose the advancing Ald forces. According to traditional accounts, the Sentians continued their resistance until the death of their last king, [[Crown of Benor the Dauntless|Benor the Dauntless]]. Following Benor&#039;s death, the remaining Sentian forces were defeated, and the Ald completed their conquest of the Sentian territories. The incorporation of the Sentians significantly expanded Ald-controlled territory and brought their lands under a single political authority.&lt;br /&gt;
&lt;br /&gt;
The subsequent campaign against the Firn Tribes proved considerably more difficult. The mountainous terrain of Firn provided the defenders with a natural advantage, while Firn marksmen were renowned for their exceptional skill with bows and slings. Firn warriors also fought in close combat, traditionally wielding large claymores against the metal shields and armor of the Ald warriors. Their resistance became one of the defining conflicts in the traditional accounts of Aldorian unification.&lt;br /&gt;
&lt;br /&gt;
Eventually, Ald forces captured the Firn foothills, marking a major milestone in the consolidation of Ald territory. The event became an important part of Aldorian historical tradition and was later commemorated in the [[The Conquest of the Hills Tapestry|Tapestry]], where the campaigns of unification are depicted as foundational events in the history of the kingdom.&lt;br /&gt;
&lt;br /&gt;
The conquest of the Sentians and Firn is traditionally regarded as the beginning of the political consolidation that eventually led to the establishment of the Kingdom of Aldor.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
Following the unification of Aldor, the cultural traditions of the former tribes continued to survive throughout the kingdom. Many customs remained particularly prominent in rural communities, while others were gradually incorporated into the customs of Aldorian nobility and urban society. Although the kingdom developed a shared cultural identity, regional traditions from the Ald, Sentian, and Firn peoples remain recognizable in various parts of Aldor.&lt;br /&gt;
&lt;br /&gt;
One of the most widespread aspects of Aldorian culture is the consumption of wine and ale. Inns and taverns can be found throughout the kingdom, including in remote and rural settlements. Alcoholic beverages are commonly consumed after a day of labor and are enjoyed by people from various social classes, including nobles, farmers, guards, and members of the clergy. The widespread availability of wine and ale has made drinking an established part of Aldorian social life.&lt;br /&gt;
&lt;br /&gt;
Another prominent aspect of Aldorian noble culture is its tradition of jousting and duelling. Jousting was historically practiced not only as a martial competition but also as a form of public spectacle and social display. Knights would don their finest [[Jousting Armor|armor]], [[Jousting Topfhelm|helmets]], and barded steeds before competing before large crowds. Success in the joust was considered a means of demonstrating martial ability, wealth, and prestige, while victorious knights often gained the admiration of the crowds and the attention of the fair maidens.&lt;br /&gt;
&lt;br /&gt;
Over time, however, the traditional practice of duelling declined in popularity. Once considered an important component of martial and personal honor, formal duels became increasingly uncommon among Aldorian nobles and warriors. Many pieces of equipment traditionally associated with the practice, including [[Buckler|bucklers]] and specialized duelling [[Duelist Belt|belts]], have consequently fallen into disuse and are often left neglected.&lt;br /&gt;
&lt;br /&gt;
But beside of that, one element of Sentian culture, particularly its culinary traditions, have survived into the modern era. Sentian cuisine became especially influential in Brynn, where cooks developed and refined numerous dishes using both traditional and foreign ingredients. Brynn&#039;s cooks have acquired a reputation for their ability to transform inexpensive, unusual, or otherwise undesirable ingredients into elaborate dishes suitable for the tables of the nobility. This reputation has contributed to Brynn&#039;s status as one of Aldor&#039;s notable centers of culinary culture.&lt;br /&gt;
&lt;br /&gt;
Alas not all traditions of the pre-unification tribes survived the development of the modern Kingdom of Aldor. Some customs have gradually disappeared, while others are no longer formally recognized under Aldorian law. One example is an old Firn custom concerning the inheritance of knightly titles. Certain Firn noble houses traditionally permitted a daughter who had been raised according to the customs and duties traditionally expected of a son could inherit the family&#039;s knightly title. Although the practice existed within some Firn houses, it is no longer generally recognized under contemporary Aldorian law and led several noble houses of Firn ceased to exist.&lt;br /&gt;
&lt;br /&gt;
== Military and weaponries ==&lt;br /&gt;
The military history of Aldor has been shaped by repeated civil wars, foreign campaigns, and internal rebellions, beginning with the tribal conflicts that preceded the unification of the kingdom and continuing into the modern era. These conflicts have encouraged the Aldorian military to continually adapt its weapons, tactics, and organization in response to changing forms of warfare.&lt;br /&gt;
&lt;br /&gt;
Aldorian military doctrine places considerable emphasis on practicality and adaptation rather than strict adherence to established customs or martial traditions. Weapons and tactics originating from foreign cultures are studied when they demonstrate effectiveness against Aldorian forces. Rather than rejecting unfamiliar methods, Aldorian commanders and craftsmen commonly seek to adopt, reproduce, and improve them for use by their own armies.&lt;br /&gt;
&lt;br /&gt;
This approach has resulted in the incorporation of numerous foreign weapons and techniques into Aldorian warfare. Designs originally developed by neighboring civilizations have been modified to suit Aldorian equipment, terrain, and military organization. As a result, Aldorian warfare has developed as an evolving combination of indigenous traditions and foreign innovations.&lt;br /&gt;
&lt;br /&gt;
The continuous cycle of observation, imitation, adaptation, and improvement has become a defining characteristic of the Aldorian military. Its commanders regard battlefield experience as an opportunity to identify weaknesses and develop new methods to counter them, contributing to the kingdom&#039;s reputation for military adaptability.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and armor ===&lt;br /&gt;
&lt;br /&gt;
==== Plate armor ====&lt;br /&gt;
Aldor is particularly renowned for its armorsmithing tradition, most notably the production of heavy plate armor. The development of Aldorian armor has been influenced by centuries of warfare, rebellions, and continual competition with neighboring civilizations. Compared with the heavy infantry of [[Nistra]], which traditionally relies on [[Scaled Armor|scale armor]], and the Maafs warriors of the [[Jacinth]] Kingdoms, who commonly employ heavily reinforced [[Elven Heavy Brigandine|brigandine]], Aldorian armorers are regarded as among the foremost practitioners of plate armor.&lt;br /&gt;
&lt;br /&gt;
Aldorian smiths produce a wide variety of protective equipment, ranging from cuirasses and chestplates to complete suits of plate armor. Such armor is designed to withstand powerful blows and provide substantial protection on the battlefield, although its manufacture requires considerable quantities of metal, skilled labor, and financial resources. Consequently, the heaviest forms of Aldorian armor are generally reserved for wealthier soldiers and the nobility.&lt;br /&gt;
&lt;br /&gt;
==== Swords and Halberds ====&lt;br /&gt;
The [[Knight Blade|sword]] holds a particularly prominent position within Aldorian knightly culture. Noble swords are traditionally associated with knighthood, social status, and martial prestige, making them a favored weapon among the kingdom&#039;s aristocratic warriors.&lt;br /&gt;
&lt;br /&gt;
Despite the cultural importance of the sword, Aldorian military doctrine does not restrict its soldiers to traditional weapons. Over time, Aldorian smiths and military authorities, including King Etbert himself, encouraged the adoption of a wider variety of weapons in order to familiarize troops with different forms of combat.&lt;br /&gt;
&lt;br /&gt;
Among common soldiers, guards and levies frequently employ one of the famous invention of polearms, the [[Guard Halberd|halberd]]. Its combination of cutting, thrusting, and hooking capabilities makes it a versatile weapon suitable for a variety of battlefield and non-battlefield duties. The halberd&#039;s adaptability allows commanders to employ their levies and guards in different roles without requiring them to carry specialized weapons for every task.&lt;br /&gt;
&lt;br /&gt;
The widespread use of foreign and unconventional weapons reflects the broader Aldorian military philosophy of adaptation and practicality, in which established traditions are maintained when effective but are readily supplemented or replaced when superior alternatives become available.&lt;br /&gt;
&lt;br /&gt;
==== Longbows ====&lt;br /&gt;
The [[Soldier Longbow|longbow]] is one of the most prominent weapons associated with the military traditions of Aldor. A common Aldorian proverb states, &#039;&#039;&amp;quot;as long as Aldor has at least a dozen longbows, it&#039;ll remain unconquered.&amp;quot;&#039;&#039; The saying reflects the reputation of Aldorian longbowmen and their importance in the kingdom&#039;s military history.&lt;br /&gt;
&lt;br /&gt;
Aldorian archers have gained a reputation among neighboring powers for their range, accuracy, and ability to deliver concentrated volleys. Historical accounts attribute several notable victories to the longbowmen, including the destruction of a [[Jacinth]] army after it was drawn into an Aldorian ambush. During conflicts with [[Nistra]], Aldorian archers were also credited with killing numerous enemy commanders, standard-bearers, and mages through concentrated and precisely aimed volleys.&lt;br /&gt;
&lt;br /&gt;
Despite the effectiveness of the longbow, its widespread use has not always been supported by the Aldorian nobility. Some nobles have historically regarded archery as an inferior martial practice associated with peasants and commoners, rather than a discipline worthy of aristocratic warriors. Rather than encouraging rural communities to maintain and develop their archery skills, certain lords have discouraged the practice or restricted the use of bows on their estates. In some territories, nobles have even imposed restrictions on archery in order to protect their private hunting grounds. These policies have occasionally placed the interests of aristocratic hunting traditions in conflict with the military value of maintaining a large population of skilled archers.&lt;br /&gt;
&lt;br /&gt;
=== Military tactics ===&lt;br /&gt;
&lt;br /&gt;
==== Wedge formation ====&lt;br /&gt;
Aldorian commanders have traditionally sought to weaken Nistrian formations through sustained volleys of longbow fire before committing their cavalry to a wedge formation intended to break the enemy&#039;s lines. However, this tactic carries considerable risks, particularly when the cavalry assault fails to achieve a decisive breakthrough. Failed charges can result in significant casualties and, in some cases, contribute to an Aldorian defeat.&lt;br /&gt;
&lt;br /&gt;
As a result, some Aldorian commanders and military reformers have advocated for changes to the traditional approach. These advocates have called upon the kingdom&#039;s knights and nobles to set aside their pride and study the tactics employed successfully by their Nistrian adversaries. Such proposals emphasize adapting proven enemy methods rather than relying exclusively on established Aldorian traditions of warfare.&lt;br /&gt;
&lt;br /&gt;
==== Pike and Shot formation ====&lt;br /&gt;
The practice was introduced by Commander Damian of the renowned Albatross Brigade, who employed a formation reminiscent of the ancient phalanx during the Battle of the Chilly Ford. The formation contributed to his decisive victory over Duke der Narn.&lt;br /&gt;
&lt;br /&gt;
Following the battle, many commanders advocated for the increased use of pikemen in military formations, arguing that pike formations represented an important development in the future of warfare. They further recommended that the Magistrate prioritize military reforms aimed at countering the Council Army&#039;s reliance on heavy cavalry.&lt;br /&gt;
&lt;br /&gt;
After Damian&#039;s proposed reforms, the training of pikemen and crossbowmen was to be significantly expanded. The two troop types were envisioned as the backbone of the Magistrate&#039;s army, with pikemen providing a defensive counter to cavalry charges while crossbowmen supplied ranged support against heavily armored opponents.&lt;br /&gt;
&lt;br /&gt;
=== Military units ===&lt;br /&gt;
&#039;&#039;&#039;Knight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Knights of Aldor are primarily drawn from the nobles and highborn members of the houses of nobility within the Kingdom of Aldor. They traditionally serve as the kingdom&#039;s heavily armored cavalry and are commonly equipped with full plate armor and trained warhorses.&lt;br /&gt;
&lt;br /&gt;
Aldorian knights are also associated with the martial traditions and status of the nobility. Their social standing and adherence to chivalric customs have, on occasion, influenced their choice of weaponry. Some knights favor the use of noble swords, regarding them as a traditional and prestigious weapon, even when other weapons may be more practical for certain battlefield situations. Until King Etbert himself introduced them with many [[Knight Axe|axes]], [[Knight Warhammer|bludgeon]], and polearms that highten the status of that weapons to be worthy enough wielded by the nobles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Peasant levy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In Aldor, particularly within territories governed by the Council, the distinction between knightly forces and peasant levies remains an established feature of the military system. For centuries, commoners have been conscripted into the army and typically provided with inexpensive equipment, with some receiving little or no standardized armament.&lt;br /&gt;
&lt;br /&gt;
Peasant levies are generally assigned simple and readily available weapons, most commonly spears and bows. In contrast to the heavily equipped knights and nobles, these troops are primarily intended to serve as mass infantry and supporting forces on the battlefield. This separation in equipment and military role reflects the broader social hierarchy of Aldorian society, in which military privileges and resources are concentrated among the noble classes.&lt;br /&gt;
&lt;br /&gt;
==== Free Company / Mercenaries ====&lt;br /&gt;
Mercenaries are a common sight throughout Aldor, particularly in the city of [[Brynn]]. They serve as a military force that fill the gap between the kingdom&#039;s noble knights and its peasant levies, providing professional soldiers for those who can afford their services.&lt;br /&gt;
&lt;br /&gt;
Mercenaries with proven battlefield experience and established reputations are sometimes hired to participate in wars fought by the Kingdom of Aldor. Their reputation and personal achievements can greatly influence their standing, with successful mercenaries often displaying their weapons and equipment as symbols of their experience and worth.&lt;br /&gt;
&lt;br /&gt;
Polearms such as [[Mercenary Halberd|halberds]] and [[Mercenary Polehammer|polehammers]] are commonly employed by Aldorian mercenaries, owing to their effectiveness and versatility on the battlefield. More accomplished and prosperous mercenaries, however, may favor imposing [[Captain Greatsword|two-handed swords]]. Such weapons are sometimes fitted with elaborately gilded hilts or ornate scabbards, serving not only as weapons but also as visible demonstrations of their wealth, status, and position in the army.&lt;br /&gt;
&lt;br /&gt;
==== Royal Guard ====&lt;br /&gt;
The Royal Guard is the personal military force and bodyguard of King Etbert, tasked primarily with protecting the monarch and serving as his personal retinue. The Guard is regarded as an elite formation within the Aldorian military and is entrusted with the defense of the royal household.&lt;br /&gt;
&lt;br /&gt;
Members of the Royal Guard are equipped with some of the finest weapons and armor produced by Aldorian smiths. Their standard equipment includes high-quality [[Guardsman Crossbow|crossbows]], [[Guardsman Gloves|heavy armor]], and [[Guardsman Shield|shield]] with [[Guardsman Broadsword|broadswords]] carried as sidearms. The quality of their equipment distinguishes the Royal Guard from the ordinary levies and regular troops of the Aldorian army.&lt;br /&gt;
&lt;br /&gt;
==== Longbowman ====&lt;br /&gt;
As a boastful Aldorian proverb goes, &amp;quot;&#039;&#039;As long as Aldor has at least a dozen longbows, it shall remain unconquered&#039;&#039;.&amp;quot; The longbowmen of Aldor have established a reputation for their skill in archery through numerous military campaigns and the defense of Aldorian cities against invading forces.&lt;br /&gt;
&lt;br /&gt;
During sieges and other defensive engagements, Aldorian longbowmen with their trusted [[Sharpshooter Bow|bow]] have reportedly killed numerous enemy commanders, battlemages, and standard-bearers through their marksmanship. Their ability to target important personnel from a distance has made them a particularly valued component of Aldorian defensive warfare.&lt;br /&gt;
&lt;br /&gt;
The widespread use of the longbow has also influenced the composition of Aldorian levies. Many levies are equipped and trained as longbowmen, with some having practiced archery from an early age and possessing years, or even a lifetime, of experience with the weapon.&lt;br /&gt;
&lt;br /&gt;
==== Blademaster ====&lt;br /&gt;
Blademasters are elite professional soldiers who receive twice the standard military wage in exchange for serving on the frontline. Their reputation and battlefield performance are often cited as justification for the considerable expense of maintaining them.&lt;br /&gt;
&lt;br /&gt;
Typically armed with [[Blademaster Greatsword|greatswords]], Blademasters are deployed against enemy infantry formations, particularly poorly equipped levies. Their primary role is to assault the frontline and disrupt its formation, with their presence and aggressive fighting style intended to undermine enemy morale and create openings for the rest of the army to exploit.&lt;br /&gt;
&lt;br /&gt;
==== Forest Watch ====&lt;br /&gt;
&lt;br /&gt;
==== The Vehement ====&lt;br /&gt;
The Vehement are militant Hieronites who take up arms against [[Ghoul|ghouls]], warlocks, and other unholy monstrosities. Unlike conventional military orders, the Vehement are not restricted to a particular social class or profession. Their ranks include peasants, zealous pilgrims, knights-errant, battlemages, and others who have devoted themselves to the cause.&lt;br /&gt;
&lt;br /&gt;
Membership in the Vehement requires the taking of a sacred vow. Those who swear the vow pledge &amp;quot;to stand in defense of the Hieron and the common folk, dedicating themselves to the eradication of evil wherever it may be found.&amp;quot; The vow is considered the foundation of the Vehement&#039;s identity, binding its members together despite their differences in origin, status, and training.&lt;br /&gt;
&lt;br /&gt;
The Vehement therefore function as both a religious brotherhood and a militant force, with their members united primarily by their oath rather than by a common military background.&lt;br /&gt;
&lt;br /&gt;
==== Sons of Eeders ====&lt;br /&gt;
Eeders is a remote and inhospitable village located deep within dense woodland. Its isolated location and harsh environment have contributed to its reputation as an unpleasant place for outsiders, with visitors rarely remaining for extended periods. The village is primarily known for two things: its extensive lumber mills and its perpetually combat-ready militia. Eeders&#039; mills produce timber that is transported directly to the docks of [[Brynn]], making the settlement an important source of lumber for the region.&lt;br /&gt;
&lt;br /&gt;
The sons of Eeders are particularly renowned for their proficiency with heavy poleaxes, a skill regarded as exceptional throughout Aldor. The weapon most commonly associated with the village is the [[eederax]], a polearm named after its place of origin. The eederax bears similarities to the [[Skadian Bardiche|Skadian bardiche]], but features a hook attached to the rear of the axe blade to hook horsemen. Eeders militiamen are especially skilled in using the weapon&#039;s hook to catch and dismount enemy cavalrymen, making the eederax an effective weapon against mounted opponents. This technique, combined with their [[Eeders Longbow|longbowman]], has made the warriors of Eeders particularly well suited to defending their woodland settlement and confronting cavalry forces.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
== Company and Order under Aldor ==&lt;br /&gt;
&lt;br /&gt;
* [[Spears Treatise II|Albatross Brigade]]&lt;br /&gt;
* [[Two-Handed Swords Treatise I|Steel Company]]&lt;br /&gt;
* [[Brynn Crossbow|Faclon Company]]&lt;br /&gt;
* [[Honorary Polehammer|Falcon Plume Company]]&lt;br /&gt;
* [[Magic Mastery Treatise II|United Circle of Mages]]&lt;br /&gt;
* [[Triune Hand Order|Order of the Triune Hands]]&lt;br /&gt;
* [[Ornate Polehammer|Royal Armorbreakers]]&lt;br /&gt;
* [[Woodwight Longflail|The Woodwight]]&lt;br /&gt;
* [[Carved Longbow|Royal Ranger]]&lt;br /&gt;
&lt;br /&gt;
==Outdated Lore==&lt;br /&gt;
Half a century before the events of the game, Aldor waged a war against the elven [[Jade Kingdoms]]. This aggression was repelled by the elves who in turn invaded Aldor. The kingdom was swept by a wave of bloodsheds. Making his last stand, the [[Last King]] revived many fallen warriors to act as his last line of defense. However this terrifying blasphemy was doomed to failure and the Last King was soon vanquished leaving behind him a terrible legacy. The disappearance of the Last King signed the end of this horrific part of Aldor&#039;s history which the historians aptly named the [[War of the Fallen]].&lt;br /&gt;
&lt;br /&gt;
In the aftermath of the war and following the fall of the monarchy no one was left at the reign of the kingdom. After the Jade Kingdoms armies left all matters of pretenders sought to ascend to the throne. This was the start of a decade long civil war, the [[Discord]]. Only the [[Grand Magistrate]], an alliance of well-off merchant families, tired of hatred and violence, was capable of stopping that bloodshed.&lt;br /&gt;
&lt;br /&gt;
Still, years of conflicts left Aldor ravaged. The Grand Magistrate slowly lost its role as its members parted ways. The already tenuous peace of the kingdom was stretched thin. This fragile balance was shattered when the Last King suddenly returned. The great orc migration and another political race added fuel to the fire of war. In a blink of an eye the whole Aldor was split into zones, influenced by rivaling faction.&amp;lt;ref&amp;gt;https://www.kickstarter.com/projects/1926605606/stoneshard-open-world-roguelike-rpg-with-tactical/posts/2190173&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is where the story of {{Gamename}} begins...&lt;br /&gt;
&lt;br /&gt;
==Interesting Facts==&lt;br /&gt;
* At the time of the events of the game, Aldor is 428 years old.&lt;br /&gt;
* Aldor, before unification, consisted of three smaller kingdoms, which were later demoted to duchies. The name of only one of these kingdoms of the past is known for certain - Sentia and the name of its last king - [[Crown of Benor the Dauntless|Benor the Dauntless]]. It is on the territory of this kingdom that modern [[Brynn]] is located.&lt;br /&gt;
* The population of Aldor, with rare exceptions, professes [[Host# Gnostic Hieronism|Gnostic Hieronism]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Stoneshard]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Jacinth&amp;diff=77022</id>
		<title>Jacinth</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Jacinth&amp;diff=77022"/>
		<updated>2026-09-16T12:53:06Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Dervish */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mahir.png|right|Mahir is a Jacint elven dervish.]]&lt;br /&gt;
{{stub}}{{quote|Elves inhabit the vast lands of the Jacinth Kingdom. A small elven diaspora exists in Aldor as well, though they are met with suspicion, regarded as outsiders and schemers.}}The Great &#039;&#039;&#039;Jacinth&#039;&#039;&#039; Kingdoms is a major political power whose territory extends across much of the &#039;&#039;&#039;Continent&#039;&#039;&#039;. Through successive conquests and periods of assimilation, the kingdom has incorporated numerous civilizations, kingdoms, and tribal societies into its sphere of influence. The expansion of Jacinth rule has contributed to the widespread dissemination of its culture, knowledge, religion, merchants, and political influence throughout neighboring regions. &lt;br /&gt;
&lt;br /&gt;
The origins of the Jacinth Kingdom can be traced to an &#039;&#039;&#039;elven&#039;&#039;&#039; tribe in the &#039;&#039;&#039;Jibean Sultanate&#039;&#039;&#039;. Over time, the emerging Jacinth state expanded beyond its original territory, conquering and assimilating neighboring tribes and established empires. Jacinth expansion continued for centuries, eventually making the kingdom one of the dominant powers on the Continent. Its conquests were accompanied not only by political incorporation but also by the spread of Jacinth cultural and religious traditions.&lt;br /&gt;
&lt;br /&gt;
The kingdom&#039;s expansion was eventually checked by the [[Aldor]] Empire during the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;. The conflict prevented further Jacinth expansion into Aldorian territory and established a major political and military boundary between the two powers. Further north-east, the comparatively small Theocracy of [[Barcia]] has also resisted incorporation into the Jacinth Kingdom. Despite repeated campaigns and the kingdom&#039;s extensive territorial expansion, Barcia&#039;s mountainous terrain, isolation, and strong religious identity have allowed it to maintain its independence.&lt;br /&gt;
&lt;br /&gt;
== Geography and economy ==&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
The Jacinth Kingdoms encompass a vast territory incorporating several former kingdoms, empires, and tribal regions. Major constituent territories include the &#039;&#039;&#039;Jibean&#039;&#039;&#039; Sultanate, the High Kingdom of &#039;&#039;&#039;Yohara&#039;&#039;&#039;, the Maafian Empire of &#039;&#039;&#039;Ahjat&#039;&#039;&#039;, the Warlords of &#039;&#039;&#039;Ohir&#039;&#039;&#039;, and the Kingdom of &#039;&#039;&#039;Jarimad&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The size of the Jacinth realm places it in contact with numerous neighboring states and peoples. To the north, it borders the city-states of &#039;&#039;&#039;Skadia&#039;&#039;&#039;. Its western borders are shared with &#039;&#039;&#039;Aldor&#039;&#039;&#039; and the sea. To the south, the Jacinth territories border the Warring Tribes of the &#039;&#039;&#039;Whale Coast&#039;&#039;&#039; and the fabled Hieroprincipality of &#039;&#039;&#039;Aeos&#039;&#039;&#039;. The eastern frontier borders the Shahdom of &#039;&#039;&#039;Sundanar&#039;&#039;&#039; and the Saadir &#039;&#039;&#039;Dynasty&#039;&#039;&#039;, as well as several nomadic peoples, including the &#039;&#039;&#039;Polyed&#039;&#039;&#039;, &#039;&#039;&#039;Unki&#039;&#039;&#039;, &#039;&#039;&#039;Ozok&#039;&#039;&#039;, and &#039;&#039;&#039;Lu&#039;&#039;&#039; tribes.&lt;br /&gt;
&lt;br /&gt;
The considerable geographic extent of the Jacinth Kingdoms encompasses a wide variety of environments and cultures. The incorporation of numerous independent civilizations has also resulted in considerable cultural and economic diversity throughout the realm.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
The Jacinth Kingdoms occupy a strategically important position along the [[Azure Thread]], controlling the principal overland route connecting the eastern and western regions of the &#039;&#039;&#039;Continent&#039;&#039;&#039;. This has made the Jacinth realm the primary power responsible for facilitating and profiting from land-based trade along the route.&lt;br /&gt;
&lt;br /&gt;
Control of the Azure Thread has contributed significantly to the development of Jacinth commerce. Jacinth merchants operate extensive trade networks connecting markets in the eastern and western parts of the Continent. The resulting wealth has contributed to the prosperity of Jacinth elven communities, particularly those located in the &#039;&#039;&#039;Jibean&#039;&#039;&#039; Sultanate, where many merchants and members of the ruling elite have accumulated considerable fortunes.&lt;br /&gt;
&lt;br /&gt;
The concentration of wealth along the Azure Thread has also made merchant caravans targets for raiders, bandits, robbers, and organized gangs. Caravans traveling westward from Jibean territory are particularly vulnerable to attacks after leaving areas under direct Jibean control.&lt;br /&gt;
&lt;br /&gt;
Jacinth merchants are known for exporting a wide variety of valuable and exotic goods. Major exports include [[ivory]], [[Porcelain Vase|porcelain]], and [[silk]], alongside various [[Jibian Spices|spices]], medicinal substances, exotic fruits, and beverages. The variety and quality of these products have given Jacinth merchants a significant advantage when trading with kingdoms and societies possessing less-developed commercial networks.&lt;br /&gt;
&lt;br /&gt;
In addition to food, spices, and other luxury goods, Jacinth merchants export a wide range of armaments and military equipment to neighboring kingdoms. Jacinth armaments are particularly renowned for their craftsmanship, elaborate decoration, and the quality of their materials.&lt;br /&gt;
&lt;br /&gt;
Jacinth smiths produce [[Jibean Scimitar|sabres]], [[Elven Flail|maces]], [[Exquisite Tabar|axes]], and [[Elven Heavy Brigandine|armor]] featuring intricate patterns and decorative elements. High-quality examples may incorporate substantial quantities of gold, rubies, and other precious materials, making them valuable both as military equipment and as symbols of wealth and status. that have gained particular attention among foreign nobility. &lt;br /&gt;
&lt;br /&gt;
The Jacinth Kingdoms are regarded as one of the wealthiest and most commercially active powers on the Continent. Their principal rival in maritime commerce is the [[Bronze Isles]], whose control of major naval trade routes in the western regions allows it to compete with Jacinth dominance of the Azure Thread&#039;s overland trade. &lt;br /&gt;
&lt;br /&gt;
== Government and religion ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Jacinth Kingdoms are governed as a monarchy headed by the Grand Monarch, who also holds the title of Sultan. The current Sultan is His Majesty Arsam XII the Pious, an elf of Jibean. He is also known by the honorific Holy Tiara, where the role of gems in the orderly splendor of its frame is assumed by the elven Monarch and his dignitaries.&lt;br /&gt;
&lt;br /&gt;
The Sultan holds numerous formal titles intended to emphasize his religious and political authority. Several of these titles assert the supremacy of the Jacinth monarch over neighboring kingdoms and peoples such as &#039;&#039;Shah of Shahs of Jarimad, Heavenly Priest of Shenfen, Scourge of Barcians&#039;&#039;, alongside numerous other honorifics.&lt;br /&gt;
&lt;br /&gt;
Despite the apparent political unity of Jibei, Ahjat, and the other realms of Jacinth, the region is composed of a diverse collection of tribes, khanates, emirates, and other semi-autonomous territories. Where usually these local &amp;quot;monarchs&amp;quot;, exercise extensive authority over their respective domains, with the degree of autonomy and central control of their regions.&lt;br /&gt;
&lt;br /&gt;
Due to the considerable size of the Jacinth Kingdoms, the Sultan governs with the assistance of a hierarchical royal court and viziers.&lt;br /&gt;
&lt;br /&gt;
==== Adamants ====&lt;br /&gt;
The &#039;&#039;Adamants&#039;&#039; are two of the Sultan&#039;s closest viziers and serve as his principal intermediaries. Each Adamant is assigned a specific area of responsibility.&lt;br /&gt;
&lt;br /&gt;
One Adamant is responsible for reporting on internal affairs throughout the Jacinth Kingdoms, including matters concerning the constituent kingdoms and territories. The other is responsible for foreign affairs, including receiving foreign ambassadors and delegations bearing tribute.&lt;br /&gt;
&lt;br /&gt;
The Adamants are distinguished by their white silk garments, which are extensively decorated with precious jewels. Their elaborate clothing serves as a visible indication of their proximity to the Sultan and their elevated position within the royal court.&lt;br /&gt;
&lt;br /&gt;
==== Smaragds ====&lt;br /&gt;
The Sultan is additionally assisted by three senior advisers known collectively as the &#039;&#039;Smaragds&#039;&#039;. Each Smaragd holds a distinct responsibility within the royal administration.&lt;br /&gt;
&lt;br /&gt;
* The High Priest oversees religious affairs and serves as the principal religious authority within the Sultan&#039;s court.&lt;br /&gt;
* The High Commander is responsible for the military forces of the Jacinth Kingdoms and advises the Sultan on military affairs.&lt;br /&gt;
* The Patron of Sciences and Arts oversees the promotion and patronage of scholarship, science, literature, and the arts throughout the realm.&lt;br /&gt;
&lt;br /&gt;
The Smaragds are distinguished by elaborate headpieces decorated with multiple large emeralds, from which their title is derived.&lt;br /&gt;
&lt;br /&gt;
==== Kalaigs ====&lt;br /&gt;
Members of the royal court who do not possess direct access to the Sultan are collectively known as &#039;&#039;kalaigs&#039;&#039;. They occupy various administrative and ceremonial positions within the Jacinth court.&lt;br /&gt;
&lt;br /&gt;
Kalaigs are traditionally identified by their turquoise clothing, distinguishing them from the white-clad Adamants and the emerald-adorned Smaragds. Their position within the court places them below the Sultan&#039;s principal advisers but allows them to participate in the administration of the wider kingdom.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Two major religious traditions are prominent throughout the Jacinth Kingdoms: &#039;&#039;&#039;Eraffa&#039;&#039;&#039;, known as the &#039;&#039;&#039;Path of Divinity&#039;&#039;&#039;, and &#039;&#039;&#039;Alray&#039;&#039;&#039;i, known as &#039;&#039;&#039;the Path of the Seer&#039;&#039;&#039;. Although both traditions share fundamental teachings with the Western religions devoted to the [[Host]], they differ considerably in their religious practices, theological interpretations, and approaches to worship. Several smaller religious groups have also existed within the kingdoms, some of which have been outlawed. Among these is the sun-worshipping cult of the [[Everflaming Pendant|Everflaming]] whose practices and beliefs have been prohibited by the current Sultan.&lt;br /&gt;
&lt;br /&gt;
==== Eraffa ====&lt;br /&gt;
Eraffa is particularly prominent in the southern Jacinth territories, especially in and around the Jibean Sultanate, which is regarded as an important center of its teachings. The tradition emphasizes spiritual discipline and the pursuit of harmony with the divine, demonstrated by their meditation and the real journey leaving their wealth to find Unity with the [[Host]].&lt;br /&gt;
&lt;br /&gt;
==== Alrayi ====&lt;br /&gt;
Alrayi shares many theological principles with Eraffa but places greater emphasis on seers, prophecy, and foresight. Practitioners of Alrayi place particular importance on individuals believed to possess the ability to perceive possible future events or receive divine insight. Stars and other celestial bodies also hold significant religious importance in Alrayi, with their observation and interpretation associated with forms of reverence and superstition in &#039;&#039;&#039;Ahjat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Worship ===&lt;br /&gt;
Despite their differences, Eraffa and Alrayi share fundamental beliefs with the Western Hieronite traditions concerning the worship of the Host. The principal distinction lies in how worshippers seek communion with the divine. Western Hieronites generally practice worship through fervent prayer and appeals for divine intervention. By contrast, Jacinth elves refer to the Host as the &#039;&#039;&#039;&#039;&#039;Dair&#039;&#039;&#039;&#039;&#039; and traditionally emphasize meditation, contemplation, and the attainment of inner peace as means of approaching divine unity.&lt;br /&gt;
&lt;br /&gt;
Jacinth religious practices commonly involve periods of meditation conducted at dedicated meditation tables, accompanied by incense and ruby prayer beads. The practice is intended to calm the mind and bring the worshipper into Unity with the Dair.&lt;br /&gt;
&lt;br /&gt;
This differs from many Western Hieronite traditions, in which religious ceremonies frequently involve Hierophants who perform blessings and invoke divine favor upon worshippers. In Jacinth traditions, greater emphasis is placed on the individual&#039;s own attainment of spiritual peace rather than receiving it through the direct intervention of a religious authority.&lt;br /&gt;
&lt;br /&gt;
The differences between Jacinth and Western Hieronite religious practices contributed to tensions between the expanding Jacinth Kingdoms and the kingdoms of western Continent, especially Kingdom of [[Aldor]]. These religious and cultural differences became one of several factors contributing to the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;, a series of conflicts between the Jacinth Kingdoms with Aldor and other Western Hieronite powers.&lt;br /&gt;
&lt;br /&gt;
== History and culture ==&lt;br /&gt;
Relatively little historical information concerning the elves of Jibei and the Jacinth Kingdoms has been documented or disseminated throughout the Western Continent, particularly in [[Aldor]]. The &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;, which were led by &#039;&#039;&#039;King Etbert&#039;&#039;&#039;, contributed to widespread hostility toward the Jacinth Kingdoms and their people.&lt;br /&gt;
&lt;br /&gt;
Following the civil war, the Magistrate territories of [[Brynn]] became the principal safe haven for Jacinth elven traders. From there, they established commercial relations with the Brynnian population and traded goods and valuables originating at the [[Trading House of the Azure Thread]]. Although Jacinth traders are permitted to sell their goods in Aldor, they generally remain guarded about their homeland, with many choosing not to disclose information concerning Jacinth society, customs, and way of life to the local population.&lt;br /&gt;
&lt;br /&gt;
Contemporary accounts generally characterize the Jacinth Kingdoms as being in a period of prosperity commonly described as a Golden Age. Their extensive trading culture and emphasis on scholarship have contributed to advances in science, medicine, and philosophy. The kingdoms are also known for producing high-quality fruits, beverages, and foods, many of which command high prices among foreign merchants and nobility.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
Jacinth elven culture is distinguished by its emphasis on trade, scholarship, hospitality, and interaction with foreign peoples. Alongside these traditions are a number of religious and cultural practices that are uncommon elsewhere on the Western Continent.&lt;br /&gt;
&lt;br /&gt;
One of the most distinctive institutions is the &#039;&#039;&#039;dervish&#039;&#039;&#039; tradition. Dervishes form a monastic sect devoted to seeking unity with &#039;&#039;&#039;&#039;&#039;Dair&#039;&#039;&#039;&#039;&#039; through a journey of spiritual and personal discovery. This journey is often understood literally, requiring practitioners to travel in pursuit of divinity and union with the [[Host]] while relinquishing their wealth, familial ties, and former identities. Among the various dervish traditions are secretive societies of whirling dervishes known as the &#039;&#039;&#039;Harimits&#039;&#039;&#039;, whose monastic practices are comparatively lenient regarding the abandonment of a practitioner&#039;s former life.&lt;br /&gt;
&lt;br /&gt;
Secret societies, religious gatherings, and other private organizations are relatively common throughout the Jacinth Kingdoms. This is partly attributed to the continued autonomy of several assimilated kingdoms, many of which have not fully embraced vassalage under the Sultan and continue to preserve their traditional customs and institutions.&lt;br /&gt;
&lt;br /&gt;
The Maaf warriors of Ahjat maintain a distinct martial tradition centered on personal honor. Under local custom, a Maaf warrior is entitled to defend their honor through ritual combat or a duel, although the circumstances considered sufficient to constitute an offense vary considerably. Maaf warriors are also granted tax exemptions in recognition of their service as frontier guards in western Jacinth and at strategic passes along the Azure Thread.&lt;br /&gt;
&lt;br /&gt;
Another religious and cultural tradition is represented by the Sundanarian monks, who undertake pilgrimages across the mountains of Sundanaar and travel between Sundanaar and the Jacinth Kingdoms. Their practices emphasize the study and control of the body and spirit. Through rigorous training, practitioners seek to control individual muscles and bodily functions in order to preserve physical energy and maintain greater bodily discipline.&lt;br /&gt;
&lt;br /&gt;
==== Cuisine ====&lt;br /&gt;
Jacinth cuisine is characterized by its extensive use of [[Jibian Spices|spices]], fruits, and strongly flavored foods. A [[Elven Mud|muddy]], invigorating beverage originating in the Jacinth Kingdoms was introduced to Aldor relatively recently and has since become associated with Jacinth culture. Other notable foods include [[simit]], exotic fruits, and dishes prepared with numerous varieties of spices.&lt;br /&gt;
&lt;br /&gt;
Spices hold particular importance in Jacinth cooking. Their cultural significance is reflected in the widespread use of specialized containers and [[Exquisite Casket|boxes]] designed specifically for their storage.&lt;br /&gt;
&lt;br /&gt;
==== Clothing and gemstones ====&lt;br /&gt;
Jacinth nobility are known for elaborate garments incorporating [[silk]] and numerous gemstones, including [[ruby]], [[emerald]], [[jade]], [[turquoise]], and gold. The quantity and type of gemstones worn can signify the social status of the wearer. Among Jacinth mages, gemstones are also believed to enhance magical energy and improve certain magical abilities, giving them both social and practical significance.&lt;br /&gt;
&lt;br /&gt;
== Military and weaponries ==&lt;br /&gt;
Warfare in the Jacinth Kingdoms is characterized by the extensive use of light cavalry, horse archers, and skirmishers. These tactics are particularly suited to the region&#039;s desert and arid environments, where lightly equipped troops can maintain greater mobility and endurance. Jacinth armies commonly seek to engage opponents at a distance, using mounted archers to harass enemy formations before withdrawing from close combat.&lt;br /&gt;
&lt;br /&gt;
Several military technologies and designs originating in the Jacinth Kingdoms have subsequently been adopted or imitated by neighboring states. [[Aldor]], in particular, has incorporated several Jacinth weapons and smithing techniques into its own military equipment. The military technology of the Jacinth Kingdoms has consequently become a subject of interest during the ongoing political and military rivalry between Jacinth and Aldor.&lt;br /&gt;
&lt;br /&gt;
Jacinth armies are not organized around a single standardized doctrine. Fighting styles vary considerably between tribes, kingdoms, monastic orders, and military formations. The tactics employed by a particular force depend on its regional traditions, training, and intended role.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and armor ===&lt;br /&gt;
Jacinth armorers are known for producing weapons and protective equipment designed for mobility and maneuverability. Equipment intended for desert warfare is generally lightweight and designed to reduce the burden placed on soldiers operating in sandy terrain. Jacinth armorers also produce heavier forms of protection, including specialized varieties of [[Elven Heavy Brigandine|brigandine]].&lt;br /&gt;
&lt;br /&gt;
The single-edged [[Elven Saber|saber]] is among the most widespread weapons associated with Jacinth forces. It is used by both infantry and cavalry and is valued for its relatively simple maintenance. Accounts from neighboring regions frequently associate the Jacinth kingdoms, particularly Jibei, with highly decorated and finely crafted [[Jibean Scimitar|scimitars]]. Aldorian armorers have produced their own weapons inspired by the Jacinth saber, including [[Jagged Falchion|falchion]]-like designs.&lt;br /&gt;
&lt;br /&gt;
Jacinth bows are similarly designed with mobility in mind and are frequently constructed in lightweight forms suitable for mounted archery. Jacinth bolt-throwers have also influenced the development of [[Brynn Crossbow|crossbows]] abroad. The weapons are traditionally credited as an inspiration for the Falcon Company crossbows of [[Brynn]], which subsequently contributed to the wider adoption of crossbows in Aldor.&lt;br /&gt;
&lt;br /&gt;
Jacinth cavalry and nomadic forces also employ a variety of lightweight shields. These include wooden designs such as the [[Nomad Adarga|adarga]] and [[kalkan]], as well as regional forms of light metal [[Orient Shield|shields]].&lt;br /&gt;
&lt;br /&gt;
=== Military tactic ===&lt;br /&gt;
&lt;br /&gt;
==== Horse archer ====&lt;br /&gt;
Horse archery is practiced by numerous tribes and military communities throughout the Jacinth Kingdoms. Notable practitioners include the nomads of Ohir, the Sand Guard, Jarimad mounted archers, and various Ahjati raiding groups.&lt;br /&gt;
&lt;br /&gt;
The horse-archery tactics employed by the Jacinth armies differ from those traditionally used by the Nistrians. Nistrian mounted archers typically weaken the enemy&#039;s frontline from the rear or at a distance, gradually reducing its strength. Jacinth horse archers, by contrast, commonly employ a form of mobile warfare in which they kite the enemy&#039;s frontline, disrupt its formation, and then launch attacks against the disorganized troops.&lt;br /&gt;
&lt;br /&gt;
==== Light armored maneuver ====&lt;br /&gt;
Jacinth armies rarely begin engagements with a direct assault by their main frontline. This tactic does not indicate a lack of heavily trained or capable warriors, however. Several Jacinth military communities maintain troops specifically trained for close-quarters combat and holding a battle line.&lt;br /&gt;
&lt;br /&gt;
The maafs warriors of Ahjat are one example. Equipped with heavy armor and [[shishpar]], they are capable of engaging heavily armored opponents and using their weapons to break through chainmail. Such troops can serve as a more conventional frontline force when circumstances require it.&lt;br /&gt;
&lt;br /&gt;
A significant portion of Jacinth warriors and nomadic fighters instead rely on mobility and speed. Many employ [[Elven Garment|light armor]] and various forms of martial arts that involved kick and sweep, allowing them to maneuver rapidly across the desert battlefield. These tactics can be particularly effective against heavily armored opponents, including Aldorian knights, whose armor and fighting methods can be less suited to the conditions of desert warfare. &lt;br /&gt;
&lt;br /&gt;
They are also proficient in a distinctive fencing style that emphasizes agility, rapid attacks, and dual-wielding. Practitioners are capable of wielding two weapons simultaneously with considerable ease, allowing them to execute swift and unpredictable combinations of attacks. The style complements the mobile nature of Jacinth warfare, particularly in close-quarters engagements where speed and maneuverability are valued over prolonged exchanges.&lt;br /&gt;
&lt;br /&gt;
=== Military units ===&lt;br /&gt;
&lt;br /&gt;
==== Dervish ====&lt;br /&gt;
Dervishes constitute a monastic tradition within the Jacinth religious sphere. Practitioners traditionally undertake vows of austerity and poverty and may travel away from their homeland in pursuit of spiritual unity with &#039;&#039;&#039;&#039;&#039;Dair&#039;&#039;&#039;&#039;&#039;. Despite their ascetic lifestyle, several dervish orders maintain martial traditions.&lt;br /&gt;
&lt;br /&gt;
Dervish martial practices emphasize mobility, physical control, and close-quarters combat. Kicking techniques, evasive maneuvers, and staff fighting are particularly associated with the tradition. Individual monastic orders maintain different teachings, resulting in considerable variation in both religious practice and martial technique.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Harimits&#039;&#039;&#039; for example, are secretive dervish societies that incorporate elements of the Ohirian fencing tradition, including the use of dual-wielding blades with whirling movement. There is also secret small fire-worshipping dervish groups maintain distinctive rituals associated with fire, including practices involving controlled acts of self-burning.&lt;br /&gt;
&lt;br /&gt;
==== Sand Guard ====&lt;br /&gt;
The Sand Guard is an elite patrol force responsible for protecting the Azure Thread and the merchants&#039; caravans that travel along it. Its members are known for their familiarity with the deserts of &#039;&#039;&#039;Ahjat&#039;&#039;&#039; and their ability to operate for extended periods in arid terrain. Their presence alone is enough to repel any raiders and nomads from attempting to be near them, no Jacinth nomads dare to approach Sand Guards without risking possibility to be captured and hanged at the citi walls.&lt;br /&gt;
&lt;br /&gt;
Beside their ascetic lifestyle, Sand Guards are particularly associated with archery. Its archers employ a distinctive method of drawing the bowstring using the thumb rather than the three-fingered grip commonly associated with Aldorian archery. Metal thumb rings are used to protect the fingers from injury during repeated shooting.&lt;br /&gt;
&lt;br /&gt;
==== Maafs warriors ====&lt;br /&gt;
The Maafs constitute a hereditary warrior estate that holds considerable political and military influence within the &#039;&#039;&#039;Ahja&#039;&#039;&#039;t Empire. Unlike the lightly equipped forces commonly associated with Jibean military traditions, Maaf warriors frequently employ heavy armor and offensive weapons designed for close combat.&lt;br /&gt;
&lt;br /&gt;
Common Maaf weapons include the polehammer, [[Exquisite Tabar|tabar]], and [[shishpar]], alongside their distinctive light round [[Maaf Shield|shields]]. Both Maaf heavy infantry and cavalry have participated in major military campaigns. Following the conquest of Jarimad, nomadic chieftains are recorded as having presented their [[Bozdogan|bozdogans]] to their Maaf conquerors as symbols of submission.&lt;br /&gt;
&lt;br /&gt;
==== Shadows Assassin ====&lt;br /&gt;
In addition to its horse archers and reputation for ambush tactics, the Maaf Empire employs specialized assassins known as the Shadows. The name is commonly used by local populations and reflects their reputation for operating covertly against enemy commanders and military officials. The Shadows primarily target high-ranking military officers, commanders, and garrison leaders. They are known for conducting extensive surveillance of their targets before attempting an assassination. &lt;br /&gt;
&lt;br /&gt;
Unlike conventional assassins who commonly rely on poison or ranged weapons such as crossbows, the Shadows are known for close-quarters attacks. They frequently disguise themselves as commoners, merchants, or other civilians, allowing them to approach their targets in crowded streets and other public locations without immediately attracting suspicion.&lt;br /&gt;
&lt;br /&gt;
Once within striking distance, a Shadow attempts to kill the target with a rapid and precise attack before escaping amid the resulting confusion. &lt;br /&gt;
&lt;br /&gt;
==== Sipahi ====&lt;br /&gt;
Sipahi are the principal heavy cavalry of the Ahjat Empire and form a major component of its conventional armies. Their equipment is generally commissioned from highly skilled armorers, sometimes directly under the orders of Ahjati emirs. Among their equipment are [[Elven Heavy Brigandine|heavy brigandines]] produced by Jacinth elven armorers.&lt;br /&gt;
&lt;br /&gt;
==== Ohirian Mounted archers ====&lt;br /&gt;
Ohirian mounted archers frequently operate independently from the main Jacinth armies. Their mobility allows them to conduct raids and harassment operations over considerable distances.&lt;br /&gt;
&lt;br /&gt;
They are typically equipped with lightweight [[Nomad Bow|bows]] and [[Eastern Quiver|quivers]] designed for mounted combat. When forced into close combat, they may employ weapons such as their [[Nomad Saber|saber]], [[Nomad Sagaris|sagaris]] and [[Nomad Adarga|adarga]]. Their ability to attack isolated forces and withdraw before a conventional engagement is a characteristic feature of Ohirian mounted warfare.&lt;br /&gt;
&lt;br /&gt;
==== Jarimad Nomads ====&lt;br /&gt;
Jarimad nomads generally avoid prolonged close combat when mounted. Their traditional tactics involve pursuing targets across the desert, firing repeated volleys of arrows, and withdrawing before the enemy can establish a formation. They generally fight on foot only when mounted combat is impractical. In such circumstances, Jarimad warriors commonly employ [[Orient Longaxe|longaxes]], which have been used in engagements against heavily armored Maaf infantry.&lt;br /&gt;
&lt;br /&gt;
==== Ghazi ====&lt;br /&gt;
The Ghazi are warriors who voluntarily participate in religious wars conducted in defense of the Jacinth Kingdoms. Their ranks have historically included members of the Jacinth nobility, including high-ranking elves from Jibei.&lt;br /&gt;
&lt;br /&gt;
During the Radiant Wars, Ghazi forces participated in the resistance against the invasion led by &#039;&#039;&#039;King Etbert&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== The Faceless ====&lt;br /&gt;
The Faceless serve as the palace guard of the Great Jacinth and are traditionally regarded within Jacinth society as an elite military formation. They participated in the Radiant Wars, where they fought against the forces of King Etbert.&lt;br /&gt;
&lt;br /&gt;
The Faceless are particularly associated with a distinctive type of [[Spear of the Faceless|spear]]. Accounts of the Radiant Wars attribute numerous Aldorian cavalry casualties to the use of these weapons.&lt;br /&gt;
&lt;br /&gt;
==== Labyrinth Warden ====&lt;br /&gt;
The Labyrinth Wardens are a group of warriors associated with the Labyrinth, a structure said to lie in the desert between &#039;&#039;Hazzun&#039;&#039; and &#039;&#039;Al-Qaza&#039;&#039;. According to Jacinth tradition, the Labyrinth is guarded by silent warriors who prevent unauthorized access to its interior.&lt;br /&gt;
&lt;br /&gt;
Little reliable information exists concerning the Wardens or the nature of the Labyrinth. Accounts concerning the site frequently combine historical reports with folklore. The Wardens are commonly depicted carrying [[Labyrinth Warden Poleaxe|poleaxes]] and maintaining strict secrecy concerning the location and contents of the Labyrinth.&lt;br /&gt;
&lt;br /&gt;
==== Hazzun Oracle ====&lt;br /&gt;
Hazzun Oracles are religious figures associated with divination and military prophecy. Jacinth armies may consult oracles before major battles, where their rituals are intended to provide guidance concerning the anticipated course of an engagement and to strengthen the morale of soldiers.&lt;br /&gt;
&lt;br /&gt;
Their practices commonly involve the interpretation of stars and other celestial phenomena with their [[Hazzun Celestial Sphere|artifact]], as well as the use of ritual [[Sky-Reader Warstaff|staffs]] and [[Oracle Star|amulets]]. During the Radiant Wars, Aldorian soldiers reportedly referred to Jacinth elven oracles as &amp;quot;Sky-readers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The influence of the Hazzun Oracles on military decision-making varies between Jacinth states and commanders. Their predictions are traditionally regarded as evidence of divine or supernatural foresight, although accounts of their accuracy differ between Jacinth and Aldorian sources.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Jacinth Kingdom drew heavily from the real life Ottoman empire and many islamic medieval kingdoms.&lt;br /&gt;
* Radiant Wars is the depiction of The Crusade in stoneshard.&lt;br /&gt;
* Some weapons, armor, and military names are borrowed from the real life history, such as the Shishpar, Ghazi, Kalkan, Jambiya, and many more.&lt;br /&gt;
&lt;br /&gt;
== Notable Nistrians NPC/Character ==&lt;br /&gt;
&lt;br /&gt;
* [[Mahir]]&lt;br /&gt;
* [[Esfah]]&lt;br /&gt;
* [[Armuz]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Fjall&amp;diff=77021</id>
		<title>Fjall</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Fjall&amp;diff=77021"/>
		<updated>2026-09-16T10:41:49Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Military Unit */&lt;/p&gt;
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&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Jorgrim.png|right|Jorgrim]]&lt;br /&gt;
[[File:Hilda.png|right|Hilda]]&lt;br /&gt;
{{quote|The mountains of Fjall is the land of the Dwarves. These stern, half-barbarous people earned themselves a bad reputation in Aldor due to constant raids. They do not believe in the &amp;quot;Host&amp;quot; of Aldor, instead considering the shrines of Aldor those of false gods.}}&lt;br /&gt;
&lt;br /&gt;
Fjall is a mountainous territory inhabited primarily by dwarven clans. The region is characterized by extensive mountain ranges, harsh weather, and a large population of dangerous beasts and monsters. Fjall is divided among several major dwarven clans, alongside numerous smaller clans and independent raider bands.&lt;br /&gt;
&lt;br /&gt;
Unlike most eastern and southern civilizations, the people of Fjall generally reject the worship of the Host Indivisible and continue to practice an ancestral form of paganism. Fjall society is heavily influenced by clan loyalty, raiding, hunting, warfare, and the pursuit of personal and familial glory.&lt;br /&gt;
&lt;br /&gt;
== Geography and economy ==&lt;br /&gt;
Fjall consists primarily of mountainous terrain, with portions of the territory extending into high-elevation regions and frozen tundra. Its extensive mountain ranges form natural borders with several neighboring countries. Nistra lies to the southwest, Aldor to the south, Maaf to the southeast, and [[Skadia]] to the east. The northern regions of Fjall consist largely of tundra and extend toward the cold Northern Sea.&lt;br /&gt;
&lt;br /&gt;
The geography of Fjall presents significant challenges to its inhabitants. In addition to the harsh climate, numerous beasts and monsters inhabit the mountains, caves, and surrounding wilderness. These creatures occasionally enter dwarven settlements, while raids and conflicts between the Fjall clans are also common.&lt;br /&gt;
&lt;br /&gt;
Despite these conditions, Fjall&#039;s dwarven population has survived and, in some regions, thrived. Agriculture is difficult to sustain in the colder regions, while hunting large game generally provides enough food for only a limited period of time. As a result, many Fjall dwarves seek wealth and employment outside their homeland.&lt;br /&gt;
&lt;br /&gt;
Raiding, pillaging, and mercenary work are common ways for Fjall dwarves to acquire wealth. Some clans and individuals conduct raids against neighboring settlements, while others travel abroad to serve as mercenaries for foreign kingdoms.&lt;br /&gt;
&lt;br /&gt;
Not all Fjall dwarves participate in raiding. Some hunters trade animal trophies, preserved meat, and locally produced weapons and equipment for crops, manufactured goods, and luxuries that are difficult or impossible to obtain within Fjall.&lt;br /&gt;
&lt;br /&gt;
==Government and religion==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
Fjall society is organized primarily around a clan system. Individual clans are generally governed by chieftains who exercise authority over their territory and the people living within it.&lt;br /&gt;
&lt;br /&gt;
Four major clans are commonly recognized as controlling significant portions of Fjall:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Skarhogg Clan&#039;&#039;&#039; — Controls much of the southeastern mountains. The clan is strongly associated with the berserker tradition and maintains a number of shamanistic rituals on their warriors&#039; [[Skarhogg Garment|garment]].&lt;br /&gt;
* &#039;&#039;&#039;Norrheim Clan&#039;&#039;&#039; — Occupies the northeastern tundra near the Northern Sea. The clan has a strong hunting tradition, owing in part to the numerous dangerous beasts inhabiting its territory. Hunting these animals provides an important source of food and also trophies for their [[Norrheim Helmet|attribute]] as a means of demonstrating skill and earning prestige within the clan.&lt;br /&gt;
* &#039;&#039;&#039;Halveig Clan&#039;&#039;&#039; — Controls territory in the northwestern region. The Halveig Clan controls territory in the northwestern region of Fjall. Further information regarding the clan&#039;s customs and traditions is limited.&lt;br /&gt;
* &#039;&#039;&#039;Eim Clan&#039;&#039;&#039; — Occupies the mountains along the Nistrian border. Its location places the clan in close proximity to the Nistrian frontier and makes it one of the clans most directly exposed to interactions and conflicts with Nistra.&lt;br /&gt;
&lt;br /&gt;
Little reliable information exists regarding the extent to which these clans have historically cooperated or shared a common political identity. Some accounts suggest that the clans have traditionally operated independently, while others describe frequent warfare and raiding between them in competition for territory, wealth, and influence.&lt;br /&gt;
&lt;br /&gt;
In addition to the four major clans, Fjall contains numerous smaller clans and independent groups. Some have separated themselves from the larger clans, while others exist as independent bands of raiders. Notable examples include the followers of [[Haakon&#039;s Axe|Haakon]] the Graybeard and the gang of Tyr the One-Eyed.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
The Fjall dwarves are among the few major peoples on the Continent who continue to practice a predominantly pagan religion centered around [[Ancestors&#039; Gaze|ancestor]] worship. They generally reject the teachings of the [[Host]] Indivisible and do not recognize its religious authority.&lt;br /&gt;
&lt;br /&gt;
Fjall belief places particular importance on the [[Ancestors&#039; Gaze|ancestors]], who are regarded as figures worthy of reverence because of their deeds, courage, and pursuit of honor and glory. Many dwarves believe that their ancestors continue to influence and protect the living.&lt;br /&gt;
&lt;br /&gt;
The Host Indivisible is generally regarded by Fjall dwarves as a false or unworthy collection of gods. Their rejection of the Host and its teachings has contributed to their cultural separation from neighboring civilizations, most of which have adopted some form of Hieronist belief.&lt;br /&gt;
&lt;br /&gt;
== History and culture ==&lt;br /&gt;
Very little written history survives from Fjall or its dwarven inhabitants. Most knowledge of Fjall history comes from accounts of raids, migrations, and conflicts recorded by neighboring civilizations. The dwarves themselves traditionally rely more heavily on oral traditions, tales, and sagas than on written historical records.&lt;br /&gt;
&lt;br /&gt;
As a result, many historical events have been lost or altered over generations. Stories passed down through clans are often embellished by storytellers, making it difficult to distinguish historical events from legendary accounts.&lt;br /&gt;
&lt;br /&gt;
Despite the dangers associated with traveling through Fjall, the region has attracted numerous travelers, scholars, and academics interested in studying dwarven society and culture.&lt;br /&gt;
&lt;br /&gt;
=== Trophies ===&lt;br /&gt;
One of the most distinctive aspects of Fjall culture is the widespread use of [[trophies]]. Dwarves frequently decorate [[Jorgrim&#039;s Belt|clothing]], weapons, [[Norrheim Helmet|armor]], [[Trophy Necklace|jewelry]], and personal [[Bone Charm|charms]] with objects taken from defeated enemies or slain beasts.&lt;br /&gt;
&lt;br /&gt;
Animal trophies may include bones, [[Deer Antlers|horns]], [[Boar Tusks|teeth]], [[Gulon Liver|organs]] and other remains from dangerous creatures hunted by the dwarves. More extreme [[trophies]] may include human scalps, fingers, ears, hands, and other body parts taken from enemies.&lt;br /&gt;
&lt;br /&gt;
These trophies can serve several purposes. They may represent an individual&#039;s accomplishments, commemorate a particularly dangerous hunt or battle, or simply indicate that the wearer has successfully defeated an enemy. The practice is particularly common among warriors and hunters.&lt;br /&gt;
&lt;br /&gt;
=== Cuisine ===&lt;br /&gt;
Fjall cuisine is generally simple and heavily influenced by the region&#039;s climate and limited agricultural resources. Unlike the elaborate cuisines of wealthier southern civilizations, Fjall cooking makes relatively little use of expensive spices or delicate condiments.&lt;br /&gt;
&lt;br /&gt;
Meat is the primary component of many traditional dishes and is commonly cooked immediately after a successful hunt or salted and preserved for the long winters. Fjall dwarves generally attempt to make use of as much of a hunted animal as possible, with parts considered undesirable elsewhere sometimes regarded as delicacies.&lt;br /&gt;
&lt;br /&gt;
Examples include dishes made from animal tongues, including [[Wolf Tongue|wolf tongue]]. Fjall cooking also includes various animal parts that would generally be considered inedible by the culinary standards of Brynn. This contrasts with Brynnian cuisine, where unusual ingredients are often heavily processed and incorporated into elaborate dishes. Fjall cooks generally favor simpler preparation methods that preserve the natural characteristics of the meat.&lt;br /&gt;
&lt;br /&gt;
== Military and Weaponries ==&lt;br /&gt;
&lt;br /&gt;
=== Military and Weaponry ===&lt;br /&gt;
Fjall military culture places particular importance on axes. A common saying describes Fjall dwarves as appreciating three things above all else: booze, looting, and a good axe. The reputation of Fjall [[Dwarven Axe|axes]] has spread throughout the Continent, despite the generally low quality of the steel and inconsistent smithing techniques used by many dwarven smiths.&lt;br /&gt;
&lt;br /&gt;
According to some historical accounts, Fjall once possessed an exceptional tradition of axe-making, with the craftsmanship of its smiths reportedly being regarded as among the finest on the Continent.&lt;br /&gt;
&lt;br /&gt;
Foreign militaries have gradually adopted and modified several Fjall weapons. [[Skadia]], for example, developed the [[Skadian Bardiche|bardiche]] partly as a response to Fjall raids. Fjall warriors subsequently adopted the weapon, which was later introduced to [[Nistra|Nistrian]] forces through their use of Varang mercenaries. [[Aldor|Aldorian]] forces have likewise increasingly incorporated [[Footman Longaxe|longaxes]] and poleaxes into the equipment of their nobility, with some accounts attributing their adoption to dwarven influence.&lt;br /&gt;
&lt;br /&gt;
Fjall warriors are also renowned for their skill with axes. Numerous accounts describe individual dwarves capable of using large axes with sufficient skill and strength to cut through infantry formations or kill large beasts with a single strike.&lt;br /&gt;
&lt;br /&gt;
Although the axe is the most characteristic Fjall weapon, dwarves also employ [[Norse Blade|blades]], [[Norse Spear|spears]], [[Norse Bow|bows]], and [[Dwarven Staff|staffs]]. Blades are traditionally associated with wealthier or noble dwarves, while staffs are commonly carried by shamans. Spears are frequently used by hunters, and bows are often favored by younger or less experienced warriors who have yet to become accustomed to frontline combat.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
Fjall warriors generally rely on relatively light armor. The harsh climate has encouraged the use of animal fur, hides, and bones, which provide protection against the cold while remaining suitable for movement through mountainous terrain.&lt;br /&gt;
&lt;br /&gt;
Some dwarves produce [[Fjall Armor|armor]] from low-quality iron. Although the material is generally inferior to the armor produced by more advanced civilizations, Fjall smiths are capable of forging it into functional chest pieces and other protective equipment.&lt;br /&gt;
&lt;br /&gt;
Because of their relatively light armor, Fjall warriors frequently use [[Dwarven Shield|shields]] to protect themselves against arrows and direct attacks. Protective charms, runes, and magical enchantments provided by shamans are also important elements of Fjall defensive equipment.&lt;br /&gt;
&lt;br /&gt;
=== Military tactic ===&lt;br /&gt;
Fjall warfare is strongly influenced by the values of clan loyalty, freedom, wealth, and personal glory. Dwarves generally place little importance on the formal rules of warfare practiced by civilizations such as [[Aldor]]. In particular, the knightly traditions of Aldorian society, which emphasize combat etiquette and honorable conduct, are often viewed by Fjall warriors as unnecessary or meaningless.&lt;br /&gt;
&lt;br /&gt;
Fjall warriors are willing to employ deception, ambushes, and other unconventional tactics when doing so increases their chances of victory. Their military culture is often summarized by the principle of &amp;quot;all or nothing&amp;quot;, representing ideals such as freedom or death, wealth or ruin, and glory or dishonor.&lt;br /&gt;
&lt;br /&gt;
During raids, Fjall warriors are known for their aggressive pursuit of wealth and plunder. When defending their homes and clans, their fighting is often described as exceptionally violent and uncompromising. The intensity of Fjall attacks has reportedly unsettled even experienced soldiers from other nations.&lt;br /&gt;
&lt;br /&gt;
Fjall raiding parties generally favor targets that are unable to mount effective resistance. Settlements weakened by prolonged warfare are particularly vulnerable, especially when their governments can no longer maintain sufficient patrols, soldiers, or mercenaries.&lt;br /&gt;
&lt;br /&gt;
Despite the reputation of Fjall warriors for uncontrolled aggression, organized defensive formations and disciplined armies can effectively counter their attacks when given sufficient preparation.&lt;br /&gt;
&lt;br /&gt;
=== Military Unit ===&lt;br /&gt;
&lt;br /&gt;
==== Berserks ====&lt;br /&gt;
Berserks are elite shock warriors known for their extreme aggression and use of paired axes. They commonly wear little armor, often relying primarily on [[Berserker Bear Cowl|bear pelts]] for protection.&lt;br /&gt;
&lt;br /&gt;
Before battle, Berserks consume a special alcoholic or herbal brew intended to induce a state of heightened aggression. The exact recipe is closely guarded by Fjall traditions. Accounts claim that the mixture contains henbane flowers and unidentified mushrooms.&lt;br /&gt;
&lt;br /&gt;
The brew is highly toxic to most humans and dwarves and can cause severe physical distress. Berserks, however, are known to consume it willingly before battle.&lt;br /&gt;
&lt;br /&gt;
==== Huscarl ====&lt;br /&gt;
Huscarls serve as the personal bodyguards of Fjall chieftains and other members of dwarven nobility. They are expected to remain prepared for sudden attacks, including ambushes and attacks by wild beasts.&lt;br /&gt;
&lt;br /&gt;
Huscarls traditionally sleep with their [[Huscarl Shield|shield]] and weapons nearby, allowing them to respond immediately to threats or beast attack against their masters.&lt;br /&gt;
&lt;br /&gt;
==== Seidr ====&lt;br /&gt;
Seidr are Fjall shamans who practice the traditional pagan magic of the dwarves. Their abilities primarily involve protective and strengthening magic toward the warriors or their [[Skarhogg Garment|armaments]].&lt;br /&gt;
&lt;br /&gt;
Seidr commonly accompany warriors with their [[Dwarven Staff|staff]] before battle and may provide magical protection or enhance the physical abilities of warriors preparing for combat.&lt;br /&gt;
&lt;br /&gt;
==== Raiders ====&lt;br /&gt;
Fjall Raiders are among the most infamous warriors originating from the region. Their reputation is largely based on their attacks against settlements throughout neighboring countries.&lt;br /&gt;
&lt;br /&gt;
Raiders generally prioritize wealth and plunder and have developed a reputation for extreme violence during their attacks. Their willingness to attack vulnerable settlements has made them a persistent threat to the communities surrounding Fjall.&lt;br /&gt;
&lt;br /&gt;
==== Varangs ====&lt;br /&gt;
Varangs are Fjall dwarves who have chosen to work as mercenaries outside their homeland. They serve foreign states and armies willing to pay for their services.&lt;br /&gt;
&lt;br /&gt;
The widespread employment of Varangs has contributed to the exchange of weapons, tactics, and military traditions between Fjall and other civilizations. Their service abroad has also helped spread the reputation of Fjall warriors throughout the Continent.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Each name of the Fjall clans have meaning on Old Norse such as: Skarðhögg (A notched blow or a deep slash), Norðrheimr (Northern home or dwelling), Eimr (Steam, vapor, smoke), and Hallveig (Strength of stone).&lt;br /&gt;
&lt;br /&gt;
==Notable Fjall Character/NPC==&lt;br /&gt;
*[[Jorgrim]]&lt;br /&gt;
*[[Hilda]]&lt;br /&gt;
*[[Ormi]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Aldor&amp;diff=77020</id>
		<title>Aldor</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Aldor&amp;diff=77020"/>
		<updated>2026-09-16T09:03:04Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Religion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dirwin.png|right|Dirwin is woodward from Aldor.]]&lt;br /&gt;
[[File:Arna.png|right|Arna is maiden knight from Aldor.]]&lt;br /&gt;
{{stub}}{{quote|Despite sharing a common culture, humans of Aldor are now more divided than ever. A multitude of political conflicts between the kingdom&#039;s estates has plunged the country into a prolonged civil war, barely contained by a shaky truce.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aldor&#039;&#039;&#039;, known as &#039;&#039;Ab-Aldur&#039;&#039; to the elves, is the kingdom in which {{Gamename}} takes place, a formerly prosperous and powerful kingdom.  &lt;br /&gt;
&lt;br /&gt;
Following the death of [[King Etbert]], a dispute arose within the royal court over the succession and the hereditary claims of the new king by the late queen. The political crisis led several groups of burghers and commoners to seek separation from the Council of Aldor and declare their independence. &lt;br /&gt;
&lt;br /&gt;
The resulting conflict developed into a civil war, further destabilizing the Kingdom of Aldor following the devastation caused by the previous &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;. The kingdom was subsequently divided among three major factions: the [[Council]], the [[Grand Magistrate|Magistrate]], and the [[Gray Army]].&lt;br /&gt;
&lt;br /&gt;
The outbreak of the &#039;&#039;&#039;Crimson Plague&#039;&#039;&#039; further worsened the situation but it helps to keep the status quo across the land. As the plague spread throughout Aldor, necromancer cults began desecrating temples and catacombs, contributing to widespread social and religious unrest. The combination of political instability, disease, and supernatural activity drove some barons and Aldorian communities into banditry and other forms of lawlessness... so here we are.&lt;br /&gt;
&lt;br /&gt;
== Geography and economy ==&lt;br /&gt;
Geographically, the Kingdom of Aldor is situated among several major civilizations in the western region of the &#039;&#039;&#039;Continent&#039;&#039;&#039;. Its strategic position places it between several powerful neighboring states and territories, many of which maintain political rivalries and conflicts with Aldor itself. As a result, Aldor has historically been vulnerable to external intervention, particularly during periods of political instability or military weakness.&lt;br /&gt;
&lt;br /&gt;
The western border of Aldor is shared with the Great Despotate of [[Nistra]], a major regional power with which Aldor has maintained a longstanding rivalry spanning several decades. Relations between the two states have frequently been characterized by political and military tensions.&lt;br /&gt;
&lt;br /&gt;
To the north, Aldor borders the mountainous territories of the [[Fjall]] Clans. The region is known for frequent clan raids and incursions into Aldorian territory, requiring the kingdom to maintain a permanent border guard presence along the northern frontier.&lt;br /&gt;
&lt;br /&gt;
The eastern border is shared with the [[Jacinth]] Kingdoms, a collection of neighboring kingdoms with significant political and historical connections to Aldor. The region is particularly associated with the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;, during which &#039;&#039;&#039;King Etbert&#039;&#039;&#039; famously led Aldorian forces in the final war against the elves of Jibei.&lt;br /&gt;
&lt;br /&gt;
The southern frontier extends to the sea, providing Aldor with access to maritime trade and foreign supplies. The principal port is the city of [[Brynn]], which serves as an important center for commerce and maritime transportation. The port&#039;s strategic importance has made the southern coastline vital to Aldor&#039;s economy, supplies, and continued access to external markets.&lt;br /&gt;
&lt;br /&gt;
=== Agriculture and Food Production ===&lt;br /&gt;
The Kingdom of Aldor maintains a largely agricultural economy, with farming, fishing, and pastoralism serving as the primary means of sustaining its population. Numerous farms, plantations, fisheries, and pastures are distributed throughout the kingdom, supplying food and other agricultural products to surrounding settlements and cities.&lt;br /&gt;
&lt;br /&gt;
Southern Aldor is particularly known for its agricultural production. The region surrounding [[Osbrook]] contains wheat farms that supply grain to the surrounding settlements. Other agricultural estates produce hops and grapes, supporting Aldor&#039;s brewing and winemaking industries. Wineries and hop plantations are distributed throughout the kingdom to meet the demand for alcoholic beverages, including wine and ale.&lt;br /&gt;
&lt;br /&gt;
The transportation and distribution of agricultural goods are overseen by bailiffs, who are responsible for managing various estates, facilities, transactions, and logistical operations. Bailiffs also supervise the movement of goods between settlements, making them an important part of Aldor&#039;s administrative and economic system.&lt;br /&gt;
&lt;br /&gt;
=== Arms and Armor ===&lt;br /&gt;
Aldorian weaponsmiths have historically adapted their techniques and designs in response to the military practices of neighboring civilizations. In the decades following the Civil War, the various Aldorian factions increasingly adopted and imitated foreign weapons that were considered effective in warfare.&lt;br /&gt;
&lt;br /&gt;
Among these adaptations was the [[Footman Longaxe|longaxe]], derived from the martial traditions of the [[Fjall]] Clans, as well as the polemace, whose design was influenced by weapons used by the Great Despotate of [[Nistra]]. Aldorian smiths also incorporated techniques from the [[Jacinth]] Kingdoms into the production of sabers and bows.&lt;br /&gt;
&lt;br /&gt;
The development of Aldorian armor has followed a similar pattern. Armorers have continually improved the protection provided by plate and other forms of protective equipment, particularly for the kingdom&#039;s knights. The increasing protection worn by heavily armored soldiers subsequently encouraged Aldorian smiths to develop new weapons and improve existing designs in order to overcome enhanced armor. This process of adaptation has resulted in an ongoing cycle of armor development and weapons innovation, with Aldorian craftsmen incorporating foreign techniques while developing their own designs.&lt;br /&gt;
&lt;br /&gt;
=== Commerce and Trade ===&lt;br /&gt;
Aldor participates in extensive trade with neighboring kingdoms and distant regions. Agricultural products and manufactured commodities form an important part of its exports. [[Crates of Wine|Wine]], [[Barrel of Beer|ale]], [[Pails of Cider|cider]], and [[Sacks of Salt|salt]] are among the commodities commonly transported through Aldorian trade networks.&lt;br /&gt;
&lt;br /&gt;
The kingdom also exports raw materials, particularly [[Shipment of Timber|timber]] and [[Crates of Charcoal|charcoal]]. The extensive forests of northern Aldor provide a significant source of lumber and fuel, supporting both domestic industries and foreign trade.&lt;br /&gt;
&lt;br /&gt;
Aldor&#039;s southern coastline and the port city of [[Brynn]] provide access to maritime trade routes, allowing goods produced throughout the kingdom to be transported to foreign markets. The combination of agricultural production, natural resources, manufacturing, and maritime commerce makes trade an important component of the Aldorian economy.&lt;br /&gt;
&lt;br /&gt;
== Government and religion ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Kingdom of Aldor is traditionally governed as a hereditary monarchy, with the king serving as the head of state and exercising authority through the Royal Court. The kingdom&#039;s feudal lords, nobles, local governors, and merchant lords are traditionally expected to recognize the authority of the crown and administer their respective territories in accordance with royal law.&lt;br /&gt;
&lt;br /&gt;
Following the death of &#039;&#039;&#039;King Etbert&#039;&#039;&#039;, the established system of government collapsed amid a dispute over the royal succession. The resulting Aldorian Civil War divided the kingdom among several competing factions, each establishing its own political and military leadership. The three principal factions are the Council, the Grand Magistrate, and the Gray Army.&lt;br /&gt;
&lt;br /&gt;
==== The [[Council]] ====&lt;br /&gt;
The &#039;&#039;&#039;Council&#039;&#039;&#039; was established by the final wife of &#039;&#039;&#039;King Etbert,&#039;&#039;&#039; Queen Inora following her accession, who assumed the regency alongside her son, King &#039;&#039;&#039;Verne&#039;&#039;&#039;. Inora and her supporters gathered royal loyalists and feudal lords who had fallen from favor under the previous administration King in an effort to preserve the monarchy and maintain the territorial integrity of Aldor.&lt;br /&gt;
&lt;br /&gt;
The Council claims continuity with the traditional Aldorian monarchy and regards King Verne as the legitimate successor to the throne. Its administration is supported primarily by royal loyalists, sections of the nobility, and feudal lords who seeks influence and reintegrate to the court life.&lt;br /&gt;
&lt;br /&gt;
==== The Grand [[Grand Magistrate|Magistrate]] ====&lt;br /&gt;
The &#039;&#039;&#039;Grand Magistrate&#039;&#039;&#039; originated as a political union of city councils, rebellious aristocrats, artisan guilds, and merchant guilds, with its principal center in [[Brynn]].&lt;br /&gt;
&lt;br /&gt;
Brynn had previously possessed the status of a free city status before losing its political privileges under the authority of King Etbert. Following King&#039;s death, representatives of the city&#039;s political and commercial institutions voted to withdraw from the Kingdom of Aldor. They rejected the legitimacy of the new royal succession and organized a separate administration known as the Grand Magistrate.&lt;br /&gt;
&lt;br /&gt;
The movement subsequently attracted support from burghers, merchants, guilds, military forces, and other groups opposed to royal authority. The Grand Magistrate therefore developed into both a political government and a military faction during the Civil War.&lt;br /&gt;
&lt;br /&gt;
==== The [[Gray Army]] ====&lt;br /&gt;
The &#039;&#039;&#039;Gray Army&#039;&#039;&#039; emerged as a popular movement composed of various social groups, with peasants and artisans forming the majority of its supporters. Its ranks also include former brigands, disillusioned clerics, impoverished feudal lords, and deserters from both the Council and the Grand Magistrate.&lt;br /&gt;
&lt;br /&gt;
The movement is led by &#039;&#039;&#039;Nir&#039;&#039;&#039;, a figure whose origins remain uncertain. Under his leadership, the Gray Army expanded its influence and acquired control over additional territories following the prolonged conflict between the &#039;&#039;&#039;Council&#039;&#039;&#039; and the &#039;&#039;&#039;Grand Magistrate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike the other major factions, the Gray Army does not originate from the established royal or urban political institutions of Aldor. Its organization instead developed from the social and economic instability caused by the Civil War, allowing individuals from different backgrounds to join the movement.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Hieronism is a Gnostic religious tradition originating in the Kingdom of Aldor and remains one of the principal religious traditions of the region. Its teachings are centered on the Host, a divine entity understood through the concept of the Trinity of Hands: the &#039;&#039;&#039;Guiding Hand&#039;&#039;&#039;, the &#039;&#039;&#039;Warding Hand&#039;&#039;&#039;, and the &#039;&#039;&#039;Judging Hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hieronist theology places considerable emphasis on the pursuit of divine knowledge and spiritual understanding. The religion maintains a complex clerical hierarchy through which adherents progress from religious students to increasingly knowledgeable and spiritually powerful figures.&lt;br /&gt;
&lt;br /&gt;
The understanding of the Host is regarded as a lifelong pursuit. Hieronist teachings maintain that deeper knowledge of sacred scripture and divine mysteries allows an individual to establish an increasingly direct spiritual connection with the Host.&lt;br /&gt;
&lt;br /&gt;
Each Hieronist church is administered by a priest known as a Hierophant. Advancement through the Hieronist hierarchy traditionally requires religious study, pilgrimage, contemplation, and the interpretation of sacred texts. Per information that people been gathered such as in [[Folio on Hieron|folio]], the hierarchy of the Aldor Hieronites priests is as such:&lt;br /&gt;
&lt;br /&gt;
* Exoteric&lt;br /&gt;
&lt;br /&gt;
* Hierophant&lt;br /&gt;
&lt;br /&gt;
* Hermeneut&lt;br /&gt;
&lt;br /&gt;
* Theognostic&lt;br /&gt;
&lt;br /&gt;
* Thaumaturge&lt;br /&gt;
&lt;br /&gt;
* Archtheurgist&lt;br /&gt;
&lt;br /&gt;
=== Saints and Relics ===&lt;br /&gt;
Hieronism maintains a tradition of venerating saints, individuals remembered for their exceptional devotion, virtue, and accomplishments in service to the Host. Many saints are believed to continue protecting or blessing the faithful through sacred artifacts such as [[Casket with St Wald Relics|Saint Wald]] and relics associated with their lives.&lt;br /&gt;
&lt;br /&gt;
In addition, numerous saints have been commemorated through statues, religious buildings, shrines, and annual celebrations. These monuments and observances serve both as acts of devotion and as reminders of the virtues represented by the saints. Some Hieronist communities consider the relics of particularly revered saints to possess spiritual significance, and certain artifacts are believed to retain a connection to the saint and, through them, to the Host.&lt;br /&gt;
&lt;br /&gt;
== History and culture ==&lt;br /&gt;
&lt;br /&gt;
=== Pre-unification Aldor ===&lt;br /&gt;
Before the establishment of the Kingdom of Aldor, the region was inhabited and controlled by numerous tribal societies. Among the most prominent were the [[Ald]] Tribes, the [[Sentian]] Tribes, and the Highlander Tribes of [[Firn]]. Each developed distinct cultural and military traditions that later became incorporated into Aldorian history and folklore.&lt;br /&gt;
&lt;br /&gt;
The Ald Tribes were particularly renowned for their advanced metalworking techniques, which were considered superior to those of many neighboring tribes. Their expertise in metallurgy allowed the Ald to produce high-quality weapons, tools, shields, and other metal equipment.&lt;br /&gt;
&lt;br /&gt;
The Firn Tribes, who inhabited the northern highlands, were known for their strong traditions and conservative social customs. Their society placed considerable importance on preserving the practices and values of their ancestors. The Firn were also renowned for their skilled marksmen and warriors.&lt;br /&gt;
&lt;br /&gt;
The Sentian Tribes developed a distinctive military tradition centered around the use of slingers. Sentian slingers were regarded as highly skilled and became an important part of the tribe&#039;s military identity. The Sentians were also renowned for their culinary traditions, with their dishes and skilled cooks becoming an important part of their cultural reputation.&lt;br /&gt;
&lt;br /&gt;
=== Unification of Aldor ===&lt;br /&gt;
According to Aldorian legends, the unification of the region began with the expansion of the Ald Tribes. Ald forces gradually conquered neighboring territories, taking the land of rivalling tribes. &lt;br /&gt;
&lt;br /&gt;
The conquest of the Sentian territories required the Ald forces to cross the river separating the two peoples. The Sentians offered strong resistance, relying heavily on their renowned slingers to oppose the advancing Ald forces. According to traditional accounts, the Sentians continued their resistance until the death of their last king, [[Crown of Benor the Dauntless|Benor the Dauntless]]. Following Benor&#039;s death, the remaining Sentian forces were defeated, and the Ald completed their conquest of the Sentian territories. The incorporation of the Sentians significantly expanded Ald-controlled territory and brought their lands under a single political authority.&lt;br /&gt;
&lt;br /&gt;
The subsequent campaign against the Firn Tribes proved considerably more difficult. The mountainous terrain of Firn provided the defenders with a natural advantage, while Firn marksmen were renowned for their exceptional skill with bows and slings. Firn warriors also fought in close combat, traditionally wielding large claymores against the metal shields and armor of the Ald warriors. Their resistance became one of the defining conflicts in the traditional accounts of Aldorian unification.&lt;br /&gt;
&lt;br /&gt;
Eventually, Ald forces captured the Firn foothills, marking a major milestone in the consolidation of Ald territory. The event became an important part of Aldorian historical tradition and was later commemorated in the [[The Conquest of the Hills Tapestry|Tapestry]], where the campaigns of unification are depicted as foundational events in the history of the kingdom.&lt;br /&gt;
&lt;br /&gt;
The conquest of the Sentians and Firn is traditionally regarded as the beginning of the political consolidation that eventually led to the establishment of the Kingdom of Aldor.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
Following the unification of Aldor, the cultural traditions of the former tribes continued to survive throughout the kingdom. Many customs remained particularly prominent in rural communities, while others were gradually incorporated into the customs of Aldorian nobility and urban society. Although the kingdom developed a shared cultural identity, regional traditions from the Ald, Sentian, and Firn peoples remain recognizable in various parts of Aldor.&lt;br /&gt;
&lt;br /&gt;
One of the most widespread aspects of Aldorian culture is the consumption of wine and ale. Inns and taverns can be found throughout the kingdom, including in remote and rural settlements. Alcoholic beverages are commonly consumed after a day of labor and are enjoyed by people from various social classes, including nobles, farmers, guards, and members of the clergy. The widespread availability of wine and ale has made drinking an established part of Aldorian social life.&lt;br /&gt;
&lt;br /&gt;
Another prominent aspect of Aldorian noble culture is its tradition of jousting and duelling. Jousting was historically practiced not only as a martial competition but also as a form of public spectacle and social display. Knights would don their finest [[Jousting Armor|armor]], [[Jousting Topfhelm|helmets]], and barded steeds before competing before large crowds. Success in the joust was considered a means of demonstrating martial ability, wealth, and prestige, while victorious knights often gained the admiration of the crowds and the attention of the fair maidens.&lt;br /&gt;
&lt;br /&gt;
Over time, however, the traditional practice of duelling declined in popularity. Once considered an important component of martial and personal honor, formal duels became increasingly uncommon among Aldorian nobles and warriors. Many pieces of equipment traditionally associated with the practice, including [[Buckler|bucklers]] and specialized duelling [[Duelist Belt|belts]], have consequently fallen into disuse and are often left neglected.&lt;br /&gt;
&lt;br /&gt;
But beside of that, one element of Sentian culture, particularly its culinary traditions, have survived into the modern era. Sentian cuisine became especially influential in Brynn, where cooks developed and refined numerous dishes using both traditional and foreign ingredients. Brynn&#039;s cooks have acquired a reputation for their ability to transform inexpensive, unusual, or otherwise undesirable ingredients into elaborate dishes suitable for the tables of the nobility. This reputation has contributed to Brynn&#039;s status as one of Aldor&#039;s notable centers of culinary culture.&lt;br /&gt;
&lt;br /&gt;
Alas not all traditions of the pre-unification tribes survived the development of the modern Kingdom of Aldor. Some customs have gradually disappeared, while others are no longer formally recognized under Aldorian law. One example is an old Firn custom concerning the inheritance of knightly titles. Certain Firn noble houses traditionally permitted a daughter who had been raised according to the customs and duties traditionally expected of a son could inherit the family&#039;s knightly title. Although the practice existed within some Firn houses, it is no longer generally recognized under contemporary Aldorian law and led several noble houses of Firn ceased to exist.&lt;br /&gt;
&lt;br /&gt;
== Military and weaponries ==&lt;br /&gt;
The military history of Aldor has been shaped by repeated civil wars, foreign campaigns, and internal rebellions, beginning with the tribal conflicts that preceded the unification of the kingdom and continuing into the modern era. These conflicts have encouraged the Aldorian military to continually adapt its weapons, tactics, and organization in response to changing forms of warfare.&lt;br /&gt;
&lt;br /&gt;
Aldorian military doctrine places considerable emphasis on practicality and adaptation rather than strict adherence to established customs or martial traditions. Weapons and tactics originating from foreign cultures are studied when they demonstrate effectiveness against Aldorian forces. Rather than rejecting unfamiliar methods, Aldorian commanders and craftsmen commonly seek to adopt, reproduce, and improve them for use by their own armies.&lt;br /&gt;
&lt;br /&gt;
This approach has resulted in the incorporation of numerous foreign weapons and techniques into Aldorian warfare. Designs originally developed by neighboring civilizations have been modified to suit Aldorian equipment, terrain, and military organization. As a result, Aldorian warfare has developed as an evolving combination of indigenous traditions and foreign innovations.&lt;br /&gt;
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The continuous cycle of observation, imitation, adaptation, and improvement has become a defining characteristic of the Aldorian military. Its commanders regard battlefield experience as an opportunity to identify weaknesses and develop new methods to counter them, contributing to the kingdom&#039;s reputation for military adaptability.&lt;br /&gt;
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=== Weapons and armor ===&lt;br /&gt;
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==== Plate armor ====&lt;br /&gt;
Aldor is particularly renowned for its armorsmithing tradition, most notably the production of heavy plate armor. The development of Aldorian armor has been influenced by centuries of warfare, rebellions, and continual competition with neighboring civilizations. Compared with the heavy infantry of [[Nistra]], which traditionally relies on [[Scaled Armor|scale armor]], and the Maafs warriors of the [[Jacinth]] Kingdoms, who commonly employ heavily reinforced [[Elven Heavy Brigandine|brigandine]], Aldorian armorers are regarded as among the foremost practitioners of plate armor.&lt;br /&gt;
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Aldorian smiths produce a wide variety of protective equipment, ranging from cuirasses and chestplates to complete suits of plate armor. Such armor is designed to withstand powerful blows and provide substantial protection on the battlefield, although its manufacture requires considerable quantities of metal, skilled labor, and financial resources. Consequently, the heaviest forms of Aldorian armor are generally reserved for wealthier soldiers and the nobility.&lt;br /&gt;
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==== Swords and Halberds ====&lt;br /&gt;
The [[Knight Blade|sword]] holds a particularly prominent position within Aldorian knightly culture. Noble swords are traditionally associated with knighthood, social status, and martial prestige, making them a favored weapon among the kingdom&#039;s aristocratic warriors.&lt;br /&gt;
&lt;br /&gt;
Despite the cultural importance of the sword, Aldorian military doctrine does not restrict its soldiers to traditional weapons. Over time, Aldorian smiths and military authorities, including King Etbert himself, encouraged the adoption of a wider variety of weapons in order to familiarize troops with different forms of combat.&lt;br /&gt;
&lt;br /&gt;
Among common soldiers, guards and levies frequently employ one of the famous invention of polearms, the [[Guard Halberd|halberd]]. Its combination of cutting, thrusting, and hooking capabilities makes it a versatile weapon suitable for a variety of battlefield and non-battlefield duties. The halberd&#039;s adaptability allows commanders to employ their levies and guards in different roles without requiring them to carry specialized weapons for every task.&lt;br /&gt;
&lt;br /&gt;
The widespread use of foreign and unconventional weapons reflects the broader Aldorian military philosophy of adaptation and practicality, in which established traditions are maintained when effective but are readily supplemented or replaced when superior alternatives become available.&lt;br /&gt;
&lt;br /&gt;
==== Longbows ====&lt;br /&gt;
The [[Soldier Longbow|longbow]] is one of the most prominent weapons associated with the military traditions of Aldor. A common Aldorian proverb states, &#039;&#039;&amp;quot;as long as Aldor has at least a dozen longbows, it&#039;ll remain unconquered.&amp;quot;&#039;&#039; The saying reflects the reputation of Aldorian longbowmen and their importance in the kingdom&#039;s military history.&lt;br /&gt;
&lt;br /&gt;
Aldorian archers have gained a reputation among neighboring powers for their range, accuracy, and ability to deliver concentrated volleys. Historical accounts attribute several notable victories to the longbowmen, including the destruction of a [[Jacinth]] army after it was drawn into an Aldorian ambush. During conflicts with [[Nistra]], Aldorian archers were also credited with killing numerous enemy commanders, standard-bearers, and mages through concentrated and precisely aimed volleys.&lt;br /&gt;
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Despite the effectiveness of the longbow, its widespread use has not always been supported by the Aldorian nobility. Some nobles have historically regarded archery as an inferior martial practice associated with peasants and commoners, rather than a discipline worthy of aristocratic warriors. Rather than encouraging rural communities to maintain and develop their archery skills, certain lords have discouraged the practice or restricted the use of bows on their estates. In some territories, nobles have even imposed restrictions on archery in order to protect their private hunting grounds. These policies have occasionally placed the interests of aristocratic hunting traditions in conflict with the military value of maintaining a large population of skilled archers.&lt;br /&gt;
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=== Military tactics ===&lt;br /&gt;
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==== Wedge formation ====&lt;br /&gt;
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==== Pike and Shot formation ====&lt;br /&gt;
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=== Military units ===&lt;br /&gt;
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==Outdated Lore==&lt;br /&gt;
Half a century before the events of the game, Aldor waged a war against the elven [[Jade Kingdoms]]. This aggression was repelled by the elves who in turn invaded Aldor. The kingdom was swept by a wave of bloodsheds. Making his last stand, the [[Last King]] revived many fallen warriors to act as his last line of defense. However this terrifying blasphemy was doomed to failure and the Last King was soon vanquished leaving behind him a terrible legacy. The disappearance of the Last King signed the end of this horrific part of Aldor&#039;s history which the historians aptly named the [[War of the Fallen]].&lt;br /&gt;
&lt;br /&gt;
In the aftermath of the war and following the fall of the monarchy no one was left at the reign of the kingdom. After the Jade Kingdoms armies left all matters of pretenders sought to ascend to the throne. This was the start of a decade long civil war, the [[Discord]]. Only the [[Grand Magistrate]], an alliance of well-off merchant families, tired of hatred and violence, was capable of stopping that bloodshed.&lt;br /&gt;
&lt;br /&gt;
Still, years of conflicts left Aldor ravaged. The Grand Magistrate slowly lost its role as its members parted ways. The already tenuous peace of the kingdom was stretched thin. This fragile balance was shattered when the Last King suddenly returned. The great orc migration and another political race added fuel to the fire of war. In a blink of an eye the whole Aldor was split into zones, influenced by rivaling faction.&amp;lt;ref&amp;gt;https://www.kickstarter.com/projects/1926605606/stoneshard-open-world-roguelike-rpg-with-tactical/posts/2190173&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is where the story of {{Gamename}} begins...&lt;br /&gt;
&lt;br /&gt;
==Interesting Facts==&lt;br /&gt;
* At the time of the events of the game, Aldor is 428 years old.&lt;br /&gt;
* Aldor, before unification, consisted of three smaller kingdoms, which were later demoted to duchies. The name of only one of these kingdoms of the past is known for certain - Sentia and the name of its last king - [[Crown of Benor the Dauntless|Benor the Dauntless]]. It is on the territory of this kingdom that modern [[Brynn]] is located.&lt;br /&gt;
* The population of Aldor, with rare exceptions, professes [[Host# Gnostic Hieronism|Gnostic Hieronism]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Stoneshard]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Jacinth&amp;diff=77019</id>
		<title>Jacinth</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Jacinth&amp;diff=77019"/>
		<updated>2026-09-16T09:02:59Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Military units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mahir.png|right|Mahir is a Jacint elven dervish.]]&lt;br /&gt;
{{stub}}{{quote|Elves inhabit the vast lands of the Jacinth Kingdom. A small elven diaspora exists in Aldor as well, though they are met with suspicion, regarded as outsiders and schemers.}}The Great &#039;&#039;&#039;Jacinth&#039;&#039;&#039; Kingdoms is a major political power whose territory extends across much of the &#039;&#039;&#039;Continent&#039;&#039;&#039;. Through successive conquests and periods of assimilation, the kingdom has incorporated numerous civilizations, kingdoms, and tribal societies into its sphere of influence. The expansion of Jacinth rule has contributed to the widespread dissemination of its culture, knowledge, religion, merchants, and political influence throughout neighboring regions. &lt;br /&gt;
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The origins of the Jacinth Kingdom can be traced to an &#039;&#039;&#039;elven&#039;&#039;&#039; tribe in the &#039;&#039;&#039;Jibean Sultanate&#039;&#039;&#039;. Over time, the emerging Jacinth state expanded beyond its original territory, conquering and assimilating neighboring tribes and established empires. Jacinth expansion continued for centuries, eventually making the kingdom one of the dominant powers on the Continent. Its conquests were accompanied not only by political incorporation but also by the spread of Jacinth cultural and religious traditions.&lt;br /&gt;
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The kingdom&#039;s expansion was eventually checked by the [[Aldor]] Empire during the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;. The conflict prevented further Jacinth expansion into Aldorian territory and established a major political and military boundary between the two powers. Further north-east, the comparatively small Theocracy of [[Barcia]] has also resisted incorporation into the Jacinth Kingdom. Despite repeated campaigns and the kingdom&#039;s extensive territorial expansion, Barcia&#039;s mountainous terrain, isolation, and strong religious identity have allowed it to maintain its independence.&lt;br /&gt;
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== Geography and economy ==&lt;br /&gt;
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=== Geography ===&lt;br /&gt;
The Jacinth Kingdoms encompass a vast territory incorporating several former kingdoms, empires, and tribal regions. Major constituent territories include the &#039;&#039;&#039;Jibean&#039;&#039;&#039; Sultanate, the High Kingdom of &#039;&#039;&#039;Yohara&#039;&#039;&#039;, the Maafian Empire of &#039;&#039;&#039;Ahjat&#039;&#039;&#039;, the Warlords of &#039;&#039;&#039;Ohir&#039;&#039;&#039;, and the Kingdom of &#039;&#039;&#039;Jarimad&#039;&#039;&#039;.&lt;br /&gt;
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The size of the Jacinth realm places it in contact with numerous neighboring states and peoples. To the north, it borders the city-states of &#039;&#039;&#039;Skadia&#039;&#039;&#039;. Its western borders are shared with &#039;&#039;&#039;Aldor&#039;&#039;&#039; and the sea. To the south, the Jacinth territories border the Warring Tribes of the &#039;&#039;&#039;Whale Coast&#039;&#039;&#039; and the fabled Hieroprincipality of &#039;&#039;&#039;Aeos&#039;&#039;&#039;. The eastern frontier borders the Shahdom of &#039;&#039;&#039;Sundanar&#039;&#039;&#039; and the Saadir &#039;&#039;&#039;Dynasty&#039;&#039;&#039;, as well as several nomadic peoples, including the &#039;&#039;&#039;Polyed&#039;&#039;&#039;, &#039;&#039;&#039;Unki&#039;&#039;&#039;, &#039;&#039;&#039;Ozok&#039;&#039;&#039;, and &#039;&#039;&#039;Lu&#039;&#039;&#039; tribes.&lt;br /&gt;
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The considerable geographic extent of the Jacinth Kingdoms encompasses a wide variety of environments and cultures. The incorporation of numerous independent civilizations has also resulted in considerable cultural and economic diversity throughout the realm.&lt;br /&gt;
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=== Economy ===&lt;br /&gt;
The Jacinth Kingdoms occupy a strategically important position along the [[Azure Thread]], controlling the principal overland route connecting the eastern and western regions of the &#039;&#039;&#039;Continent&#039;&#039;&#039;. This has made the Jacinth realm the primary power responsible for facilitating and profiting from land-based trade along the route.&lt;br /&gt;
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Control of the Azure Thread has contributed significantly to the development of Jacinth commerce. Jacinth merchants operate extensive trade networks connecting markets in the eastern and western parts of the Continent. The resulting wealth has contributed to the prosperity of Jacinth elven communities, particularly those located in the &#039;&#039;&#039;Jibean&#039;&#039;&#039; Sultanate, where many merchants and members of the ruling elite have accumulated considerable fortunes.&lt;br /&gt;
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The concentration of wealth along the Azure Thread has also made merchant caravans targets for raiders, bandits, robbers, and organized gangs. Caravans traveling westward from Jibean territory are particularly vulnerable to attacks after leaving areas under direct Jibean control.&lt;br /&gt;
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Jacinth merchants are known for exporting a wide variety of valuable and exotic goods. Major exports include [[ivory]], [[Porcelain Vase|porcelain]], and [[silk]], alongside various [[Jibian Spices|spices]], medicinal substances, exotic fruits, and beverages. The variety and quality of these products have given Jacinth merchants a significant advantage when trading with kingdoms and societies possessing less-developed commercial networks.&lt;br /&gt;
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In addition to food, spices, and other luxury goods, Jacinth merchants export a wide range of armaments and military equipment to neighboring kingdoms. Jacinth armaments are particularly renowned for their craftsmanship, elaborate decoration, and the quality of their materials.&lt;br /&gt;
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Jacinth smiths produce [[Jibean Scimitar|sabres]], [[Elven Flail|maces]], [[Exquisite Tabar|axes]], and [[Elven Heavy Brigandine|armor]] featuring intricate patterns and decorative elements. High-quality examples may incorporate substantial quantities of gold, rubies, and other precious materials, making them valuable both as military equipment and as symbols of wealth and status. that have gained particular attention among foreign nobility. &lt;br /&gt;
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The Jacinth Kingdoms are regarded as one of the wealthiest and most commercially active powers on the Continent. Their principal rival in maritime commerce is the [[Bronze Isles]], whose control of major naval trade routes in the western regions allows it to compete with Jacinth dominance of the Azure Thread&#039;s overland trade. &lt;br /&gt;
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== Government and religion ==&lt;br /&gt;
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=== Government ===&lt;br /&gt;
The Jacinth Kingdoms are governed as a monarchy headed by the Grand Monarch, who also holds the title of Sultan. The current Sultan is His Majesty Arsam XII the Pious, an elf of Jibean. He is also known by the honorific Holy Tiara, where the role of gems in the orderly splendor of its frame is assumed by the elven Monarch and his dignitaries.&lt;br /&gt;
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The Sultan holds numerous formal titles intended to emphasize his religious and political authority. Several of these titles assert the supremacy of the Jacinth monarch over neighboring kingdoms and peoples such as &#039;&#039;Shah of Shahs of Jarimad, Heavenly Priest of Shenfen, Scourge of Barcians&#039;&#039;, alongside numerous other honorifics.&lt;br /&gt;
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Despite the apparent political unity of Jibei, Ahjat, and the other realms of Jacinth, the region is composed of a diverse collection of tribes, khanates, emirates, and other semi-autonomous territories. Where usually these local &amp;quot;monarchs&amp;quot;, exercise extensive authority over their respective domains, with the degree of autonomy and central control of their regions.&lt;br /&gt;
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Due to the considerable size of the Jacinth Kingdoms, the Sultan governs with the assistance of a hierarchical royal court and viziers.&lt;br /&gt;
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==== Adamants ====&lt;br /&gt;
The &#039;&#039;Adamants&#039;&#039; are two of the Sultan&#039;s closest viziers and serve as his principal intermediaries. Each Adamant is assigned a specific area of responsibility.&lt;br /&gt;
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One Adamant is responsible for reporting on internal affairs throughout the Jacinth Kingdoms, including matters concerning the constituent kingdoms and territories. The other is responsible for foreign affairs, including receiving foreign ambassadors and delegations bearing tribute.&lt;br /&gt;
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The Adamants are distinguished by their white silk garments, which are extensively decorated with precious jewels. Their elaborate clothing serves as a visible indication of their proximity to the Sultan and their elevated position within the royal court.&lt;br /&gt;
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==== Smaragds ====&lt;br /&gt;
The Sultan is additionally assisted by three senior advisers known collectively as the &#039;&#039;Smaragds&#039;&#039;. Each Smaragd holds a distinct responsibility within the royal administration.&lt;br /&gt;
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* The High Priest oversees religious affairs and serves as the principal religious authority within the Sultan&#039;s court.&lt;br /&gt;
* The High Commander is responsible for the military forces of the Jacinth Kingdoms and advises the Sultan on military affairs.&lt;br /&gt;
* The Patron of Sciences and Arts oversees the promotion and patronage of scholarship, science, literature, and the arts throughout the realm.&lt;br /&gt;
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The Smaragds are distinguished by elaborate headpieces decorated with multiple large emeralds, from which their title is derived.&lt;br /&gt;
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==== Kalaigs ====&lt;br /&gt;
Members of the royal court who do not possess direct access to the Sultan are collectively known as &#039;&#039;kalaigs&#039;&#039;. They occupy various administrative and ceremonial positions within the Jacinth court.&lt;br /&gt;
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Kalaigs are traditionally identified by their turquoise clothing, distinguishing them from the white-clad Adamants and the emerald-adorned Smaragds. Their position within the court places them below the Sultan&#039;s principal advisers but allows them to participate in the administration of the wider kingdom.&lt;br /&gt;
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=== Religion ===&lt;br /&gt;
Two major religious traditions are prominent throughout the Jacinth Kingdoms: &#039;&#039;&#039;Eraffa&#039;&#039;&#039;, known as the &#039;&#039;&#039;Path of Divinity&#039;&#039;&#039;, and &#039;&#039;&#039;Alray&#039;&#039;&#039;i, known as &#039;&#039;&#039;the Path of the Seer&#039;&#039;&#039;. Although both traditions share fundamental teachings with the Western religions devoted to the [[Host]], they differ considerably in their religious practices, theological interpretations, and approaches to worship. Several smaller religious groups have also existed within the kingdoms, some of which have been outlawed. Among these is the sun-worshipping cult of the [[Everflaming Pendant|Everflaming]] whose practices and beliefs have been prohibited by the current Sultan.&lt;br /&gt;
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==== Eraffa ====&lt;br /&gt;
Eraffa is particularly prominent in the southern Jacinth territories, especially in and around the Jibean Sultanate, which is regarded as an important center of its teachings. The tradition emphasizes spiritual discipline and the pursuit of harmony with the divine, demonstrated by their meditation and the real journey leaving their wealth to find Unity with the [[Host]].&lt;br /&gt;
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==== Alrayi ====&lt;br /&gt;
Alrayi shares many theological principles with Eraffa but places greater emphasis on seers, prophecy, and foresight. Practitioners of Alrayi place particular importance on individuals believed to possess the ability to perceive possible future events or receive divine insight. Stars and other celestial bodies also hold significant religious importance in Alrayi, with their observation and interpretation associated with forms of reverence and superstition in &#039;&#039;&#039;Ahjat&#039;&#039;&#039;.&lt;br /&gt;
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=== Worship ===&lt;br /&gt;
Despite their differences, Eraffa and Alrayi share fundamental beliefs with the Western Hieronite traditions concerning the worship of the Host. The principal distinction lies in how worshippers seek communion with the divine. Western Hieronites generally practice worship through fervent prayer and appeals for divine intervention. By contrast, Jacinth elves refer to the Host as the &#039;&#039;&#039;&#039;&#039;Dair&#039;&#039;&#039;&#039;&#039; and traditionally emphasize meditation, contemplation, and the attainment of inner peace as means of approaching divine unity.&lt;br /&gt;
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Jacinth religious practices commonly involve periods of meditation conducted at dedicated meditation tables, accompanied by incense and ruby prayer beads. The practice is intended to calm the mind and bring the worshipper into Unity with the Dair.&lt;br /&gt;
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This differs from many Western Hieronite traditions, in which religious ceremonies frequently involve Hierophants who perform blessings and invoke divine favor upon worshippers. In Jacinth traditions, greater emphasis is placed on the individual&#039;s own attainment of spiritual peace rather than receiving it through the direct intervention of a religious authority.&lt;br /&gt;
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The differences between Jacinth and Western Hieronite religious practices contributed to tensions between the expanding Jacinth Kingdoms and the kingdoms of western Continent, especially Kingdom of [[Aldor]]. These religious and cultural differences became one of several factors contributing to the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;, a series of conflicts between the Jacinth Kingdoms with Aldor and other Western Hieronite powers.&lt;br /&gt;
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== History and culture ==&lt;br /&gt;
Relatively little historical information concerning the elves of Jibei and the Jacinth Kingdoms has been documented or disseminated throughout the Western Continent, particularly in [[Aldor]]. The &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;, which were led by &#039;&#039;&#039;King Etbert&#039;&#039;&#039;, contributed to widespread hostility toward the Jacinth Kingdoms and their people.&lt;br /&gt;
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Following the civil war, the Magistrate territories of [[Brynn]] became the principal safe haven for Jacinth elven traders. From there, they established commercial relations with the Brynnian population and traded goods and valuables originating at the [[Trading House of the Azure Thread]]. Although Jacinth traders are permitted to sell their goods in Aldor, they generally remain guarded about their homeland, with many choosing not to disclose information concerning Jacinth society, customs, and way of life to the local population.&lt;br /&gt;
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Contemporary accounts generally characterize the Jacinth Kingdoms as being in a period of prosperity commonly described as a Golden Age. Their extensive trading culture and emphasis on scholarship have contributed to advances in science, medicine, and philosophy. The kingdoms are also known for producing high-quality fruits, beverages, and foods, many of which command high prices among foreign merchants and nobility.&lt;br /&gt;
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=== Culture ===&lt;br /&gt;
Jacinth elven culture is distinguished by its emphasis on trade, scholarship, hospitality, and interaction with foreign peoples. Alongside these traditions are a number of religious and cultural practices that are uncommon elsewhere on the Western Continent.&lt;br /&gt;
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One of the most distinctive institutions is the &#039;&#039;&#039;dervish&#039;&#039;&#039; tradition. Dervishes form a monastic sect devoted to seeking unity with &#039;&#039;&#039;&#039;&#039;Dair&#039;&#039;&#039;&#039;&#039; through a journey of spiritual and personal discovery. This journey is often understood literally, requiring practitioners to travel in pursuit of divinity and union with the [[Host]] while relinquishing their wealth, familial ties, and former identities. Among the various dervish traditions are secretive societies of whirling dervishes known as the &#039;&#039;&#039;Harimits&#039;&#039;&#039;, whose monastic practices are comparatively lenient regarding the abandonment of a practitioner&#039;s former life.&lt;br /&gt;
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Secret societies, religious gatherings, and other private organizations are relatively common throughout the Jacinth Kingdoms. This is partly attributed to the continued autonomy of several assimilated kingdoms, many of which have not fully embraced vassalage under the Sultan and continue to preserve their traditional customs and institutions.&lt;br /&gt;
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The Maaf warriors of Ahjat maintain a distinct martial tradition centered on personal honor. Under local custom, a Maaf warrior is entitled to defend their honor through ritual combat or a duel, although the circumstances considered sufficient to constitute an offense vary considerably. Maaf warriors are also granted tax exemptions in recognition of their service as frontier guards in western Jacinth and at strategic passes along the Azure Thread.&lt;br /&gt;
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Another religious and cultural tradition is represented by the Sundanarian monks, who undertake pilgrimages across the mountains of Sundanaar and travel between Sundanaar and the Jacinth Kingdoms. Their practices emphasize the study and control of the body and spirit. Through rigorous training, practitioners seek to control individual muscles and bodily functions in order to preserve physical energy and maintain greater bodily discipline.&lt;br /&gt;
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==== Cuisine ====&lt;br /&gt;
Jacinth cuisine is characterized by its extensive use of [[Jibian Spices|spices]], fruits, and strongly flavored foods. A [[Elven Mud|muddy]], invigorating beverage originating in the Jacinth Kingdoms was introduced to Aldor relatively recently and has since become associated with Jacinth culture. Other notable foods include [[simit]], exotic fruits, and dishes prepared with numerous varieties of spices.&lt;br /&gt;
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Spices hold particular importance in Jacinth cooking. Their cultural significance is reflected in the widespread use of specialized containers and [[Exquisite Casket|boxes]] designed specifically for their storage.&lt;br /&gt;
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==== Clothing and gemstones ====&lt;br /&gt;
Jacinth nobility are known for elaborate garments incorporating [[silk]] and numerous gemstones, including [[ruby]], [[emerald]], [[jade]], [[turquoise]], and gold. The quantity and type of gemstones worn can signify the social status of the wearer. Among Jacinth mages, gemstones are also believed to enhance magical energy and improve certain magical abilities, giving them both social and practical significance.&lt;br /&gt;
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== Military and weaponries ==&lt;br /&gt;
Warfare in the Jacinth Kingdoms is characterized by the extensive use of light cavalry, horse archers, and skirmishers. These tactics are particularly suited to the region&#039;s desert and arid environments, where lightly equipped troops can maintain greater mobility and endurance. Jacinth armies commonly seek to engage opponents at a distance, using mounted archers to harass enemy formations before withdrawing from close combat.&lt;br /&gt;
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Several military technologies and designs originating in the Jacinth Kingdoms have subsequently been adopted or imitated by neighboring states. [[Aldor]], in particular, has incorporated several Jacinth weapons and smithing techniques into its own military equipment. The military technology of the Jacinth Kingdoms has consequently become a subject of interest during the ongoing political and military rivalry between Jacinth and Aldor.&lt;br /&gt;
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Jacinth armies are not organized around a single standardized doctrine. Fighting styles vary considerably between tribes, kingdoms, monastic orders, and military formations. The tactics employed by a particular force depend on its regional traditions, training, and intended role.&lt;br /&gt;
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=== Weapons and armor ===&lt;br /&gt;
Jacinth armorers are known for producing weapons and protective equipment designed for mobility and maneuverability. Equipment intended for desert warfare is generally lightweight and designed to reduce the burden placed on soldiers operating in sandy terrain. Jacinth armorers also produce heavier forms of protection, including specialized varieties of [[Elven Heavy Brigandine|brigandine]].&lt;br /&gt;
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The single-edged [[Elven Saber|saber]] is among the most widespread weapons associated with Jacinth forces. It is used by both infantry and cavalry and is valued for its relatively simple maintenance. Accounts from neighboring regions frequently associate the Jacinth kingdoms, particularly Jibei, with highly decorated and finely crafted [[Jibean Scimitar|scimitars]]. Aldorian armorers have produced their own weapons inspired by the Jacinth saber, including [[Jagged Falchion|falchion]]-like designs.&lt;br /&gt;
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Jacinth bows are similarly designed with mobility in mind and are frequently constructed in lightweight forms suitable for mounted archery. Jacinth bolt-throwers have also influenced the development of [[Brynn Crossbow|crossbows]] abroad. The weapons are traditionally credited as an inspiration for the Falcon Company crossbows of [[Brynn]], which subsequently contributed to the wider adoption of crossbows in Aldor.&lt;br /&gt;
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Jacinth cavalry and nomadic forces also employ a variety of lightweight shields. These include wooden designs such as the [[Nomad Adarga|adarga]] and [[kalkan]], as well as regional forms of light metal [[Orient Shield|shields]].&lt;br /&gt;
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==== Dervish ====&lt;br /&gt;
Dervishes constitute a monastic tradition within the Jacinth religious sphere. Practitioners traditionally undertake vows of austerity and poverty and may travel away from their homeland in pursuit of spiritual unity with &#039;&#039;&#039;&#039;&#039;Dair&#039;&#039;&#039;&#039;&#039;. Despite their ascetic lifestyle, several dervish orders maintain martial traditions.&lt;br /&gt;
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Dervish martial practices emphasize mobility, physical control, and close-quarters combat. Kicking techniques, evasive maneuvers, and staff fighting are particularly associated with the tradition. Individual monastic orders maintain different teachings, resulting in considerable variation in both religious practice and martial technique.&lt;br /&gt;
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The &#039;&#039;&#039;Harimits&#039;&#039;&#039; for example, are secretive dervish societies that incorporate elements of the Ohirian fencing tradition, including the use of dual-wielding blades with whirling movement. There is also secret small fire-worshipping dervish groups maintain distinctive rituals associated with fire, including practices involving controlled acts of self-burning.&lt;br /&gt;
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=== Military units ===&lt;br /&gt;
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==== Sand Guard ====&lt;br /&gt;
The Sand Guard is an elite patrol force responsible for protecting the Azure Thread and the merchants&#039; caravans that travel along it. Its members are known for their familiarity with the deserts of &#039;&#039;&#039;Ahjat&#039;&#039;&#039; and their ability to operate for extended periods in arid terrain. Their presence alone is enough to repel any raiders and nomads from attempting to be near them, no Jacinth nomads dare to approach Sand Guards without risking possibility to be captured and hanged at the citi walls.&lt;br /&gt;
&lt;br /&gt;
Beside their ascetic lifestyle, Sand Guards are particularly associated with archery. Its archers employ a distinctive method of drawing the bowstring using the thumb rather than the three-fingered grip commonly associated with Aldorian archery. Metal thumb rings are used to protect the fingers from injury during repeated shooting.&lt;br /&gt;
&lt;br /&gt;
==== Maafs warriors ====&lt;br /&gt;
The Maafs constitute a hereditary warrior estate that holds considerable political and military influence within the &#039;&#039;&#039;Ahja&#039;&#039;&#039;t Empire. Unlike the lightly equipped forces commonly associated with Jibean military traditions, Maaf warriors frequently employ heavy armor and offensive weapons designed for close combat.&lt;br /&gt;
&lt;br /&gt;
Common Maaf weapons include the polehammer, [[Exquisite Tabar|tabar]], and [[shishpar]], alongside their distinctive light round [[Maaf Shield|shields]]. Both Maaf heavy infantry and cavalry have participated in major military campaigns. Following the conquest of Jarimad, nomadic chieftains are recorded as having presented their [[Bozdogan|bozdogans]] to their Maaf conquerors as symbols of submission.&lt;br /&gt;
&lt;br /&gt;
==== Shadows Assassin ====&lt;br /&gt;
In addition to its horse archers and reputation for ambush tactics, the Maaf Empire employs specialized assassins known as the Shadows. The name is commonly used by local populations and reflects their reputation for operating covertly against enemy commanders and military officials. The Shadows primarily target high-ranking military officers, commanders, and garrison leaders. They are known for conducting extensive surveillance of their targets before attempting an assassination. &lt;br /&gt;
&lt;br /&gt;
Unlike conventional assassins who commonly rely on poison or ranged weapons such as crossbows, the Shadows are known for close-quarters attacks. They frequently disguise themselves as commoners, merchants, or other civilians, allowing them to approach their targets in crowded streets and other public locations without immediately attracting suspicion.&lt;br /&gt;
&lt;br /&gt;
Once within striking distance, a Shadow attempts to kill the target with a rapid and precise attack before escaping amid the resulting confusion. &lt;br /&gt;
&lt;br /&gt;
==== Sipahi ====&lt;br /&gt;
Sipahi are the principal heavy cavalry of the Ahjat Empire and form a major component of its conventional armies. Their equipment is generally commissioned from highly skilled armorers, sometimes directly under the orders of Ahjati emirs. Among their equipment are [[Elven Heavy Brigandine|heavy brigandines]] produced by Jacinth elven armorers.&lt;br /&gt;
&lt;br /&gt;
==== Ohirian Mounted archers ====&lt;br /&gt;
Ohirian mounted archers frequently operate independently from the main Jacinth armies. Their mobility allows them to conduct raids and harassment operations over considerable distances.&lt;br /&gt;
&lt;br /&gt;
They are typically equipped with lightweight [[Nomad Bow|bows]] and [[Eastern Quiver|quivers]] designed for mounted combat. When forced into close combat, they may employ weapons such as their [[Nomad Saber|saber]], [[Nomad Sagaris|sagaris]] and [[Nomad Adarga|adarga]]. Their ability to attack isolated forces and withdraw before a conventional engagement is a characteristic feature of Ohirian mounted warfare.&lt;br /&gt;
&lt;br /&gt;
==== Jarimad Nomads ====&lt;br /&gt;
Horse archery is practiced by numerous tribes and military communities throughout the Jacinth Kingdoms, including the nomads of Ohir, the Sand Guard, Jarimad mounted archers, and various Ahjati raiders.&lt;br /&gt;
&lt;br /&gt;
Jarimad nomads generally avoid prolonged close combat when mounted. Their traditional tactics involve pursuing targets across the desert, firing repeated volleys of arrows, and withdrawing before the enemy can establish a formation. They generally fight on foot only when mounted combat is impractical. In such circumstances, Jarimad warriors commonly employ [[Orient Longaxe|longaxes]], which have been used in engagements against heavily armored Maaf infantry.&lt;br /&gt;
&lt;br /&gt;
==== Ghazi ====&lt;br /&gt;
The Ghazi are warriors who voluntarily participate in religious wars conducted in defense of the Jacinth Kingdoms. Their ranks have historically included members of the Jacinth nobility, including high-ranking elves from Jibei.&lt;br /&gt;
&lt;br /&gt;
During the Radiant Wars, Ghazi forces participated in the resistance against the invasion led by &#039;&#039;&#039;King Etbert&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== The Faceless ====&lt;br /&gt;
The Faceless serve as the palace guard of the Great Jacinth and are traditionally regarded within Jacinth society as an elite military formation. They participated in the Radiant Wars, where they fought against the forces of King Etbert.&lt;br /&gt;
&lt;br /&gt;
The Faceless are particularly associated with a distinctive type of [[Spear of the Faceless|spear]]. Accounts of the Radiant Wars attribute numerous Aldorian cavalry casualties to the use of these weapons.&lt;br /&gt;
&lt;br /&gt;
==== Labyrinth Warden ====&lt;br /&gt;
The Labyrinth Wardens are a group of warriors associated with the Labyrinth, a structure said to lie in the desert between &#039;&#039;Hazzun&#039;&#039; and &#039;&#039;Al-Qaza&#039;&#039;. According to Jacinth tradition, the Labyrinth is guarded by silent warriors who prevent unauthorized access to its interior.&lt;br /&gt;
&lt;br /&gt;
Little reliable information exists concerning the Wardens or the nature of the Labyrinth. Accounts concerning the site frequently combine historical reports with folklore. The Wardens are commonly depicted carrying [[Labyrinth Warden Poleaxe|poleaxes]] and maintaining strict secrecy concerning the location and contents of the Labyrinth.&lt;br /&gt;
&lt;br /&gt;
==== Hazzun Oracle ====&lt;br /&gt;
Hazzun Oracles are religious figures associated with divination and military prophecy. Jacinth armies may consult oracles before major battles, where their rituals are intended to provide guidance concerning the anticipated course of an engagement and to strengthen the morale of soldiers.&lt;br /&gt;
&lt;br /&gt;
Their practices commonly involve the interpretation of stars and other celestial phenomena with their [[Hazzun Celestial Sphere|artifact]], as well as the use of ritual [[Sky-Reader Warstaff|staffs]] and [[Oracle Star|amulets]]. During the Radiant Wars, Aldorian soldiers reportedly referred to Jacinth elven oracles as &amp;quot;Sky-readers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The influence of the Hazzun Oracles on military decision-making varies between Jacinth states and commanders. Their predictions are traditionally regarded as evidence of divine or supernatural foresight, although accounts of their accuracy differ between Jacinth and Aldorian sources.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Jacinth Kingdom drew heavily from the real life Ottoman empire and many islamic medieval kingdoms.&lt;br /&gt;
* Radiant Wars is the depiction of The Crusade in stoneshard.&lt;br /&gt;
* Some weapons, armor, and military names are borrowed from the real life history, such as the Shishpar, Ghazi, Kalkan, Jambiya, and many more.&lt;br /&gt;
&lt;br /&gt;
== Notable Nistrians NPC/Character ==&lt;br /&gt;
&lt;br /&gt;
* [[Mahir]]&lt;br /&gt;
* [[Esfah]]&lt;br /&gt;
* [[Armuz]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Aldor&amp;diff=77018</id>
		<title>Aldor</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Aldor&amp;diff=77018"/>
		<updated>2026-09-16T08:43:18Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Dirwin.png|right|Dirwin is woodward from Aldor.]]&lt;br /&gt;
[[File:Arna.png|right|Arna is maiden knight from Aldor.]]&lt;br /&gt;
{{stub}}{{quote|Despite sharing a common culture, humans of Aldor are now more divided than ever. A multitude of political conflicts between the kingdom&#039;s estates has plunged the country into a prolonged civil war, barely contained by a shaky truce.}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aldor&#039;&#039;&#039;, known as &#039;&#039;Ab-Aldur&#039;&#039; to the elves, is the kingdom in which {{Gamename}} takes place, a formerly prosperous and powerful kingdom.  &lt;br /&gt;
&lt;br /&gt;
Following the death of [[King Etbert]], a dispute arose within the royal court over the succession and the hereditary claims of the new king by the late queen. The political crisis led several groups of burghers and commoners to seek separation from the Council of Aldor and declare their independence. &lt;br /&gt;
&lt;br /&gt;
The resulting conflict developed into a civil war, further destabilizing the Kingdom of Aldor following the devastation caused by the previous &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;. The kingdom was subsequently divided among three major factions: the [[Council]], the [[Grand Magistrate|Magistrate]], and the [[Gray Army]].&lt;br /&gt;
&lt;br /&gt;
The outbreak of the &#039;&#039;&#039;Crimson Plague&#039;&#039;&#039; further worsened the situation but it helps to keep the status quo across the land. As the plague spread throughout Aldor, necromancer cults began desecrating temples and catacombs, contributing to widespread social and religious unrest. The combination of political instability, disease, and supernatural activity drove some barons and Aldorian communities into banditry and other forms of lawlessness... so here we are.&lt;br /&gt;
&lt;br /&gt;
== Geography and economy ==&lt;br /&gt;
Geographically, the Kingdom of Aldor is situated among several major civilizations in the western region of the &#039;&#039;&#039;Continent&#039;&#039;&#039;. Its strategic position places it between several powerful neighboring states and territories, many of which maintain political rivalries and conflicts with Aldor itself. As a result, Aldor has historically been vulnerable to external intervention, particularly during periods of political instability or military weakness.&lt;br /&gt;
&lt;br /&gt;
The western border of Aldor is shared with the Great Despotate of [[Nistra]], a major regional power with which Aldor has maintained a longstanding rivalry spanning several decades. Relations between the two states have frequently been characterized by political and military tensions.&lt;br /&gt;
&lt;br /&gt;
To the north, Aldor borders the mountainous territories of the [[Fjall]] Clans. The region is known for frequent clan raids and incursions into Aldorian territory, requiring the kingdom to maintain a permanent border guard presence along the northern frontier.&lt;br /&gt;
&lt;br /&gt;
The eastern border is shared with the [[Jacinth]] Kingdoms, a collection of neighboring kingdoms with significant political and historical connections to Aldor. The region is particularly associated with the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;, during which &#039;&#039;&#039;King Etbert&#039;&#039;&#039; famously led Aldorian forces in the final war against the elves of Jibei.&lt;br /&gt;
&lt;br /&gt;
The southern frontier extends to the sea, providing Aldor with access to maritime trade and foreign supplies. The principal port is the city of [[Brynn]], which serves as an important center for commerce and maritime transportation. The port&#039;s strategic importance has made the southern coastline vital to Aldor&#039;s economy, supplies, and continued access to external markets.&lt;br /&gt;
&lt;br /&gt;
=== Agriculture and Food Production ===&lt;br /&gt;
The Kingdom of Aldor maintains a largely agricultural economy, with farming, fishing, and pastoralism serving as the primary means of sustaining its population. Numerous farms, plantations, fisheries, and pastures are distributed throughout the kingdom, supplying food and other agricultural products to surrounding settlements and cities.&lt;br /&gt;
&lt;br /&gt;
Southern Aldor is particularly known for its agricultural production. The region surrounding [[Osbrook]] contains wheat farms that supply grain to the surrounding settlements. Other agricultural estates produce hops and grapes, supporting Aldor&#039;s brewing and winemaking industries. Wineries and hop plantations are distributed throughout the kingdom to meet the demand for alcoholic beverages, including wine and ale.&lt;br /&gt;
&lt;br /&gt;
The transportation and distribution of agricultural goods are overseen by bailiffs, who are responsible for managing various estates, facilities, transactions, and logistical operations. Bailiffs also supervise the movement of goods between settlements, making them an important part of Aldor&#039;s administrative and economic system.&lt;br /&gt;
&lt;br /&gt;
=== Arms and Armor ===&lt;br /&gt;
Aldorian weaponsmiths have historically adapted their techniques and designs in response to the military practices of neighboring civilizations. In the decades following the Civil War, the various Aldorian factions increasingly adopted and imitated foreign weapons that were considered effective in warfare.&lt;br /&gt;
&lt;br /&gt;
Among these adaptations was the [[Footman Longaxe|longaxe]], derived from the martial traditions of the [[Fjall]] Clans, as well as the polemace, whose design was influenced by weapons used by the Great Despotate of [[Nistra]]. Aldorian smiths also incorporated techniques from the [[Jacinth]] Kingdoms into the production of sabers and bows.&lt;br /&gt;
&lt;br /&gt;
The development of Aldorian armor has followed a similar pattern. Armorers have continually improved the protection provided by plate and other forms of protective equipment, particularly for the kingdom&#039;s knights. The increasing protection worn by heavily armored soldiers subsequently encouraged Aldorian smiths to develop new weapons and improve existing designs in order to overcome enhanced armor. This process of adaptation has resulted in an ongoing cycle of armor development and weapons innovation, with Aldorian craftsmen incorporating foreign techniques while developing their own designs.&lt;br /&gt;
&lt;br /&gt;
=== Commerce and Trade ===&lt;br /&gt;
Aldor participates in extensive trade with neighboring kingdoms and distant regions. Agricultural products and manufactured commodities form an important part of its exports. [[Crates of Wine|Wine]], [[Barrel of Beer|ale]], [[Pails of Cider|cider]], and [[Sacks of Salt|salt]] are among the commodities commonly transported through Aldorian trade networks.&lt;br /&gt;
&lt;br /&gt;
The kingdom also exports raw materials, particularly [[Shipment of Timber|timber]] and [[Crates of Charcoal|charcoal]]. The extensive forests of northern Aldor provide a significant source of lumber and fuel, supporting both domestic industries and foreign trade.&lt;br /&gt;
&lt;br /&gt;
Aldor&#039;s southern coastline and the port city of [[Brynn]] provide access to maritime trade routes, allowing goods produced throughout the kingdom to be transported to foreign markets. The combination of agricultural production, natural resources, manufacturing, and maritime commerce makes trade an important component of the Aldorian economy.&lt;br /&gt;
&lt;br /&gt;
== Government and religion ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Kingdom of Aldor is traditionally governed as a hereditary monarchy, with the king serving as the head of state and exercising authority through the Royal Court. The kingdom&#039;s feudal lords, nobles, local governors, and merchant lords are traditionally expected to recognize the authority of the crown and administer their respective territories in accordance with royal law.&lt;br /&gt;
&lt;br /&gt;
Following the death of &#039;&#039;&#039;King Etbert&#039;&#039;&#039;, the established system of government collapsed amid a dispute over the royal succession. The resulting Aldorian Civil War divided the kingdom among several competing factions, each establishing its own political and military leadership. The three principal factions are the Council, the Grand Magistrate, and the Gray Army.&lt;br /&gt;
&lt;br /&gt;
==== The [[Council]] ====&lt;br /&gt;
The &#039;&#039;&#039;Council&#039;&#039;&#039; was established by the final wife of &#039;&#039;&#039;King Etbert,&#039;&#039;&#039; Queen Inora following her accession, who assumed the regency alongside her son, King &#039;&#039;&#039;Verne&#039;&#039;&#039;. Inora and her supporters gathered royal loyalists and feudal lords who had fallen from favor under the previous administration King in an effort to preserve the monarchy and maintain the territorial integrity of Aldor.&lt;br /&gt;
&lt;br /&gt;
The Council claims continuity with the traditional Aldorian monarchy and regards King Verne as the legitimate successor to the throne. Its administration is supported primarily by royal loyalists, sections of the nobility, and feudal lords who seeks influence and reintegrate to the court life.&lt;br /&gt;
&lt;br /&gt;
==== The Grand [[Grand Magistrate|Magistrate]] ====&lt;br /&gt;
The &#039;&#039;&#039;Grand Magistrate&#039;&#039;&#039; originated as a political union of city councils, rebellious aristocrats, artisan guilds, and merchant guilds, with its principal center in [[Brynn]].&lt;br /&gt;
&lt;br /&gt;
Brynn had previously possessed the status of a free city status before losing its political privileges under the authority of King Etbert. Following King&#039;s death, representatives of the city&#039;s political and commercial institutions voted to withdraw from the Kingdom of Aldor. They rejected the legitimacy of the new royal succession and organized a separate administration known as the Grand Magistrate.&lt;br /&gt;
&lt;br /&gt;
The movement subsequently attracted support from burghers, merchants, guilds, military forces, and other groups opposed to royal authority. The Grand Magistrate therefore developed into both a political government and a military faction during the Civil War.&lt;br /&gt;
&lt;br /&gt;
==== The [[Gray Army]] ====&lt;br /&gt;
The &#039;&#039;&#039;Gray Army&#039;&#039;&#039; emerged as a popular movement composed of various social groups, with peasants and artisans forming the majority of its supporters. Its ranks also include former brigands, disillusioned clerics, impoverished feudal lords, and deserters from both the Council and the Grand Magistrate.&lt;br /&gt;
&lt;br /&gt;
The movement is led by &#039;&#039;&#039;Nir&#039;&#039;&#039;, a figure whose origins remain uncertain. Under his leadership, the Gray Army expanded its influence and acquired control over additional territories following the prolonged conflict between the &#039;&#039;&#039;Council&#039;&#039;&#039; and the &#039;&#039;&#039;Grand Magistrate&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Unlike the other major factions, the Gray Army does not originate from the established royal or urban political institutions of Aldor. Its organization instead developed from the social and economic instability caused by the Civil War, allowing individuals from different backgrounds to join the movement.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Hieronism is a Gnostic religious tradition originating in the Kingdom of Aldor and remains one of the principal religious traditions of the region. Its teachings are centered on the Host, a divine entity understood through the concept of the Trinity of Hands: the &#039;&#039;&#039;Guiding Hand&#039;&#039;&#039;, the &#039;&#039;&#039;Warding Hand&#039;&#039;&#039;, and the &#039;&#039;&#039;Judging Hand.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hieronist theology places considerable emphasis on the pursuit of divine knowledge and spiritual understanding. The religion maintains a complex clerical hierarchy through which adherents progress from religious students to increasingly knowledgeable and spiritually powerful figures.&lt;br /&gt;
&lt;br /&gt;
The understanding of the Host is regarded as a lifelong pursuit. Hieronist teachings maintain that deeper knowledge of sacred scripture and divine mysteries allows an individual to establish an increasingly direct spiritual connection with the Host.&lt;br /&gt;
&lt;br /&gt;
Each Hieronist church is administered by a priest known as a Hierophant. Advancement through the Hieronist hierarchy traditionally requires religious study, pilgrimage, contemplation, and the interpretation of sacred texts.&lt;br /&gt;
&lt;br /&gt;
* Exoteric&lt;br /&gt;
&lt;br /&gt;
Exoterics are religious aspirants who have completed the required pilgrimage and begun their formal path toward the Hieronist priesthood. The pilgrimage serves as an important stage of spiritual preparation before an individual can seek higher religious offices.&lt;br /&gt;
&lt;br /&gt;
* Hierophant&lt;br /&gt;
&lt;br /&gt;
A Hierophant serves as the principal priest of a Hieronist church. Hierophants oversee religious ceremonies, teach doctrine, and administer their local congregations.&lt;br /&gt;
&lt;br /&gt;
The position represents a significant stage in the Hieronist religious hierarchy, although it is not considered the highest level of spiritual understanding.&lt;br /&gt;
&lt;br /&gt;
* Hermeneut&lt;br /&gt;
&lt;br /&gt;
Upon reaching advanced age and completing their service as Hierophants, some clergy become Hermeneuts. These scholars devote themselves to the study and interpretation of Hieronist scripture, manuscripts, and other holy texts.&lt;br /&gt;
&lt;br /&gt;
Hermeneuts are particularly concerned with interpreting the mysteries of the Host and understanding the deeper meaning of Hieronist teachings.&lt;br /&gt;
&lt;br /&gt;
* Theognostic&lt;br /&gt;
&lt;br /&gt;
A Theognostic is a practitioner who has achieved a profound understanding of the Host through theological study and spiritual contemplation.&lt;br /&gt;
&lt;br /&gt;
Theognostics are regarded as possessing knowledge beyond ordinary religious scholarship. Those who demonstrate exceptional piety and spiritual devotion may seek Unity with the Host, a state believed to establish a direct spiritual communion with the divine.&lt;br /&gt;
&lt;br /&gt;
* Thaumaturge&lt;br /&gt;
&lt;br /&gt;
A Thaumaturge is a Theognostic believed to have achieved Unity with the Host during their lifetime. Hieronist tradition attributes supernatural abilities to Thaumaturges, including the ability to: Heal the sick, bless and strengthen the spirit, protect the faithful, and smite those considered wicked&lt;br /&gt;
&lt;br /&gt;
Thaumaturges are consequently regarded as both religious authorities and manifestations of the Host&#039;s divine power.&lt;br /&gt;
&lt;br /&gt;
* Archtheurgist&lt;br /&gt;
&lt;br /&gt;
The Archtheurgist is the highest known rank within the Hieronist hierarchy. Only the most powerful and accomplished Thaumaturges are believed to be capable of attaining the position.&lt;br /&gt;
&lt;br /&gt;
Hieronist tradition attributes extraordinary divine abilities to Archtheurgists. Accounts describe them as possessing enough power to raise or raze entire cities through the divine power of the Host. Because of the rarity and magnitude of such abilities, Archtheurgists occupy a unique position within Hieronist religious tradition.&lt;br /&gt;
&lt;br /&gt;
=== Saints and Relics ===&lt;br /&gt;
Hieronism maintains a tradition of venerating saints, individuals remembered for their exceptional devotion, virtue, and accomplishments in service to the Host. Many saints are believed to continue protecting or blessing the faithful through sacred artifacts such as [[Casket with St Wald Relics|Saint Wald]] and relics associated with their lives.&lt;br /&gt;
&lt;br /&gt;
In addition, numerous saints have been commemorated through statues, religious buildings, shrines, and annual celebrations. These monuments and observances serve both as acts of devotion and as reminders of the virtues represented by the saints. Some Hieronist communities consider the relics of particularly revered saints to possess spiritual significance, and certain artifacts are believed to retain a connection to the saint and, through them, to the Host.&lt;br /&gt;
&lt;br /&gt;
== History and culture ==&lt;br /&gt;
&lt;br /&gt;
=== Pre-unification Aldor ===&lt;br /&gt;
Before the establishment of the Kingdom of Aldor, the region was inhabited and controlled by numerous tribal societies. Among the most prominent were the [[Ald]] Tribes, the [[Sentian]] Tribes, and the Highlander Tribes of [[Firn]]. Each developed distinct cultural and military traditions that later became incorporated into Aldorian history and folklore.&lt;br /&gt;
&lt;br /&gt;
The Ald Tribes were particularly renowned for their advanced metalworking techniques, which were considered superior to those of many neighboring tribes. Their expertise in metallurgy allowed the Ald to produce high-quality weapons, tools, shields, and other metal equipment.&lt;br /&gt;
&lt;br /&gt;
The Firn Tribes, who inhabited the northern highlands, were known for their strong traditions and conservative social customs. Their society placed considerable importance on preserving the practices and values of their ancestors. The Firn were also renowned for their skilled marksmen and warriors.&lt;br /&gt;
&lt;br /&gt;
The Sentian Tribes developed a distinctive military tradition centered around the use of slingers. Sentian slingers were regarded as highly skilled and became an important part of the tribe&#039;s military identity. The Sentians were also renowned for their culinary traditions, with their dishes and skilled cooks becoming an important part of their cultural reputation.&lt;br /&gt;
&lt;br /&gt;
=== Unification of Aldor ===&lt;br /&gt;
According to Aldorian legends, the unification of the region began with the expansion of the Ald Tribes. Ald forces gradually conquered neighboring territories, taking the land of rivalling tribes. &lt;br /&gt;
&lt;br /&gt;
The conquest of the Sentian territories required the Ald forces to cross the river separating the two peoples. The Sentians offered strong resistance, relying heavily on their renowned slingers to oppose the advancing Ald forces. According to traditional accounts, the Sentians continued their resistance until the death of their last king, [[Crown of Benor the Dauntless|Benor the Dauntless]]. Following Benor&#039;s death, the remaining Sentian forces were defeated, and the Ald completed their conquest of the Sentian territories. The incorporation of the Sentians significantly expanded Ald-controlled territory and brought their lands under a single political authority.&lt;br /&gt;
&lt;br /&gt;
The subsequent campaign against the Firn Tribes proved considerably more difficult. The mountainous terrain of Firn provided the defenders with a natural advantage, while Firn marksmen were renowned for their exceptional skill with bows and slings. Firn warriors also fought in close combat, traditionally wielding large claymores against the metal shields and armor of the Ald warriors. Their resistance became one of the defining conflicts in the traditional accounts of Aldorian unification.&lt;br /&gt;
&lt;br /&gt;
Eventually, Ald forces captured the Firn foothills, marking a major milestone in the consolidation of Ald territory. The event became an important part of Aldorian historical tradition and was later commemorated in the [[The Conquest of the Hills Tapestry|Tapestry]], where the campaigns of unification are depicted as foundational events in the history of the kingdom.&lt;br /&gt;
&lt;br /&gt;
The conquest of the Sentians and Firn is traditionally regarded as the beginning of the political consolidation that eventually led to the establishment of the Kingdom of Aldor.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
Following the unification of Aldor, the cultural traditions of the former tribes continued to survive throughout the kingdom. Many customs remained particularly prominent in rural communities, while others were gradually incorporated into the customs of Aldorian nobility and urban society. Although the kingdom developed a shared cultural identity, regional traditions from the Ald, Sentian, and Firn peoples remain recognizable in various parts of Aldor.&lt;br /&gt;
&lt;br /&gt;
One of the most widespread aspects of Aldorian culture is the consumption of wine and ale. Inns and taverns can be found throughout the kingdom, including in remote and rural settlements. Alcoholic beverages are commonly consumed after a day of labor and are enjoyed by people from various social classes, including nobles, farmers, guards, and members of the clergy. The widespread availability of wine and ale has made drinking an established part of Aldorian social life.&lt;br /&gt;
&lt;br /&gt;
But beside of that, one element of Sentian culture, particularly its culinary traditions, have survived into the modern era. Sentian cuisine became especially influential in Brynn, where cooks developed and refined numerous dishes using both traditional and foreign ingredients. Brynn&#039;s cooks have acquired a reputation for their ability to transform inexpensive, unusual, or otherwise undesirable ingredients into elaborate dishes suitable for the tables of the nobility. This reputation has contributed to Brynn&#039;s status as one of Aldor&#039;s notable centers of culinary culture.&lt;br /&gt;
&lt;br /&gt;
Alas not all traditions of the pre-unification tribes survived the development of the modern Kingdom of Aldor. Some customs have gradually disappeared, while others are no longer formally recognized under Aldorian law. One example is an old Firn custom concerning the inheritance of knightly titles. Certain Firn noble houses traditionally permitted a daughter who had been raised according to the customs and duties traditionally expected of a son could inherit the family&#039;s knightly title. Although the practice existed within some Firn houses, it is no longer generally recognized under contemporary Aldorian law and led several noble houses of Firn ceased to exist.&lt;br /&gt;
&lt;br /&gt;
== Military and weaponries ==&lt;br /&gt;
The military history of Aldor has been shaped by repeated civil wars, foreign campaigns, and internal rebellions, beginning with the tribal conflicts that preceded the unification of the kingdom and continuing into the modern era. These conflicts have encouraged the Aldorian military to continually adapt its weapons, tactics, and organization in response to changing forms of warfare.&lt;br /&gt;
&lt;br /&gt;
Aldorian military doctrine places considerable emphasis on practicality and adaptation rather than strict adherence to established customs or martial traditions. Weapons and tactics originating from foreign cultures are studied when they demonstrate effectiveness against Aldorian forces. Rather than rejecting unfamiliar methods, Aldorian commanders and craftsmen commonly seek to adopt, reproduce, and improve them for use by their own armies.&lt;br /&gt;
&lt;br /&gt;
This approach has resulted in the incorporation of numerous foreign weapons and techniques into Aldorian warfare. Designs originally developed by neighboring civilizations have been modified to suit Aldorian equipment, terrain, and military organization. As a result, Aldorian warfare has developed as an evolving combination of indigenous traditions and foreign innovations.&lt;br /&gt;
&lt;br /&gt;
The continuous cycle of observation, imitation, adaptation, and improvement has become a defining characteristic of the Aldorian military. Its commanders regard battlefield experience as an opportunity to identify weaknesses and develop new methods to counter them, contributing to the kingdom&#039;s reputation for military adaptability.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and armor ===&lt;br /&gt;
&lt;br /&gt;
==== Plate armor ====&lt;br /&gt;
Aldor is particularly renowned for its armorsmithing tradition, most notably the production of heavy plate armor. The development of Aldorian armor has been influenced by centuries of warfare, rebellions, and continual competition with neighboring civilizations. Compared with the heavy infantry of [[Nistra]], which traditionally relies on [[Scaled Armor|scale armor]], and the Maafs warriors of the [[Jacinth]] Kingdoms, who commonly employ heavily reinforced [[Elven Heavy Brigandine|brigandine]], Aldorian armorers are regarded as among the foremost practitioners of plate armor.&lt;br /&gt;
&lt;br /&gt;
Aldorian smiths produce a wide variety of protective equipment, ranging from cuirasses and chestplates to complete suits of plate armor. Such armor is designed to withstand powerful blows and provide substantial protection on the battlefield, although its manufacture requires considerable quantities of metal, skilled labor, and financial resources. Consequently, the heaviest forms of Aldorian armor are generally reserved for wealthier soldiers and the nobility.&lt;br /&gt;
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==== Swords and Halberds ====&lt;br /&gt;
The [[Knight Blade|sword]] holds a particularly prominent position within Aldorian knightly culture. Noble swords are traditionally associated with knighthood, social status, and martial prestige, making them a favored weapon among the kingdom&#039;s aristocratic warriors.&lt;br /&gt;
&lt;br /&gt;
Despite the cultural importance of the sword, Aldorian military doctrine does not restrict its soldiers to traditional weapons. Over time, Aldorian smiths and military authorities, including King Etbert himself, encouraged the adoption of a wider variety of weapons in order to familiarize troops with different forms of combat.&lt;br /&gt;
&lt;br /&gt;
Among common soldiers, guards and levies frequently employ one of the famous invention of polearms, the [[Guard Halberd|halberd]]. Its combination of cutting, thrusting, and hooking capabilities makes it a versatile weapon suitable for a variety of battlefield and non-battlefield duties. The halberd&#039;s adaptability allows commanders to employ their levies and guards in different roles without requiring them to carry specialized weapons for every task.&lt;br /&gt;
&lt;br /&gt;
The widespread use of foreign and unconventional weapons reflects the broader Aldorian military philosophy of adaptation and practicality, in which established traditions are maintained when effective but are readily supplemented or replaced when superior alternatives become available.&lt;br /&gt;
&lt;br /&gt;
==== Longbows ====&lt;br /&gt;
The [[Soldier Longbow|longbow]] is one of the most prominent weapons associated with the military traditions of Aldor. A common Aldorian proverb states, &#039;&#039;&amp;quot;as long as Aldor has at least a dozen longbows, it&#039;ll remain unconquered.&amp;quot;&#039;&#039; The saying reflects the reputation of Aldorian longbowmen and their importance in the kingdom&#039;s military history.&lt;br /&gt;
&lt;br /&gt;
Aldorian archers have gained a reputation among neighboring powers for their range, accuracy, and ability to deliver concentrated volleys. Historical accounts attribute several notable victories to the longbowmen, including the destruction of a [[Jacinth]] army after it was drawn into an Aldorian ambush. During conflicts with [[Nistra]], Aldorian archers were also credited with killing numerous enemy commanders, standard-bearers, and mages through concentrated and precisely aimed volleys.&lt;br /&gt;
&lt;br /&gt;
Despite the effectiveness of the longbow, its widespread use has not always been supported by the Aldorian nobility. Some nobles have historically regarded archery as an inferior martial practice associated with peasants and commoners, rather than a discipline worthy of aristocratic warriors. Rather than encouraging rural communities to maintain and develop their archery skills, certain lords have discouraged the practice or restricted the use of bows on their estates. In some territories, nobles have even imposed restrictions on archery in order to protect their private hunting grounds. These policies have occasionally placed the interests of aristocratic hunting traditions in conflict with the military value of maintaining a large population of skilled archers.&lt;br /&gt;
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=== Military tactics ===&lt;br /&gt;
&lt;br /&gt;
=== Military units ===&lt;br /&gt;
&lt;br /&gt;
==Outdated Lore==&lt;br /&gt;
Half a century before the events of the game, Aldor waged a war against the elven [[Jade Kingdoms]]. This aggression was repelled by the elves who in turn invaded Aldor. The kingdom was swept by a wave of bloodsheds. Making his last stand, the [[Last King]] revived many fallen warriors to act as his last line of defense. However this terrifying blasphemy was doomed to failure and the Last King was soon vanquished leaving behind him a terrible legacy. The disappearance of the Last King signed the end of this horrific part of Aldor&#039;s history which the historians aptly named the [[War of the Fallen]].&lt;br /&gt;
&lt;br /&gt;
In the aftermath of the war and following the fall of the monarchy no one was left at the reign of the kingdom. After the Jade Kingdoms armies left all matters of pretenders sought to ascend to the throne. This was the start of a decade long civil war, the [[Discord]]. Only the [[Grand Magistrate]], an alliance of well-off merchant families, tired of hatred and violence, was capable of stopping that bloodshed.&lt;br /&gt;
&lt;br /&gt;
Still, years of conflicts left Aldor ravaged. The Grand Magistrate slowly lost its role as its members parted ways. The already tenuous peace of the kingdom was stretched thin. This fragile balance was shattered when the Last King suddenly returned. The great orc migration and another political race added fuel to the fire of war. In a blink of an eye the whole Aldor was split into zones, influenced by rivaling faction.&amp;lt;ref&amp;gt;https://www.kickstarter.com/projects/1926605606/stoneshard-open-world-roguelike-rpg-with-tactical/posts/2190173&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is where the story of {{Gamename}} begins...&lt;br /&gt;
&lt;br /&gt;
==Interesting Facts==&lt;br /&gt;
* At the time of the events of the game, Aldor is 428 years old.&lt;br /&gt;
* Aldor, before unification, consisted of three smaller kingdoms, which were later demoted to duchies. The name of only one of these kingdoms of the past is known for certain - Sentia and the name of its last king - [[Crown of Benor the Dauntless|Benor the Dauntless]]. It is on the territory of this kingdom that modern [[Brynn]] is located.&lt;br /&gt;
* The population of Aldor, with rare exceptions, professes [[Host# Gnostic Hieronism|Gnostic Hieronism]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Stoneshard]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Jacinth&amp;diff=77016</id>
		<title>Jacinth</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Jacinth&amp;diff=77016"/>
		<updated>2026-09-16T07:57:49Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Dervish */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mahir.png|right|Mahir is a Jacint elven dervish.]]&lt;br /&gt;
{{stub}}{{quote|Elves inhabit the vast lands of the Jacinth Kingdom. A small elven diaspora exists in Aldor as well, though they are met with suspicion, regarded as outsiders and schemers.}}The Great &#039;&#039;&#039;Jacinth&#039;&#039;&#039; Kingdoms is a major political power whose territory extends across much of the &#039;&#039;&#039;Continent&#039;&#039;&#039;. Through successive conquests and periods of assimilation, the kingdom has incorporated numerous civilizations, kingdoms, and tribal societies into its sphere of influence. The expansion of Jacinth rule has contributed to the widespread dissemination of its culture, knowledge, religion, merchants, and political influence throughout neighboring regions. &lt;br /&gt;
&lt;br /&gt;
The origins of the Jacinth Kingdom can be traced to an &#039;&#039;&#039;elven&#039;&#039;&#039; tribe in the &#039;&#039;&#039;Jibean Sultanate&#039;&#039;&#039;. Over time, the emerging Jacinth state expanded beyond its original territory, conquering and assimilating neighboring tribes and established empires. Jacinth expansion continued for centuries, eventually making the kingdom one of the dominant powers on the Continent. Its conquests were accompanied not only by political incorporation but also by the spread of Jacinth cultural and religious traditions.&lt;br /&gt;
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The kingdom&#039;s expansion was eventually checked by the [[Aldor]] Empire during the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;. The conflict prevented further Jacinth expansion into Aldorian territory and established a major political and military boundary between the two powers. Further north-east, the comparatively small Theocracy of [[Barcia]] has also resisted incorporation into the Jacinth Kingdom. Despite repeated campaigns and the kingdom&#039;s extensive territorial expansion, Barcia&#039;s mountainous terrain, isolation, and strong religious identity have allowed it to maintain its independence.&lt;br /&gt;
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== Geography and economy ==&lt;br /&gt;
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=== Geography ===&lt;br /&gt;
The Jacinth Kingdoms encompass a vast territory incorporating several former kingdoms, empires, and tribal regions. Major constituent territories include the &#039;&#039;&#039;Jibean&#039;&#039;&#039; Sultanate, the High Kingdom of &#039;&#039;&#039;Yohara&#039;&#039;&#039;, the Maafian Empire of &#039;&#039;&#039;Ahjat&#039;&#039;&#039;, the Warlords of &#039;&#039;&#039;Ohir&#039;&#039;&#039;, and the Kingdom of &#039;&#039;&#039;Jarimad&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The size of the Jacinth realm places it in contact with numerous neighboring states and peoples. To the north, it borders the city-states of &#039;&#039;&#039;Skadia&#039;&#039;&#039;. Its western borders are shared with &#039;&#039;&#039;Aldor&#039;&#039;&#039; and the sea. To the south, the Jacinth territories border the Warring Tribes of the &#039;&#039;&#039;Whale Coast&#039;&#039;&#039; and the fabled Hieroprincipality of &#039;&#039;&#039;Aeos&#039;&#039;&#039;. The eastern frontier borders the Shahdom of &#039;&#039;&#039;Sundanar&#039;&#039;&#039; and the Saadir &#039;&#039;&#039;Dynasty&#039;&#039;&#039;, as well as several nomadic peoples, including the &#039;&#039;&#039;Polyed&#039;&#039;&#039;, &#039;&#039;&#039;Unki&#039;&#039;&#039;, &#039;&#039;&#039;Ozok&#039;&#039;&#039;, and &#039;&#039;&#039;Lu&#039;&#039;&#039; tribes.&lt;br /&gt;
&lt;br /&gt;
The considerable geographic extent of the Jacinth Kingdoms encompasses a wide variety of environments and cultures. The incorporation of numerous independent civilizations has also resulted in considerable cultural and economic diversity throughout the realm.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
The Jacinth Kingdoms occupy a strategically important position along the [[Azure Thread]], controlling the principal overland route connecting the eastern and western regions of the &#039;&#039;&#039;Continent&#039;&#039;&#039;. This has made the Jacinth realm the primary power responsible for facilitating and profiting from land-based trade along the route.&lt;br /&gt;
&lt;br /&gt;
Control of the Azure Thread has contributed significantly to the development of Jacinth commerce. Jacinth merchants operate extensive trade networks connecting markets in the eastern and western parts of the Continent. The resulting wealth has contributed to the prosperity of Jacinth elven communities, particularly those located in the &#039;&#039;&#039;Jibean&#039;&#039;&#039; Sultanate, where many merchants and members of the ruling elite have accumulated considerable fortunes.&lt;br /&gt;
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The concentration of wealth along the Azure Thread has also made merchant caravans targets for raiders, bandits, robbers, and organized gangs. Caravans traveling westward from Jibean territory are particularly vulnerable to attacks after leaving areas under direct Jibean control.&lt;br /&gt;
&lt;br /&gt;
Jacinth merchants are known for exporting a wide variety of valuable and exotic goods. Major exports include [[ivory]], [[Porcelain Vase|porcelain]], and [[silk]], alongside various [[Jibian Spices|spices]], medicinal substances, exotic fruits, and beverages. The variety and quality of these products have given Jacinth merchants a significant advantage when trading with kingdoms and societies possessing less-developed commercial networks.&lt;br /&gt;
&lt;br /&gt;
In addition to food, spices, and other luxury goods, Jacinth merchants export a wide range of armaments and military equipment to neighboring kingdoms. Jacinth armaments are particularly renowned for their craftsmanship, elaborate decoration, and the quality of their materials.&lt;br /&gt;
&lt;br /&gt;
Jacinth smiths produce [[Jibean Scimitar|sabres]], [[Elven Flail|maces]], [[Exquisite Tabar|axes]], and [[Elven Heavy Brigandine|armor]] featuring intricate patterns and decorative elements. High-quality examples may incorporate substantial quantities of gold, rubies, and other precious materials, making them valuable both as military equipment and as symbols of wealth and status. that have gained particular attention among foreign nobility. &lt;br /&gt;
&lt;br /&gt;
The Jacinth Kingdoms are regarded as one of the wealthiest and most commercially active powers on the Continent. Their principal rival in maritime commerce is the [[Bronze Isles]], whose control of major naval trade routes in the western regions allows it to compete with Jacinth dominance of the Azure Thread&#039;s overland trade. &lt;br /&gt;
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== Government and religion ==&lt;br /&gt;
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=== Government ===&lt;br /&gt;
The Jacinth Kingdoms are governed as a monarchy headed by the Grand Monarch, who also holds the title of Sultan. The current Sultan is His Majesty Arsam XII the Pious, an elf of Jibean. He is also known by the honorific Holy Tiara, where the role of gems in the orderly splendor of its frame is assumed by the elven Monarch and his dignitaries.&lt;br /&gt;
&lt;br /&gt;
The Sultan holds numerous formal titles intended to emphasize his religious and political authority. Several of these titles assert the supremacy of the Jacinth monarch over neighboring kingdoms and peoples such as &#039;&#039;Shah of Shahs of Jarimad, Heavenly Priest of Shenfen, Scourge of Barcians&#039;&#039;, alongside numerous other honorifics.&lt;br /&gt;
&lt;br /&gt;
Despite the apparent political unity of Jibei, Ahjat, and the other realms of Jacinth, the region is composed of a diverse collection of tribes, khanates, emirates, and other semi-autonomous territories. Where usually these local &amp;quot;monarchs&amp;quot;, exercise extensive authority over their respective domains, with the degree of autonomy and central control of their regions.&lt;br /&gt;
&lt;br /&gt;
Due to the considerable size of the Jacinth Kingdoms, the Sultan governs with the assistance of a hierarchical royal court and viziers.&lt;br /&gt;
&lt;br /&gt;
==== Adamants ====&lt;br /&gt;
The &#039;&#039;Adamants&#039;&#039; are two of the Sultan&#039;s closest viziers and serve as his principal intermediaries. Each Adamant is assigned a specific area of responsibility.&lt;br /&gt;
&lt;br /&gt;
One Adamant is responsible for reporting on internal affairs throughout the Jacinth Kingdoms, including matters concerning the constituent kingdoms and territories. The other is responsible for foreign affairs, including receiving foreign ambassadors and delegations bearing tribute.&lt;br /&gt;
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The Adamants are distinguished by their white silk garments, which are extensively decorated with precious jewels. Their elaborate clothing serves as a visible indication of their proximity to the Sultan and their elevated position within the royal court.&lt;br /&gt;
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==== Smaragds ====&lt;br /&gt;
The Sultan is additionally assisted by three senior advisers known collectively as the &#039;&#039;Smaragds&#039;&#039;. Each Smaragd holds a distinct responsibility within the royal administration.&lt;br /&gt;
&lt;br /&gt;
* The High Priest oversees religious affairs and serves as the principal religious authority within the Sultan&#039;s court.&lt;br /&gt;
* The High Commander is responsible for the military forces of the Jacinth Kingdoms and advises the Sultan on military affairs.&lt;br /&gt;
* The Patron of Sciences and Arts oversees the promotion and patronage of scholarship, science, literature, and the arts throughout the realm.&lt;br /&gt;
&lt;br /&gt;
The Smaragds are distinguished by elaborate headpieces decorated with multiple large emeralds, from which their title is derived.&lt;br /&gt;
&lt;br /&gt;
==== Kalaigs ====&lt;br /&gt;
Members of the royal court who do not possess direct access to the Sultan are collectively known as &#039;&#039;kalaigs&#039;&#039;. They occupy various administrative and ceremonial positions within the Jacinth court.&lt;br /&gt;
&lt;br /&gt;
Kalaigs are traditionally identified by their turquoise clothing, distinguishing them from the white-clad Adamants and the emerald-adorned Smaragds. Their position within the court places them below the Sultan&#039;s principal advisers but allows them to participate in the administration of the wider kingdom.&lt;br /&gt;
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=== Religion ===&lt;br /&gt;
Two major religious traditions are prominent throughout the Jacinth Kingdoms: &#039;&#039;&#039;Eraffa&#039;&#039;&#039;, known as the &#039;&#039;&#039;Path of Divinity&#039;&#039;&#039;, and &#039;&#039;&#039;Alray&#039;&#039;&#039;i, known as &#039;&#039;&#039;the Path of the Seer&#039;&#039;&#039;. Although both traditions share fundamental teachings with the Western religions devoted to the [[Host]], they differ considerably in their religious practices, theological interpretations, and approaches to worship. Several smaller religious groups have also existed within the kingdoms, some of which have been outlawed. Among these is the sun-worshipping cult of the [[Everflaming Pendant|Everflaming]] whose practices and beliefs have been prohibited by the current Sultan.&lt;br /&gt;
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==== Eraffa ====&lt;br /&gt;
Eraffa is particularly prominent in the southern Jacinth territories, especially in and around the Jibean Sultanate, which is regarded as an important center of its teachings. The tradition emphasizes spiritual discipline and the pursuit of harmony with the divine, demonstrated by their meditation and the real journey leaving their wealth to find Unity with the [[Host]].&lt;br /&gt;
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==== Alrayi ====&lt;br /&gt;
Alrayi shares many theological principles with Eraffa but places greater emphasis on seers, prophecy, and foresight. Practitioners of Alrayi place particular importance on individuals believed to possess the ability to perceive possible future events or receive divine insight. Stars and other celestial bodies also hold significant religious importance in Alrayi, with their observation and interpretation associated with forms of reverence and superstition in &#039;&#039;&#039;Ahjat&#039;&#039;&#039;.&lt;br /&gt;
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=== Worship ===&lt;br /&gt;
Despite their differences, Eraffa and Alrayi share fundamental beliefs with the Western Hieronite traditions concerning the worship of the Host. The principal distinction lies in how worshippers seek communion with the divine. Western Hieronites generally practice worship through fervent prayer and appeals for divine intervention. By contrast, Jacinth elves refer to the Host as the &#039;&#039;&#039;&#039;&#039;Dair&#039;&#039;&#039;&#039;&#039; and traditionally emphasize meditation, contemplation, and the attainment of inner peace as means of approaching divine unity.&lt;br /&gt;
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Jacinth religious practices commonly involve periods of meditation conducted at dedicated meditation tables, accompanied by incense and ruby prayer beads. The practice is intended to calm the mind and bring the worshipper into Unity with the Dair.&lt;br /&gt;
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This differs from many Western Hieronite traditions, in which religious ceremonies frequently involve Hierophants who perform blessings and invoke divine favor upon worshippers. In Jacinth traditions, greater emphasis is placed on the individual&#039;s own attainment of spiritual peace rather than receiving it through the direct intervention of a religious authority.&lt;br /&gt;
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The differences between Jacinth and Western Hieronite religious practices contributed to tensions between the expanding Jacinth Kingdoms and the kingdoms of western Continent, especially Kingdom of [[Aldor]]. These religious and cultural differences became one of several factors contributing to the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;, a series of conflicts between the Jacinth Kingdoms with Aldor and other Western Hieronite powers.&lt;br /&gt;
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== History and culture ==&lt;br /&gt;
Relatively little historical information concerning the elves of Jibei and the Jacinth Kingdoms has been documented or disseminated throughout the Western Continent, particularly in [[Aldor]]. The &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;, which were led by &#039;&#039;&#039;King Etbert&#039;&#039;&#039;, contributed to widespread hostility toward the Jacinth Kingdoms and their people.&lt;br /&gt;
&lt;br /&gt;
Following the civil war, the Magistrate territories of [[Brynn]] became the principal safe haven for Jacinth elven traders. From there, they established commercial relations with the Brynnian population and traded goods and valuables originating at the [[Trading House of the Azure Thread]]. Although Jacinth traders are permitted to sell their goods in Aldor, they generally remain guarded about their homeland, with many choosing not to disclose information concerning Jacinth society, customs, and way of life to the local population.&lt;br /&gt;
&lt;br /&gt;
Contemporary accounts generally characterize the Jacinth Kingdoms as being in a period of prosperity commonly described as a Golden Age. Their extensive trading culture and emphasis on scholarship have contributed to advances in science, medicine, and philosophy. The kingdoms are also known for producing high-quality fruits, beverages, and foods, many of which command high prices among foreign merchants and nobility.&lt;br /&gt;
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=== Culture ===&lt;br /&gt;
Jacinth elven culture is distinguished by its emphasis on trade, scholarship, hospitality, and interaction with foreign peoples. Alongside these traditions are a number of religious and cultural practices that are uncommon elsewhere on the Western Continent.&lt;br /&gt;
&lt;br /&gt;
One of the most distinctive institutions is the &#039;&#039;&#039;dervish&#039;&#039;&#039; tradition. Dervishes form a monastic sect devoted to seeking unity with &#039;&#039;&#039;&#039;&#039;Dair&#039;&#039;&#039;&#039;&#039; through a journey of spiritual and personal discovery. This journey is often understood literally, requiring practitioners to travel in pursuit of divinity and union with the [[Host]] while relinquishing their wealth, familial ties, and former identities. Among the various dervish traditions are secretive societies of whirling dervishes known as the &#039;&#039;&#039;Harimits&#039;&#039;&#039;, whose monastic practices are comparatively lenient regarding the abandonment of a practitioner&#039;s former life.&lt;br /&gt;
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Secret societies, religious gatherings, and other private organizations are relatively common throughout the Jacinth Kingdoms. This is partly attributed to the continued autonomy of several assimilated kingdoms, many of which have not fully embraced vassalage under the Sultan and continue to preserve their traditional customs and institutions.&lt;br /&gt;
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The Maaf warriors of Ahjat maintain a distinct martial tradition centered on personal honor. Under local custom, a Maaf warrior is entitled to defend their honor through ritual combat or a duel, although the circumstances considered sufficient to constitute an offense vary considerably. Maaf warriors are also granted tax exemptions in recognition of their service as frontier guards in western Jacinth and at strategic passes along the Azure Thread.&lt;br /&gt;
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Another religious and cultural tradition is represented by the Sundanarian monks, who undertake pilgrimages across the mountains of Sundanaar and travel between Sundanaar and the Jacinth Kingdoms. Their practices emphasize the study and control of the body and spirit. Through rigorous training, practitioners seek to control individual muscles and bodily functions in order to preserve physical energy and maintain greater bodily discipline.&lt;br /&gt;
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==== Cuisine ====&lt;br /&gt;
Jacinth cuisine is characterized by its extensive use of [[Jibian Spices|spices]], fruits, and strongly flavored foods. A [[Elven Mud|muddy]], invigorating beverage originating in the Jacinth Kingdoms was introduced to Aldor relatively recently and has since become associated with Jacinth culture. Other notable foods include [[simit]], exotic fruits, and dishes prepared with numerous varieties of spices.&lt;br /&gt;
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Spices hold particular importance in Jacinth cooking. Their cultural significance is reflected in the widespread use of specialized containers and [[Exquisite Casket|boxes]] designed specifically for their storage.&lt;br /&gt;
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==== Clothing and gemstones ====&lt;br /&gt;
Jacinth nobility are known for elaborate garments incorporating [[silk]] and numerous gemstones, including [[ruby]], [[emerald]], [[jade]], [[turquoise]], and gold. The quantity and type of gemstones worn can signify the social status of the wearer. Among Jacinth mages, gemstones are also believed to enhance magical energy and improve certain magical abilities, giving them both social and practical significance.&lt;br /&gt;
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== Military and weaponries ==&lt;br /&gt;
Warfare in the Jacinth Kingdoms is characterized by the extensive use of light cavalry, horse archers, and skirmishers. These tactics are particularly suited to the region&#039;s desert and arid environments, where lightly equipped troops can maintain greater mobility and endurance. Jacinth armies commonly seek to engage opponents at a distance, using mounted archers to harass enemy formations before withdrawing from close combat.&lt;br /&gt;
&lt;br /&gt;
Several military technologies and designs originating in the Jacinth Kingdoms have subsequently been adopted or imitated by neighboring states. [[Aldor]], in particular, has incorporated several Jacinth weapons and smithing techniques into its own military equipment. The military technology of the Jacinth Kingdoms has consequently become a subject of interest during the ongoing political and military rivalry between Jacinth and Aldor.&lt;br /&gt;
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Jacinth armies are not organized around a single standardized doctrine. Fighting styles vary considerably between tribes, kingdoms, monastic orders, and military formations. The tactics employed by a particular force depend on its regional traditions, training, and intended role.&lt;br /&gt;
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=== Weapons and armor ===&lt;br /&gt;
Jacinth armorers are known for producing weapons and protective equipment designed for mobility and maneuverability. Equipment intended for desert warfare is generally lightweight and designed to reduce the burden placed on soldiers operating in sandy terrain. Jacinth armorers also produce heavier forms of protection, including specialized varieties of [[Elven Heavy Brigandine|brigandine]].&lt;br /&gt;
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The single-edged [[Elven Saber|saber]] is among the most widespread weapons associated with Jacinth forces. It is used by both infantry and cavalry and is valued for its relatively simple maintenance. Accounts from neighboring regions frequently associate the Jacinth kingdoms, particularly Jibei, with highly decorated and finely crafted [[Jibean Scimitar|scimitars]]. Aldorian armorers have produced their own weapons inspired by the Jacinth saber, including [[Jagged Falchion|falchion]]-like designs.&lt;br /&gt;
&lt;br /&gt;
Jacinth bows are similarly designed with mobility in mind and are frequently constructed in lightweight forms suitable for mounted archery. Jacinth bolt-throwers have also influenced the development of [[Brynn Crossbow|crossbows]] abroad. The weapons are traditionally credited as an inspiration for the Falcon Company crossbows of [[Brynn]], which subsequently contributed to the wider adoption of crossbows in Aldor.&lt;br /&gt;
&lt;br /&gt;
Jacinth cavalry and nomadic forces also employ a variety of lightweight shields. These include wooden designs such as the [[Nomad Adarga|adarga]] and [[kalkan]], as well as regional forms of light metal [[Orient Shield|shields]].&lt;br /&gt;
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==== Dervish ====&lt;br /&gt;
Dervishes constitute a monastic tradition within the Jacinth religious sphere. Practitioners traditionally undertake vows of austerity and poverty and may travel away from their homeland in pursuit of spiritual unity with &#039;&#039;&#039;&#039;&#039;Dair&#039;&#039;&#039;&#039;&#039;. Despite their ascetic lifestyle, several dervish orders maintain martial traditions.&lt;br /&gt;
&lt;br /&gt;
Dervish martial practices emphasize mobility, physical control, and close-quarters combat. Kicking techniques, evasive maneuvers, and staff fighting are particularly associated with the tradition. Individual monastic orders maintain different teachings, resulting in considerable variation in both religious practice and martial technique.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Harimits&#039;&#039;&#039; for example, are secretive dervish societies that incorporate elements of the Ohirian fencing tradition, including the use of dual-wielding blades with whirling movement. There is also secret small fire-worshipping dervish groups maintain distinctive rituals associated with fire, including practices involving controlled acts of self-burning.&lt;br /&gt;
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=== Military units ===&lt;br /&gt;
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==== Sand Guard ====&lt;br /&gt;
The Sand Guard is an elite patrol force responsible for protecting the Azure Thread and the merchants&#039; caravans that travel along it. Its members are known for their familiarity with the deserts of &#039;&#039;&#039;Ahjat&#039;&#039;&#039; and their ability to operate for extended periods in arid terrain. Their presence alone is enough to repel any raiders and nomads from attempting to be near them, no Jacinth nomads dare to approach Sand Guards without risking possibility to be captured and hanged at the citi walls.&lt;br /&gt;
&lt;br /&gt;
Beside their ascetic lifestyle, Sand Guards are particularly associated with archery. Its archers employ a distinctive method of drawing the bowstring using the thumb rather than the three-fingered grip commonly associated with Aldorian archery. Metal thumb rings are used to protect the fingers from injury during repeated shooting.&lt;br /&gt;
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==== Maafs warriors ====&lt;br /&gt;
The Maafs constitute a hereditary warrior estate that holds considerable political and military influence within the &#039;&#039;&#039;Ahja&#039;&#039;&#039;t Empire. Unlike the lightly equipped forces commonly associated with Jibean military traditions, Maaf warriors frequently employ heavy armor and offensive weapons designed for close combat.&lt;br /&gt;
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Common Maaf weapons include the polehammer, [[Exquisite Tabar|tabar]], and [[shishpar]], alongside their distinctive light round [[Maaf Shield|shields]]. Both Maaf heavy infantry and cavalry have participated in major military campaigns. Following the conquest of Jarimad, nomadic chieftains are recorded as having presented their [[Bozdogan|bozdogans]] to their Maaf conquerors as symbols of submission.&lt;br /&gt;
&lt;br /&gt;
==== Sipahi ====&lt;br /&gt;
Sipahi are the principal heavy cavalry of the Ahjat Empire and form a major component of its conventional armies. Their equipment is generally commissioned from highly skilled armorers, sometimes directly under the orders of Ahjati emirs. Among their equipment are [[Elven Heavy Brigandine|heavy brigandines]] produced by Jacinth elven armorers.&lt;br /&gt;
&lt;br /&gt;
==== Ohirian Mounted archers ====&lt;br /&gt;
Ohirian mounted archers frequently operate independently from the main Jacinth armies. Their mobility allows them to conduct raids and harassment operations over considerable distances.&lt;br /&gt;
&lt;br /&gt;
They are typically equipped with lightweight [[Nomad Bow|bows]] and [[Eastern Quiver|quivers]] designed for mounted combat. When forced into close combat, they may employ weapons such as their [[Nomad Saber|saber]], [[Nomad Sagaris|sagaris]] and [[Nomad Adarga|adarga]]. Their ability to attack isolated forces and withdraw before a conventional engagement is a characteristic feature of Ohirian mounted warfare.&lt;br /&gt;
&lt;br /&gt;
==== Jarimad Nomads ====&lt;br /&gt;
Horse archery is practiced by numerous tribes and military communities throughout the Jacinth Kingdoms, including the nomads of Ohir, the Sand Guard, Jarimad mounted archers, and various Ahjati raiders.&lt;br /&gt;
&lt;br /&gt;
Jarimad nomads generally avoid prolonged close combat when mounted. Their traditional tactics involve pursuing targets across the desert, firing repeated volleys of arrows, and withdrawing before the enemy can establish a formation. They generally fight on foot only when mounted combat is impractical. In such circumstances, Jarimad warriors commonly employ [[Orient Longaxe|longaxes]], which have been used in engagements against heavily armored Maaf infantry.&lt;br /&gt;
&lt;br /&gt;
==== Ghazi ====&lt;br /&gt;
The Ghazi are warriors who voluntarily participate in religious wars conducted in defense of the Jacinth Kingdoms. Their ranks have historically included members of the Jacinth nobility, including high-ranking elves from Jibei.&lt;br /&gt;
&lt;br /&gt;
During the Radiant Wars, Ghazi forces participated in the resistance against the invasion led by &#039;&#039;&#039;King Etbert&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== The Faceless ====&lt;br /&gt;
The Faceless serve as the palace guard of the Great Jacinth and are traditionally regarded within Jacinth society as an elite military formation. They participated in the Radiant Wars, where they fought against the forces of King Etbert.&lt;br /&gt;
&lt;br /&gt;
The Faceless are particularly associated with a distinctive type of [[Spear of the Faceless|spear]]. Accounts of the Radiant Wars attribute numerous Aldorian cavalry casualties to the use of these weapons.&lt;br /&gt;
&lt;br /&gt;
==== Labyrinth Warden ====&lt;br /&gt;
The Labyrinth Wardens are a group of warriors associated with the Labyrinth, a structure said to lie in the desert between &#039;&#039;Hazzun&#039;&#039; and &#039;&#039;Al-Qaza&#039;&#039;. According to Jacinth tradition, the Labyrinth is guarded by silent warriors who prevent unauthorized access to its interior.&lt;br /&gt;
&lt;br /&gt;
Little reliable information exists concerning the Wardens or the nature of the Labyrinth. Accounts concerning the site frequently combine historical reports with folklore. The Wardens are commonly depicted carrying [[Labyrinth Warden Poleaxe|poleaxes]] and maintaining strict secrecy concerning the location and contents of the Labyrinth.&lt;br /&gt;
&lt;br /&gt;
==== Hazzun Oracle ====&lt;br /&gt;
Hazzun Oracles are religious figures associated with divination and military prophecy. Jacinth armies may consult oracles before major battles, where their rituals are intended to provide guidance concerning the anticipated course of an engagement and to strengthen the morale of soldiers.&lt;br /&gt;
&lt;br /&gt;
Their practices commonly involve the interpretation of stars and other celestial phenomena with their [[Hazzun Celestial Sphere|artifact]], as well as the use of ritual [[Sky-Reader Warstaff|staffs]] and [[Oracle Star|amulets]]. During the Radiant Wars, Aldorian soldiers reportedly referred to Jacinth elven oracles as &amp;quot;Sky-readers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The influence of the Hazzun Oracles on military decision-making varies between Jacinth states and commanders. Their predictions are traditionally regarded as evidence of divine or supernatural foresight, although accounts of their accuracy differ between Jacinth and Aldorian sources.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Jacinth Kingdom drew heavily from the real life Ottoman empire and many islamic medieval kingdoms.&lt;br /&gt;
* Radiant Wars is the depiction of The Crusade in stoneshard.&lt;br /&gt;
* Some weapons, armor, and military names are borrowed from the real life history, such as the Shishpar, Ghazi, Kalkan, Jambiya, and many more.&lt;br /&gt;
&lt;br /&gt;
== Notable Nistrians NPC/Character ==&lt;br /&gt;
&lt;br /&gt;
* [[Mahir]]&lt;br /&gt;
* [[Esfah]]&lt;br /&gt;
* [[Armuz]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Jacinth&amp;diff=77015</id>
		<title>Jacinth</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Jacinth&amp;diff=77015"/>
		<updated>2026-09-16T02:03:49Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Military and weaponries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mahir.png|right|Mahir is a Jacint elven dervish.]]&lt;br /&gt;
{{stub}}{{quote|Elves inhabit the vast lands of the Jacinth Kingdom. A small elven diaspora exists in Aldor as well, though they are met with suspicion, regarded as outsiders and schemers.}}The Great &#039;&#039;&#039;Jacinth&#039;&#039;&#039; Kingdoms is a major political power whose territory extends across much of the &#039;&#039;&#039;Continent&#039;&#039;&#039;. Through successive conquests and periods of assimilation, the kingdom has incorporated numerous civilizations, kingdoms, and tribal societies into its sphere of influence. The expansion of Jacinth rule has contributed to the widespread dissemination of its culture, knowledge, religion, merchants, and political influence throughout neighboring regions. &lt;br /&gt;
&lt;br /&gt;
The origins of the Jacinth Kingdom can be traced to an &#039;&#039;&#039;elven&#039;&#039;&#039; tribe in the &#039;&#039;&#039;Jibean Sultanate&#039;&#039;&#039;. Over time, the emerging Jacinth state expanded beyond its original territory, conquering and assimilating neighboring tribes and established empires. Jacinth expansion continued for centuries, eventually making the kingdom one of the dominant powers on the Continent. Its conquests were accompanied not only by political incorporation but also by the spread of Jacinth cultural and religious traditions.&lt;br /&gt;
&lt;br /&gt;
The kingdom&#039;s expansion was eventually checked by the [[Aldor]] Empire during the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;. The conflict prevented further Jacinth expansion into Aldorian territory and established a major political and military boundary between the two powers. Further north-east, the comparatively small Theocracy of [[Barcia]] has also resisted incorporation into the Jacinth Kingdom. Despite repeated campaigns and the kingdom&#039;s extensive territorial expansion, Barcia&#039;s mountainous terrain, isolation, and strong religious identity have allowed it to maintain its independence.&lt;br /&gt;
&lt;br /&gt;
== Geography and economy ==&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
The Jacinth Kingdoms encompass a vast territory incorporating several former kingdoms, empires, and tribal regions. Major constituent territories include the &#039;&#039;&#039;Jibean&#039;&#039;&#039; Sultanate, the High Kingdom of &#039;&#039;&#039;Yohara&#039;&#039;&#039;, the Maafian Empire of &#039;&#039;&#039;Ahjat&#039;&#039;&#039;, the Warlords of &#039;&#039;&#039;Ohir&#039;&#039;&#039;, and the Kingdom of &#039;&#039;&#039;Jarimad&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The size of the Jacinth realm places it in contact with numerous neighboring states and peoples. To the north, it borders the city-states of &#039;&#039;&#039;Skadia&#039;&#039;&#039;. Its western borders are shared with &#039;&#039;&#039;Aldor&#039;&#039;&#039; and the sea. To the south, the Jacinth territories border the Warring Tribes of the &#039;&#039;&#039;Whale Coast&#039;&#039;&#039; and the fabled Hieroprincipality of &#039;&#039;&#039;Aeos&#039;&#039;&#039;. The eastern frontier borders the Shahdom of &#039;&#039;&#039;Sundanar&#039;&#039;&#039; and the Saadir &#039;&#039;&#039;Dynasty&#039;&#039;&#039;, as well as several nomadic peoples, including the &#039;&#039;&#039;Polyed&#039;&#039;&#039;, &#039;&#039;&#039;Unki&#039;&#039;&#039;, &#039;&#039;&#039;Ozok&#039;&#039;&#039;, and &#039;&#039;&#039;Lu&#039;&#039;&#039; tribes.&lt;br /&gt;
&lt;br /&gt;
The considerable geographic extent of the Jacinth Kingdoms encompasses a wide variety of environments and cultures. The incorporation of numerous independent civilizations has also resulted in considerable cultural and economic diversity throughout the realm.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
The Jacinth Kingdoms occupy a strategically important position along the [[Azure Thread]], controlling the principal overland route connecting the eastern and western regions of the &#039;&#039;&#039;Continent&#039;&#039;&#039;. This has made the Jacinth realm the primary power responsible for facilitating and profiting from land-based trade along the route.&lt;br /&gt;
&lt;br /&gt;
Control of the Azure Thread has contributed significantly to the development of Jacinth commerce. Jacinth merchants operate extensive trade networks connecting markets in the eastern and western parts of the Continent. The resulting wealth has contributed to the prosperity of Jacinth elven communities, particularly those located in the &#039;&#039;&#039;Jibean&#039;&#039;&#039; Sultanate, where many merchants and members of the ruling elite have accumulated considerable fortunes.&lt;br /&gt;
&lt;br /&gt;
The concentration of wealth along the Azure Thread has also made merchant caravans targets for raiders, bandits, robbers, and organized gangs. Caravans traveling westward from Jibean territory are particularly vulnerable to attacks after leaving areas under direct Jibean control.&lt;br /&gt;
&lt;br /&gt;
Jacinth merchants are known for exporting a wide variety of valuable and exotic goods. Major exports include [[ivory]], [[Porcelain Vase|porcelain]], and [[silk]], alongside various [[Jibian Spices|spices]], medicinal substances, exotic fruits, and beverages. The variety and quality of these products have given Jacinth merchants a significant advantage when trading with kingdoms and societies possessing less-developed commercial networks.&lt;br /&gt;
&lt;br /&gt;
In addition to food, spices, and other luxury goods, Jacinth merchants export a wide range of armaments and military equipment to neighboring kingdoms. Jacinth armaments are particularly renowned for their craftsmanship, elaborate decoration, and the quality of their materials.&lt;br /&gt;
&lt;br /&gt;
Jacinth smiths produce [[Jibean Scimitar|sabres]], [[Elven Flail|maces]], [[Exquisite Tabar|axes]], and [[Elven Heavy Brigandine|armor]] featuring intricate patterns and decorative elements. High-quality examples may incorporate substantial quantities of gold, rubies, and other precious materials, making them valuable both as military equipment and as symbols of wealth and status. that have gained particular attention among foreign nobility. &lt;br /&gt;
&lt;br /&gt;
The Jacinth Kingdoms are regarded as one of the wealthiest and most commercially active powers on the Continent. Their principal rival in maritime commerce is the [[Bronze Isles]], whose control of major naval trade routes in the western regions allows it to compete with Jacinth dominance of the Azure Thread&#039;s overland trade. &lt;br /&gt;
&lt;br /&gt;
== Government and religion ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Jacinth Kingdoms are governed as a monarchy headed by the Grand Monarch, who also holds the title of Sultan. The current Sultan is His Majesty Arsam XII the Pious, an elf of Jibean. He is also known by the honorific Holy Tiara, where the role of gems in the orderly splendor of its frame is assumed by the elven Monarch and his dignitaries.&lt;br /&gt;
&lt;br /&gt;
The Sultan holds numerous formal titles intended to emphasize his religious and political authority. Several of these titles assert the supremacy of the Jacinth monarch over neighboring kingdoms and peoples such as &#039;&#039;Shah of Shahs of Jarimad, Heavenly Priest of Shenfen, Scourge of Barcians&#039;&#039;, alongside numerous other honorifics.&lt;br /&gt;
&lt;br /&gt;
Despite the apparent political unity of Jibei, Ahjat, and the other realms of Jacinth, the region is composed of a diverse collection of tribes, khanates, emirates, and other semi-autonomous territories. Where usually these local &amp;quot;monarchs&amp;quot;, exercise extensive authority over their respective domains, with the degree of autonomy and central control of their regions.&lt;br /&gt;
&lt;br /&gt;
Due to the considerable size of the Jacinth Kingdoms, the Sultan governs with the assistance of a hierarchical royal court and viziers.&lt;br /&gt;
&lt;br /&gt;
==== Adamants ====&lt;br /&gt;
The &#039;&#039;Adamants&#039;&#039; are two of the Sultan&#039;s closest viziers and serve as his principal intermediaries. Each Adamant is assigned a specific area of responsibility.&lt;br /&gt;
&lt;br /&gt;
One Adamant is responsible for reporting on internal affairs throughout the Jacinth Kingdoms, including matters concerning the constituent kingdoms and territories. The other is responsible for foreign affairs, including receiving foreign ambassadors and delegations bearing tribute.&lt;br /&gt;
&lt;br /&gt;
The Adamants are distinguished by their white silk garments, which are extensively decorated with precious jewels. Their elaborate clothing serves as a visible indication of their proximity to the Sultan and their elevated position within the royal court.&lt;br /&gt;
&lt;br /&gt;
==== Smaragds ====&lt;br /&gt;
The Sultan is additionally assisted by three senior advisers known collectively as the &#039;&#039;Smaragds&#039;&#039;. Each Smaragd holds a distinct responsibility within the royal administration.&lt;br /&gt;
&lt;br /&gt;
* The High Priest oversees religious affairs and serves as the principal religious authority within the Sultan&#039;s court.&lt;br /&gt;
* The High Commander is responsible for the military forces of the Jacinth Kingdoms and advises the Sultan on military affairs.&lt;br /&gt;
* The Patron of Sciences and Arts oversees the promotion and patronage of scholarship, science, literature, and the arts throughout the realm.&lt;br /&gt;
&lt;br /&gt;
The Smaragds are distinguished by elaborate headpieces decorated with multiple large emeralds, from which their title is derived.&lt;br /&gt;
&lt;br /&gt;
==== Kalaigs ====&lt;br /&gt;
Members of the royal court who do not possess direct access to the Sultan are collectively known as &#039;&#039;kalaigs&#039;&#039;. They occupy various administrative and ceremonial positions within the Jacinth court.&lt;br /&gt;
&lt;br /&gt;
Kalaigs are traditionally identified by their turquoise clothing, distinguishing them from the white-clad Adamants and the emerald-adorned Smaragds. Their position within the court places them below the Sultan&#039;s principal advisers but allows them to participate in the administration of the wider kingdom.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Two major religious traditions are prominent throughout the Jacinth Kingdoms: &#039;&#039;&#039;Eraffa&#039;&#039;&#039;, known as the &#039;&#039;&#039;Path of Divinity&#039;&#039;&#039;, and &#039;&#039;&#039;Alray&#039;&#039;&#039;i, known as &#039;&#039;&#039;the Path of the Seer&#039;&#039;&#039;. Although both traditions share fundamental teachings with the Western religions devoted to the [[Host]], they differ considerably in their religious practices, theological interpretations, and approaches to worship. Several smaller religious groups have also existed within the kingdoms, some of which have been outlawed. Among these is the sun-worshipping cult of the [[Everflaming Pendant|Everflaming]] whose practices and beliefs have been prohibited by the current Sultan.&lt;br /&gt;
&lt;br /&gt;
==== Eraffa ====&lt;br /&gt;
Eraffa is particularly prominent in the southern Jacinth territories, especially in and around the Jibean Sultanate, which is regarded as an important center of its teachings. The tradition emphasizes spiritual discipline and the pursuit of harmony with the divine, demonstrated by their meditation and the real journey leaving their wealth to find Unity with the [[Host]].&lt;br /&gt;
&lt;br /&gt;
==== Alrayi ====&lt;br /&gt;
Alrayi shares many theological principles with Eraffa but places greater emphasis on seers, prophecy, and foresight. Practitioners of Alrayi place particular importance on individuals believed to possess the ability to perceive possible future events or receive divine insight. Stars and other celestial bodies also hold significant religious importance in Alrayi, with their observation and interpretation associated with forms of reverence and superstition in &#039;&#039;&#039;Ahjat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Worship ===&lt;br /&gt;
Despite their differences, Eraffa and Alrayi share fundamental beliefs with the Western Hieronite traditions concerning the worship of the Host. The principal distinction lies in how worshippers seek communion with the divine. Western Hieronites generally practice worship through fervent prayer and appeals for divine intervention. By contrast, Jacinth elves refer to the Host as the &#039;&#039;&#039;&#039;&#039;Dair&#039;&#039;&#039;&#039;&#039; and traditionally emphasize meditation, contemplation, and the attainment of inner peace as means of approaching divine unity.&lt;br /&gt;
&lt;br /&gt;
Jacinth religious practices commonly involve periods of meditation conducted at dedicated meditation tables, accompanied by incense and ruby prayer beads. The practice is intended to calm the mind and bring the worshipper into Unity with the Dair.&lt;br /&gt;
&lt;br /&gt;
This differs from many Western Hieronite traditions, in which religious ceremonies frequently involve Hierophants who perform blessings and invoke divine favor upon worshippers. In Jacinth traditions, greater emphasis is placed on the individual&#039;s own attainment of spiritual peace rather than receiving it through the direct intervention of a religious authority.&lt;br /&gt;
&lt;br /&gt;
The differences between Jacinth and Western Hieronite religious practices contributed to tensions between the expanding Jacinth Kingdoms and the kingdoms of western Continent, especially Kingdom of [[Aldor]]. These religious and cultural differences became one of several factors contributing to the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;, a series of conflicts between the Jacinth Kingdoms with Aldor and other Western Hieronite powers.&lt;br /&gt;
&lt;br /&gt;
== History and culture ==&lt;br /&gt;
Relatively little historical information concerning the elves of Jibei and the Jacinth Kingdoms has been documented or disseminated throughout the Western Continent, particularly in [[Aldor]]. The &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;, which were led by &#039;&#039;&#039;King Etbert&#039;&#039;&#039;, contributed to widespread hostility toward the Jacinth Kingdoms and their people.&lt;br /&gt;
&lt;br /&gt;
Following the civil war, the Magistrate territories of [[Brynn]] became the principal safe haven for Jacinth elven traders. From there, they established commercial relations with the Brynnian population and traded goods and valuables originating at the [[Trading House of the Azure Thread]]. Although Jacinth traders are permitted to sell their goods in Aldor, they generally remain guarded about their homeland, with many choosing not to disclose information concerning Jacinth society, customs, and way of life to the local population.&lt;br /&gt;
&lt;br /&gt;
Contemporary accounts generally characterize the Jacinth Kingdoms as being in a period of prosperity commonly described as a Golden Age. Their extensive trading culture and emphasis on scholarship have contributed to advances in science, medicine, and philosophy. The kingdoms are also known for producing high-quality fruits, beverages, and foods, many of which command high prices among foreign merchants and nobility.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
Jacinth elven culture is distinguished by its emphasis on trade, scholarship, hospitality, and interaction with foreign peoples. Alongside these traditions are a number of religious and cultural practices that are uncommon elsewhere on the Western Continent.&lt;br /&gt;
&lt;br /&gt;
One of the most distinctive institutions is the &#039;&#039;&#039;dervish&#039;&#039;&#039; tradition. Dervishes form a monastic sect devoted to seeking unity with &#039;&#039;&#039;&#039;&#039;Dair&#039;&#039;&#039;&#039;&#039; through a journey of spiritual and personal discovery. This journey is often understood literally, requiring practitioners to travel in pursuit of divinity and union with the [[Host]] while relinquishing their wealth, familial ties, and former identities. Among the various dervish traditions are secretive societies of whirling dervishes known as the &#039;&#039;&#039;Harimits&#039;&#039;&#039;, whose monastic practices are comparatively lenient regarding the abandonment of a practitioner&#039;s former life.&lt;br /&gt;
&lt;br /&gt;
Secret societies, religious gatherings, and other private organizations are relatively common throughout the Jacinth Kingdoms. This is partly attributed to the continued autonomy of several assimilated kingdoms, many of which have not fully embraced vassalage under the Sultan and continue to preserve their traditional customs and institutions.&lt;br /&gt;
&lt;br /&gt;
The Maaf warriors of Ahjat maintain a distinct martial tradition centered on personal honor. Under local custom, a Maaf warrior is entitled to defend their honor through ritual combat or a duel, although the circumstances considered sufficient to constitute an offense vary considerably. Maaf warriors are also granted tax exemptions in recognition of their service as frontier guards in western Jacinth and at strategic passes along the Azure Thread.&lt;br /&gt;
&lt;br /&gt;
Another religious and cultural tradition is represented by the Sundanarian monks, who undertake pilgrimages across the mountains of Sundanaar and travel between Sundanaar and the Jacinth Kingdoms. Their practices emphasize the study and control of the body and spirit. Through rigorous training, practitioners seek to control individual muscles and bodily functions in order to preserve physical energy and maintain greater bodily discipline.&lt;br /&gt;
&lt;br /&gt;
==== Cuisine ====&lt;br /&gt;
Jacinth cuisine is characterized by its extensive use of [[Jibian Spices|spices]], fruits, and strongly flavored foods. A [[Elven Mud|muddy]], invigorating beverage originating in the Jacinth Kingdoms was introduced to Aldor relatively recently and has since become associated with Jacinth culture. Other notable foods include [[simit]], exotic fruits, and dishes prepared with numerous varieties of spices.&lt;br /&gt;
&lt;br /&gt;
Spices hold particular importance in Jacinth cooking. Their cultural significance is reflected in the widespread use of specialized containers and [[Exquisite Casket|boxes]] designed specifically for their storage.&lt;br /&gt;
&lt;br /&gt;
==== Clothing and gemstones ====&lt;br /&gt;
Jacinth nobility are known for elaborate garments incorporating [[silk]] and numerous gemstones, including [[ruby]], [[emerald]], [[jade]], [[turquoise]], and gold. The quantity and type of gemstones worn can signify the social status of the wearer. Among Jacinth mages, gemstones are also believed to enhance magical energy and improve certain magical abilities, giving them both social and practical significance.&lt;br /&gt;
&lt;br /&gt;
== Military and weaponries ==&lt;br /&gt;
Warfare in the Jacinth Kingdoms is characterized by the extensive use of light cavalry, horse archers, and skirmishers. These tactics are particularly suited to the region&#039;s desert and arid environments, where lightly equipped troops can maintain greater mobility and endurance. Jacinth armies commonly seek to engage opponents at a distance, using mounted archers to harass enemy formations before withdrawing from close combat.&lt;br /&gt;
&lt;br /&gt;
Several military technologies and designs originating in the Jacinth Kingdoms have subsequently been adopted or imitated by neighboring states. [[Aldor]], in particular, has incorporated several Jacinth weapons and smithing techniques into its own military equipment. The military technology of the Jacinth Kingdoms has consequently become a subject of interest during the ongoing political and military rivalry between Jacinth and Aldor.&lt;br /&gt;
&lt;br /&gt;
Jacinth armies are not organized around a single standardized doctrine. Fighting styles vary considerably between tribes, kingdoms, monastic orders, and military formations. The tactics employed by a particular force depend on its regional traditions, training, and intended role.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and armor ===&lt;br /&gt;
Jacinth armorers are known for producing weapons and protective equipment designed for mobility and maneuverability. Equipment intended for desert warfare is generally lightweight and designed to reduce the burden placed on soldiers operating in sandy terrain. Jacinth armorers also produce heavier forms of protection, including specialized varieties of [[Elven Heavy Brigandine|brigandine]].&lt;br /&gt;
&lt;br /&gt;
The single-edged [[Elven Saber|saber]] is among the most widespread weapons associated with Jacinth forces. It is used by both infantry and cavalry and is valued for its relatively simple maintenance. Accounts from neighboring regions frequently associate the Jacinth kingdoms, particularly Jibei, with highly decorated and finely crafted [[Jibean Scimitar|scimitars]]. Aldorian armorers have produced their own weapons inspired by the Jacinth saber, including [[Jagged Falchion|falchion]]-like designs.&lt;br /&gt;
&lt;br /&gt;
Jacinth bows are similarly designed with mobility in mind and are frequently constructed in lightweight forms suitable for mounted archery. Jacinth bolt-throwers have also influenced the development of [[Brynn Crossbow|crossbows]] abroad. The weapons are traditionally credited as an inspiration for the Falcon Company crossbows of [[Brynn]], which subsequently contributed to the wider adoption of crossbows in Aldor.&lt;br /&gt;
&lt;br /&gt;
Jacinth cavalry and nomadic forces also employ a variety of lightweight shields. These include wooden designs such as the [[Nomad Adarga|adarga]] and [[kalkan]], as well as regional forms of light metal [[Orient Shield|shields]].&lt;br /&gt;
&lt;br /&gt;
==== Dervish ====&lt;br /&gt;
Dervishes constitute a monastic tradition within the Jacinth religious sphere. Practitioners traditionally undertake vows of austerity and poverty and may travel away from their homeland in pursuit of spiritual unity with &#039;&#039;&#039;&#039;&#039;Dair&#039;&#039;&#039;&#039;&#039;. Despite their ascetic lifestyle, several dervish orders maintain martial traditions.&lt;br /&gt;
&lt;br /&gt;
Dervish martial practices emphasize mobility, physical control, and close-quarters combat. Kicking techniques, evasive maneuvers, and staff fighting are particularly associated with the tradition. Individual monastic orders maintain different teachings, resulting in considerable variation in both religious practice and martial technique.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Harimits&#039;&#039;&#039; for example, are secretive dervish societies that incorporate elements of the Ohirian fencing tradition, including the use of dual-wielding blades with whirling movement. There is also secret small fire-worshipping dervish groups maintain distinctive rituals associated with fire, including practices involving controlled acts of self-burning.&lt;br /&gt;
&lt;br /&gt;
==== Sand Guard ====&lt;br /&gt;
The Sand Guard is an elite patrol force responsible for protecting the Azure Thread and the merchants&#039; caravans that travel along it. Its members are known for their familiarity with the deserts of &#039;&#039;&#039;Ahjat&#039;&#039;&#039; and their ability to operate for extended periods in arid terrain. Their presence alone is enough to repel any raiders and nomads from attempting to be near them, no Jacinth nomads dare to approach Sand Guards without risking possibility to be captured and hanged at the citi walls.&lt;br /&gt;
&lt;br /&gt;
Beside their ascetic lifestyle, Sand Guards are particularly associated with archery. Its archers employ a distinctive method of drawing the bowstring using the thumb rather than the three-fingered grip commonly associated with Aldorian archery. Metal thumb rings are used to protect the fingers from injury during repeated shooting.&lt;br /&gt;
&lt;br /&gt;
==== Maafs warriors ====&lt;br /&gt;
The Maafs constitute a hereditary warrior estate that holds considerable political and military influence within the &#039;&#039;&#039;Ahja&#039;&#039;&#039;t Empire. Unlike the lightly equipped forces commonly associated with Jibean military traditions, Maaf warriors frequently employ heavy armor and offensive weapons designed for close combat.&lt;br /&gt;
&lt;br /&gt;
Common Maaf weapons include the polehammer, [[Exquisite Tabar|tabar]], and [[shishpar]], alongside their distinctive light round [[Maaf Shield|shields]]. Both Maaf heavy infantry and cavalry have participated in major military campaigns. Following the conquest of Jarimad, nomadic chieftains are recorded as having presented their [[Bozdogan|bozdogans]] to their Maaf conquerors as symbols of submission.&lt;br /&gt;
&lt;br /&gt;
==== Sipahi ====&lt;br /&gt;
Sipahi are the principal heavy cavalry of the Ahjat Empire and form a major component of its conventional armies. Their equipment is generally commissioned from highly skilled armorers, sometimes directly under the orders of Ahjati emirs. Among their equipment are [[Elven Heavy Brigandine|heavy brigandines]] produced by Jacinth elven armorers.&lt;br /&gt;
&lt;br /&gt;
==== Ohirian Mounted archers ====&lt;br /&gt;
Ohirian mounted archers frequently operate independently from the main Jacinth armies. Their mobility allows them to conduct raids and harassment operations over considerable distances.&lt;br /&gt;
&lt;br /&gt;
They are typically equipped with lightweight [[Nomad Bow|bows]] and [[Eastern Quiver|quivers]] designed for mounted combat. When forced into close combat, they may employ weapons such as their [[Nomad Saber|saber]], [[Nomad Sagaris|sagaris]] and [[Nomad Adarga|adarga]]. Their ability to attack isolated forces and withdraw before a conventional engagement is a characteristic feature of Ohirian mounted warfare.&lt;br /&gt;
&lt;br /&gt;
==== Jarimad Nomads ====&lt;br /&gt;
Horse archery is practiced by numerous tribes and military communities throughout the Jacinth Kingdoms, including the nomads of Ohir, the Sand Guard, Jarimad mounted archers, and various Ahjati raiders.&lt;br /&gt;
&lt;br /&gt;
Jarimad nomads generally avoid prolonged close combat when mounted. Their traditional tactics involve pursuing targets across the desert, firing repeated volleys of arrows, and withdrawing before the enemy can establish a formation. They generally fight on foot only when mounted combat is impractical. In such circumstances, Jarimad warriors commonly employ [[Orient Longaxe|longaxes]], which have been used in engagements against heavily armored Maaf infantry.&lt;br /&gt;
&lt;br /&gt;
==== Ghazi ====&lt;br /&gt;
The Ghazi are warriors who voluntarily participate in religious wars conducted in defense of the Jacinth Kingdoms. Their ranks have historically included members of the Jacinth nobility, including high-ranking elves from Jibei.&lt;br /&gt;
&lt;br /&gt;
During the Radiant Wars, Ghazi forces participated in the resistance against the invasion led by &#039;&#039;&#039;King Etbert&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== The Faceless ====&lt;br /&gt;
The Faceless serve as the palace guard of the Great Jacinth and are traditionally regarded within Jacinth society as an elite military formation. They participated in the Radiant Wars, where they fought against the forces of King Etbert.&lt;br /&gt;
&lt;br /&gt;
The Faceless are particularly associated with a distinctive type of [[Spear of the Faceless|spear]]. Accounts of the Radiant Wars attribute numerous Aldorian cavalry casualties to the use of these weapons.&lt;br /&gt;
&lt;br /&gt;
==== Labyrinth Warden ====&lt;br /&gt;
The Labyrinth Wardens are a group of warriors associated with the Labyrinth, a structure said to lie in the desert between &#039;&#039;Hazzun&#039;&#039; and &#039;&#039;Al-Qaza&#039;&#039;. According to Jacinth tradition, the Labyrinth is guarded by silent warriors who prevent unauthorized access to its interior.&lt;br /&gt;
&lt;br /&gt;
Little reliable information exists concerning the Wardens or the nature of the Labyrinth. Accounts concerning the site frequently combine historical reports with folklore. The Wardens are commonly depicted carrying [[Labyrinth Warden Poleaxe|poleaxes]] and maintaining strict secrecy concerning the location and contents of the Labyrinth.&lt;br /&gt;
&lt;br /&gt;
==== Hazzun Oracle ====&lt;br /&gt;
Hazzun Oracles are religious figures associated with divination and military prophecy. Jacinth armies may consult oracles before major battles, where their rituals are intended to provide guidance concerning the anticipated course of an engagement and to strengthen the morale of soldiers.&lt;br /&gt;
&lt;br /&gt;
Their practices commonly involve the interpretation of stars and other celestial phenomena with their [[Hazzun Celestial Sphere|artifact]], as well as the use of ritual [[Sky-Reader Warstaff|staffs]] and [[Oracle Star|amulets]]. During the Radiant Wars, Aldorian soldiers reportedly referred to Jacinth elven oracles as &amp;quot;Sky-readers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The influence of the Hazzun Oracles on military decision-making varies between Jacinth states and commanders. Their predictions are traditionally regarded as evidence of divine or supernatural foresight, although accounts of their accuracy differ between Jacinth and Aldorian sources.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Jacinth Kingdom drew heavily from the real life Ottoman empire and many islamic medieval kingdoms.&lt;br /&gt;
* Radiant Wars is the depiction of The Crusade in stoneshard.&lt;br /&gt;
* Some weapons, armor, and military names are borrowed from the real life history, such as the Shishpar, Ghazi, Kalkan, Jambiya, and many more.&lt;br /&gt;
&lt;br /&gt;
== Notable Nistrians NPC/Character ==&lt;br /&gt;
&lt;br /&gt;
* [[Mahir]]&lt;br /&gt;
* [[Esfah]]&lt;br /&gt;
* [[Armuz]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Jacinth&amp;diff=77014</id>
		<title>Jacinth</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Jacinth&amp;diff=77014"/>
		<updated>2026-09-16T02:03:12Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Military and weaponries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mahir.png|right|Mahir is a Jacint elven dervish.]]&lt;br /&gt;
{{stub}}{{quote|Elves inhabit the vast lands of the Jacinth Kingdom. A small elven diaspora exists in Aldor as well, though they are met with suspicion, regarded as outsiders and schemers.}}The Great &#039;&#039;&#039;Jacinth&#039;&#039;&#039; Kingdoms is a major political power whose territory extends across much of the &#039;&#039;&#039;Continent&#039;&#039;&#039;. Through successive conquests and periods of assimilation, the kingdom has incorporated numerous civilizations, kingdoms, and tribal societies into its sphere of influence. The expansion of Jacinth rule has contributed to the widespread dissemination of its culture, knowledge, religion, merchants, and political influence throughout neighboring regions. &lt;br /&gt;
&lt;br /&gt;
The origins of the Jacinth Kingdom can be traced to an &#039;&#039;&#039;elven&#039;&#039;&#039; tribe in the &#039;&#039;&#039;Jibean Sultanate&#039;&#039;&#039;. Over time, the emerging Jacinth state expanded beyond its original territory, conquering and assimilating neighboring tribes and established empires. Jacinth expansion continued for centuries, eventually making the kingdom one of the dominant powers on the Continent. Its conquests were accompanied not only by political incorporation but also by the spread of Jacinth cultural and religious traditions.&lt;br /&gt;
&lt;br /&gt;
The kingdom&#039;s expansion was eventually checked by the [[Aldor]] Empire during the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;. The conflict prevented further Jacinth expansion into Aldorian territory and established a major political and military boundary between the two powers. Further north-east, the comparatively small Theocracy of [[Barcia]] has also resisted incorporation into the Jacinth Kingdom. Despite repeated campaigns and the kingdom&#039;s extensive territorial expansion, Barcia&#039;s mountainous terrain, isolation, and strong religious identity have allowed it to maintain its independence.&lt;br /&gt;
&lt;br /&gt;
== Geography and economy ==&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
The Jacinth Kingdoms encompass a vast territory incorporating several former kingdoms, empires, and tribal regions. Major constituent territories include the &#039;&#039;&#039;Jibean&#039;&#039;&#039; Sultanate, the High Kingdom of &#039;&#039;&#039;Yohara&#039;&#039;&#039;, the Maafian Empire of &#039;&#039;&#039;Ahjat&#039;&#039;&#039;, the Warlords of &#039;&#039;&#039;Ohir&#039;&#039;&#039;, and the Kingdom of &#039;&#039;&#039;Jarimad&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The size of the Jacinth realm places it in contact with numerous neighboring states and peoples. To the north, it borders the city-states of &#039;&#039;&#039;Skadia&#039;&#039;&#039;. Its western borders are shared with &#039;&#039;&#039;Aldor&#039;&#039;&#039; and the sea. To the south, the Jacinth territories border the Warring Tribes of the &#039;&#039;&#039;Whale Coast&#039;&#039;&#039; and the fabled Hieroprincipality of &#039;&#039;&#039;Aeos&#039;&#039;&#039;. The eastern frontier borders the Shahdom of &#039;&#039;&#039;Sundanar&#039;&#039;&#039; and the Saadir &#039;&#039;&#039;Dynasty&#039;&#039;&#039;, as well as several nomadic peoples, including the &#039;&#039;&#039;Polyed&#039;&#039;&#039;, &#039;&#039;&#039;Unki&#039;&#039;&#039;, &#039;&#039;&#039;Ozok&#039;&#039;&#039;, and &#039;&#039;&#039;Lu&#039;&#039;&#039; tribes.&lt;br /&gt;
&lt;br /&gt;
The considerable geographic extent of the Jacinth Kingdoms encompasses a wide variety of environments and cultures. The incorporation of numerous independent civilizations has also resulted in considerable cultural and economic diversity throughout the realm.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
The Jacinth Kingdoms occupy a strategically important position along the [[Azure Thread]], controlling the principal overland route connecting the eastern and western regions of the &#039;&#039;&#039;Continent&#039;&#039;&#039;. This has made the Jacinth realm the primary power responsible for facilitating and profiting from land-based trade along the route.&lt;br /&gt;
&lt;br /&gt;
Control of the Azure Thread has contributed significantly to the development of Jacinth commerce. Jacinth merchants operate extensive trade networks connecting markets in the eastern and western parts of the Continent. The resulting wealth has contributed to the prosperity of Jacinth elven communities, particularly those located in the &#039;&#039;&#039;Jibean&#039;&#039;&#039; Sultanate, where many merchants and members of the ruling elite have accumulated considerable fortunes.&lt;br /&gt;
&lt;br /&gt;
The concentration of wealth along the Azure Thread has also made merchant caravans targets for raiders, bandits, robbers, and organized gangs. Caravans traveling westward from Jibean territory are particularly vulnerable to attacks after leaving areas under direct Jibean control.&lt;br /&gt;
&lt;br /&gt;
Jacinth merchants are known for exporting a wide variety of valuable and exotic goods. Major exports include [[ivory]], [[Porcelain Vase|porcelain]], and [[silk]], alongside various [[Jibian Spices|spices]], medicinal substances, exotic fruits, and beverages. The variety and quality of these products have given Jacinth merchants a significant advantage when trading with kingdoms and societies possessing less-developed commercial networks.&lt;br /&gt;
&lt;br /&gt;
In addition to food, spices, and other luxury goods, Jacinth merchants export a wide range of armaments and military equipment to neighboring kingdoms. Jacinth armaments are particularly renowned for their craftsmanship, elaborate decoration, and the quality of their materials.&lt;br /&gt;
&lt;br /&gt;
Jacinth smiths produce [[Jibean Scimitar|sabres]], [[Elven Flail|maces]], [[Exquisite Tabar|axes]], and [[Elven Heavy Brigandine|armor]] featuring intricate patterns and decorative elements. High-quality examples may incorporate substantial quantities of gold, rubies, and other precious materials, making them valuable both as military equipment and as symbols of wealth and status. that have gained particular attention among foreign nobility. &lt;br /&gt;
&lt;br /&gt;
The Jacinth Kingdoms are regarded as one of the wealthiest and most commercially active powers on the Continent. Their principal rival in maritime commerce is the [[Bronze Isles]], whose control of major naval trade routes in the western regions allows it to compete with Jacinth dominance of the Azure Thread&#039;s overland trade. &lt;br /&gt;
&lt;br /&gt;
== Government and religion ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Jacinth Kingdoms are governed as a monarchy headed by the Grand Monarch, who also holds the title of Sultan. The current Sultan is His Majesty Arsam XII the Pious, an elf of Jibean. He is also known by the honorific Holy Tiara, where the role of gems in the orderly splendor of its frame is assumed by the elven Monarch and his dignitaries.&lt;br /&gt;
&lt;br /&gt;
The Sultan holds numerous formal titles intended to emphasize his religious and political authority. Several of these titles assert the supremacy of the Jacinth monarch over neighboring kingdoms and peoples such as &#039;&#039;Shah of Shahs of Jarimad, Heavenly Priest of Shenfen, Scourge of Barcians&#039;&#039;, alongside numerous other honorifics.&lt;br /&gt;
&lt;br /&gt;
Despite the apparent political unity of Jibei, Ahjat, and the other realms of Jacinth, the region is composed of a diverse collection of tribes, khanates, emirates, and other semi-autonomous territories. Where usually these local &amp;quot;monarchs&amp;quot;, exercise extensive authority over their respective domains, with the degree of autonomy and central control of their regions.&lt;br /&gt;
&lt;br /&gt;
Due to the considerable size of the Jacinth Kingdoms, the Sultan governs with the assistance of a hierarchical royal court and viziers.&lt;br /&gt;
&lt;br /&gt;
==== Adamants ====&lt;br /&gt;
The &#039;&#039;Adamants&#039;&#039; are two of the Sultan&#039;s closest viziers and serve as his principal intermediaries. Each Adamant is assigned a specific area of responsibility.&lt;br /&gt;
&lt;br /&gt;
One Adamant is responsible for reporting on internal affairs throughout the Jacinth Kingdoms, including matters concerning the constituent kingdoms and territories. The other is responsible for foreign affairs, including receiving foreign ambassadors and delegations bearing tribute.&lt;br /&gt;
&lt;br /&gt;
The Adamants are distinguished by their white silk garments, which are extensively decorated with precious jewels. Their elaborate clothing serves as a visible indication of their proximity to the Sultan and their elevated position within the royal court.&lt;br /&gt;
&lt;br /&gt;
==== Smaragds ====&lt;br /&gt;
The Sultan is additionally assisted by three senior advisers known collectively as the &#039;&#039;Smaragds&#039;&#039;. Each Smaragd holds a distinct responsibility within the royal administration.&lt;br /&gt;
&lt;br /&gt;
* The High Priest oversees religious affairs and serves as the principal religious authority within the Sultan&#039;s court.&lt;br /&gt;
* The High Commander is responsible for the military forces of the Jacinth Kingdoms and advises the Sultan on military affairs.&lt;br /&gt;
* The Patron of Sciences and Arts oversees the promotion and patronage of scholarship, science, literature, and the arts throughout the realm.&lt;br /&gt;
&lt;br /&gt;
The Smaragds are distinguished by elaborate headpieces decorated with multiple large emeralds, from which their title is derived.&lt;br /&gt;
&lt;br /&gt;
==== Kalaigs ====&lt;br /&gt;
Members of the royal court who do not possess direct access to the Sultan are collectively known as &#039;&#039;kalaigs&#039;&#039;. They occupy various administrative and ceremonial positions within the Jacinth court.&lt;br /&gt;
&lt;br /&gt;
Kalaigs are traditionally identified by their turquoise clothing, distinguishing them from the white-clad Adamants and the emerald-adorned Smaragds. Their position within the court places them below the Sultan&#039;s principal advisers but allows them to participate in the administration of the wider kingdom.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Two major religious traditions are prominent throughout the Jacinth Kingdoms: &#039;&#039;&#039;Eraffa&#039;&#039;&#039;, known as the &#039;&#039;&#039;Path of Divinity&#039;&#039;&#039;, and &#039;&#039;&#039;Alray&#039;&#039;&#039;i, known as &#039;&#039;&#039;the Path of the Seer&#039;&#039;&#039;. Although both traditions share fundamental teachings with the Western religions devoted to the [[Host]], they differ considerably in their religious practices, theological interpretations, and approaches to worship. Several smaller religious groups have also existed within the kingdoms, some of which have been outlawed. Among these is the sun-worshipping cult of the [[Everflaming Pendant|Everflaming]] whose practices and beliefs have been prohibited by the current Sultan.&lt;br /&gt;
&lt;br /&gt;
==== Eraffa ====&lt;br /&gt;
Eraffa is particularly prominent in the southern Jacinth territories, especially in and around the Jibean Sultanate, which is regarded as an important center of its teachings. The tradition emphasizes spiritual discipline and the pursuit of harmony with the divine, demonstrated by their meditation and the real journey leaving their wealth to find Unity with the [[Host]].&lt;br /&gt;
&lt;br /&gt;
==== Alrayi ====&lt;br /&gt;
Alrayi shares many theological principles with Eraffa but places greater emphasis on seers, prophecy, and foresight. Practitioners of Alrayi place particular importance on individuals believed to possess the ability to perceive possible future events or receive divine insight. Stars and other celestial bodies also hold significant religious importance in Alrayi, with their observation and interpretation associated with forms of reverence and superstition in &#039;&#039;&#039;Ahjat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Worship ===&lt;br /&gt;
Despite their differences, Eraffa and Alrayi share fundamental beliefs with the Western Hieronite traditions concerning the worship of the Host. The principal distinction lies in how worshippers seek communion with the divine. Western Hieronites generally practice worship through fervent prayer and appeals for divine intervention. By contrast, Jacinth elves refer to the Host as the &#039;&#039;&#039;&#039;&#039;Dair&#039;&#039;&#039;&#039;&#039; and traditionally emphasize meditation, contemplation, and the attainment of inner peace as means of approaching divine unity.&lt;br /&gt;
&lt;br /&gt;
Jacinth religious practices commonly involve periods of meditation conducted at dedicated meditation tables, accompanied by incense and ruby prayer beads. The practice is intended to calm the mind and bring the worshipper into Unity with the Dair.&lt;br /&gt;
&lt;br /&gt;
This differs from many Western Hieronite traditions, in which religious ceremonies frequently involve Hierophants who perform blessings and invoke divine favor upon worshippers. In Jacinth traditions, greater emphasis is placed on the individual&#039;s own attainment of spiritual peace rather than receiving it through the direct intervention of a religious authority.&lt;br /&gt;
&lt;br /&gt;
The differences between Jacinth and Western Hieronite religious practices contributed to tensions between the expanding Jacinth Kingdoms and the kingdoms of western Continent, especially Kingdom of [[Aldor]]. These religious and cultural differences became one of several factors contributing to the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;, a series of conflicts between the Jacinth Kingdoms with Aldor and other Western Hieronite powers.&lt;br /&gt;
&lt;br /&gt;
== History and culture ==&lt;br /&gt;
Relatively little historical information concerning the elves of Jibei and the Jacinth Kingdoms has been documented or disseminated throughout the Western Continent, particularly in [[Aldor]]. The &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;, which were led by &#039;&#039;&#039;King Etbert&#039;&#039;&#039;, contributed to widespread hostility toward the Jacinth Kingdoms and their people.&lt;br /&gt;
&lt;br /&gt;
Following the civil war, the Magistrate territories of [[Brynn]] became the principal safe haven for Jacinth elven traders. From there, they established commercial relations with the Brynnian population and traded goods and valuables originating at the [[Trading House of the Azure Thread]]. Although Jacinth traders are permitted to sell their goods in Aldor, they generally remain guarded about their homeland, with many choosing not to disclose information concerning Jacinth society, customs, and way of life to the local population.&lt;br /&gt;
&lt;br /&gt;
Contemporary accounts generally characterize the Jacinth Kingdoms as being in a period of prosperity commonly described as a Golden Age. Their extensive trading culture and emphasis on scholarship have contributed to advances in science, medicine, and philosophy. The kingdoms are also known for producing high-quality fruits, beverages, and foods, many of which command high prices among foreign merchants and nobility.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
Jacinth elven culture is distinguished by its emphasis on trade, scholarship, hospitality, and interaction with foreign peoples. Alongside these traditions are a number of religious and cultural practices that are uncommon elsewhere on the Western Continent.&lt;br /&gt;
&lt;br /&gt;
One of the most distinctive institutions is the &#039;&#039;&#039;dervish&#039;&#039;&#039; tradition. Dervishes form a monastic sect devoted to seeking unity with &#039;&#039;&#039;&#039;&#039;Dair&#039;&#039;&#039;&#039;&#039; through a journey of spiritual and personal discovery. This journey is often understood literally, requiring practitioners to travel in pursuit of divinity and union with the [[Host]] while relinquishing their wealth, familial ties, and former identities. Among the various dervish traditions are secretive societies of whirling dervishes known as the &#039;&#039;&#039;Harimits&#039;&#039;&#039;, whose monastic practices are comparatively lenient regarding the abandonment of a practitioner&#039;s former life.&lt;br /&gt;
&lt;br /&gt;
Secret societies, religious gatherings, and other private organizations are relatively common throughout the Jacinth Kingdoms. This is partly attributed to the continued autonomy of several assimilated kingdoms, many of which have not fully embraced vassalage under the Sultan and continue to preserve their traditional customs and institutions.&lt;br /&gt;
&lt;br /&gt;
The Maaf warriors of Ahjat maintain a distinct martial tradition centered on personal honor. Under local custom, a Maaf warrior is entitled to defend their honor through ritual combat or a duel, although the circumstances considered sufficient to constitute an offense vary considerably. Maaf warriors are also granted tax exemptions in recognition of their service as frontier guards in western Jacinth and at strategic passes along the Azure Thread.&lt;br /&gt;
&lt;br /&gt;
Another religious and cultural tradition is represented by the Sundanarian monks, who undertake pilgrimages across the mountains of Sundanaar and travel between Sundanaar and the Jacinth Kingdoms. Their practices emphasize the study and control of the body and spirit. Through rigorous training, practitioners seek to control individual muscles and bodily functions in order to preserve physical energy and maintain greater bodily discipline.&lt;br /&gt;
&lt;br /&gt;
==== Cuisine ====&lt;br /&gt;
Jacinth cuisine is characterized by its extensive use of [[Jibian Spices|spices]], fruits, and strongly flavored foods. A [[Elven Mud|muddy]], invigorating beverage originating in the Jacinth Kingdoms was introduced to Aldor relatively recently and has since become associated with Jacinth culture. Other notable foods include [[simit]], exotic fruits, and dishes prepared with numerous varieties of spices.&lt;br /&gt;
&lt;br /&gt;
Spices hold particular importance in Jacinth cooking. Their cultural significance is reflected in the widespread use of specialized containers and [[Exquisite Casket|boxes]] designed specifically for their storage.&lt;br /&gt;
&lt;br /&gt;
==== Clothing and gemstones ====&lt;br /&gt;
Jacinth nobility are known for elaborate garments incorporating [[silk]] and numerous gemstones, including [[ruby]], [[emerald]], [[jade]], [[turquoise]], and gold. The quantity and type of gemstones worn can signify the social status of the wearer. Among Jacinth mages, gemstones are also believed to enhance magical energy and improve certain magical abilities, giving them both social and practical significance.&lt;br /&gt;
&lt;br /&gt;
== Military and weaponries ==&lt;br /&gt;
Warfare in the Jacinth Kingdoms is characterized by the extensive use of light cavalry, horse archers, and skirmishers. These tactics are particularly suited to the region&#039;s desert and arid environments, where lightly equipped troops can maintain greater mobility and endurance. Jacinth armies commonly seek to engage opponents at a distance, using mounted archers to harass enemy formations before withdrawing from close combat.&lt;br /&gt;
&lt;br /&gt;
Several military technologies and designs originating in the Jacinth Kingdoms have subsequently been adopted or imitated by neighboring states. [[Aldor]], in particular, has incorporated several Jacinth weapons and smithing techniques into its own military equipment. The military technology of the Jacinth Kingdoms has consequently become a subject of interest during the ongoing political and military rivalry between Jacinth and Aldor.&lt;br /&gt;
&lt;br /&gt;
Jacinth armies are not organized around a single standardized doctrine. Fighting styles vary considerably between tribes, kingdoms, monastic orders, and military formations. The tactics employed by a particular force depend on its regional traditions, training, and intended role.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and armor ===&lt;br /&gt;
[[File:Nomad Saber.png|right|frameless]]&lt;br /&gt;
Jacinth armorers are known for producing weapons and protective equipment designed for mobility and maneuverability. Equipment intended for desert warfare is generally lightweight and designed to reduce the burden placed on soldiers operating in sandy terrain. Jacinth armorers also produce heavier forms of protection, including specialized varieties of [[Elven Heavy Brigandine|brigandine]].&lt;br /&gt;
&lt;br /&gt;
The single-edged [[Elven Saber|saber]] is among the most widespread weapons associated with Jacinth forces. It is used by both infantry and cavalry and is valued for its relatively simple maintenance. Accounts from neighboring regions frequently associate the Jacinth kingdoms, particularly Jibei, with highly decorated and finely crafted [[Jibean Scimitar|scimitars]]. Aldorian armorers have produced their own weapons inspired by the Jacinth saber, including [[Jagged Falchion|falchion]]-like designs.&lt;br /&gt;
&lt;br /&gt;
Jacinth bows are similarly designed with mobility in mind and are frequently constructed in lightweight forms suitable for mounted archery. Jacinth bolt-throwers have also influenced the development of [[Brynn Crossbow|crossbows]] abroad. The weapons are traditionally credited as an inspiration for the Falcon Company crossbows of [[Brynn]], which subsequently contributed to the wider adoption of crossbows in Aldor.&lt;br /&gt;
&lt;br /&gt;
Jacinth cavalry and nomadic forces also employ a variety of lightweight shields. These include wooden designs such as the [[Nomad Adarga|adarga]] and [[kalkan]], as well as regional forms of light metal [[Orient Shield|shields]].&lt;br /&gt;
&lt;br /&gt;
==== Dervish ====&lt;br /&gt;
Dervishes constitute a monastic tradition within the Jacinth religious sphere. Practitioners traditionally undertake vows of austerity and poverty and may travel away from their homeland in pursuit of spiritual unity with &#039;&#039;&#039;&#039;&#039;Dair&#039;&#039;&#039;&#039;&#039;. Despite their ascetic lifestyle, several dervish orders maintain martial traditions.&lt;br /&gt;
&lt;br /&gt;
Dervish martial practices emphasize mobility, physical control, and close-quarters combat. Kicking techniques, evasive maneuvers, and staff fighting are particularly associated with the tradition. Individual monastic orders maintain different teachings, resulting in considerable variation in both religious practice and martial technique.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Harimits&#039;&#039;&#039; for example, are secretive dervish societies that incorporate elements of the Ohirian fencing tradition, including the use of dual-wielding blades with whirling movement. There is also secret small fire-worshipping dervish groups maintain distinctive rituals associated with fire, including practices involving controlled acts of self-burning.&lt;br /&gt;
&lt;br /&gt;
==== Sand Guard ====&lt;br /&gt;
The Sand Guard is an elite patrol force responsible for protecting the Azure Thread and the merchants&#039; caravans that travel along it. Its members are known for their familiarity with the deserts of &#039;&#039;&#039;Ahjat&#039;&#039;&#039; and their ability to operate for extended periods in arid terrain. Their presence alone is enough to repel any raiders and nomads from attempting to be near them, no Jacinth nomads dare to approach Sand Guards without risking possibility to be captured and hanged at the citi walls.&lt;br /&gt;
&lt;br /&gt;
Beside their ascetic lifestyle, Sand Guards are particularly associated with archery. Its archers employ a distinctive method of drawing the bowstring using the thumb rather than the three-fingered grip commonly associated with Aldorian archery. Metal thumb rings are used to protect the fingers from injury during repeated shooting.&lt;br /&gt;
&lt;br /&gt;
==== Maafs warriors ====&lt;br /&gt;
The Maafs constitute a hereditary warrior estate that holds considerable political and military influence within the &#039;&#039;&#039;Ahja&#039;&#039;&#039;t Empire. Unlike the lightly equipped forces commonly associated with Jibean military traditions, Maaf warriors frequently employ heavy armor and offensive weapons designed for close combat.&lt;br /&gt;
&lt;br /&gt;
Common Maaf weapons include the polehammer, [[Exquisite Tabar|tabar]], and [[shishpar]], alongside their distinctive light round [[Maaf Shield|shields]]. Both Maaf heavy infantry and cavalry have participated in major military campaigns. Following the conquest of Jarimad, nomadic chieftains are recorded as having presented their [[Bozdogan|bozdogans]] to their Maaf conquerors as symbols of submission.&lt;br /&gt;
&lt;br /&gt;
==== Sipahi ====&lt;br /&gt;
Sipahi are the principal heavy cavalry of the Ahjat Empire and form a major component of its conventional armies. Their equipment is generally commissioned from highly skilled armorers, sometimes directly under the orders of Ahjati emirs. Among their equipment are [[Elven Heavy Brigandine|heavy brigandines]] produced by Jacinth elven armorers.&lt;br /&gt;
&lt;br /&gt;
==== Ohirian Mounted archers ====&lt;br /&gt;
Ohirian mounted archers frequently operate independently from the main Jacinth armies. Their mobility allows them to conduct raids and harassment operations over considerable distances.&lt;br /&gt;
&lt;br /&gt;
They are typically equipped with lightweight [[Nomad Bow|bows]] and [[Eastern Quiver|quivers]] designed for mounted combat. When forced into close combat, they may employ weapons such as their [[Nomad Saber|saber]], [[Nomad Sagaris|sagaris]] and [[Nomad Adarga|adarga]]. Their ability to attack isolated forces and withdraw before a conventional engagement is a characteristic feature of Ohirian mounted warfare.&lt;br /&gt;
&lt;br /&gt;
==== Jarimad Nomads ====&lt;br /&gt;
Horse archery is practiced by numerous tribes and military communities throughout the Jacinth Kingdoms, including the nomads of Ohir, the Sand Guard, Jarimad mounted archers, and various Ahjati raiders.&lt;br /&gt;
&lt;br /&gt;
Jarimad nomads generally avoid prolonged close combat when mounted. Their traditional tactics involve pursuing targets across the desert, firing repeated volleys of arrows, and withdrawing before the enemy can establish a formation. They generally fight on foot only when mounted combat is impractical. In such circumstances, Jarimad warriors commonly employ [[Orient Longaxe|longaxes]], which have been used in engagements against heavily armored Maaf infantry.&lt;br /&gt;
&lt;br /&gt;
==== Ghazi ====&lt;br /&gt;
The Ghazi are warriors who voluntarily participate in religious wars conducted in defense of the Jacinth Kingdoms. Their ranks have historically included members of the Jacinth nobility, including high-ranking elves from Jibei.&lt;br /&gt;
&lt;br /&gt;
During the Radiant Wars, Ghazi forces participated in the resistance against the invasion led by &#039;&#039;&#039;King Etbert&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== The Faceless ====&lt;br /&gt;
The Faceless serve as the palace guard of the Great Jacinth and are traditionally regarded within Jacinth society as an elite military formation. They participated in the Radiant Wars, where they fought against the forces of King Etbert.&lt;br /&gt;
&lt;br /&gt;
The Faceless are particularly associated with a distinctive type of [[Spear of the Faceless|spear]]. Accounts of the Radiant Wars attribute numerous Aldorian cavalry casualties to the use of these weapons.&lt;br /&gt;
&lt;br /&gt;
==== Labyrinth Warden ====&lt;br /&gt;
The Labyrinth Wardens are a group of warriors associated with the Labyrinth, a structure said to lie in the desert between &#039;&#039;Hazzun&#039;&#039; and &#039;&#039;Al-Qaza&#039;&#039;. According to Jacinth tradition, the Labyrinth is guarded by silent warriors who prevent unauthorized access to its interior.&lt;br /&gt;
&lt;br /&gt;
Little reliable information exists concerning the Wardens or the nature of the Labyrinth. Accounts concerning the site frequently combine historical reports with folklore. The Wardens are commonly depicted carrying [[Labyrinth Warden Poleaxe|poleaxes]] and maintaining strict secrecy concerning the location and contents of the Labyrinth.&lt;br /&gt;
&lt;br /&gt;
==== Hazzun Oracle ====&lt;br /&gt;
Hazzun Oracles are religious figures associated with divination and military prophecy. Jacinth armies may consult oracles before major battles, where their rituals are intended to provide guidance concerning the anticipated course of an engagement and to strengthen the morale of soldiers.&lt;br /&gt;
&lt;br /&gt;
Their practices commonly involve the interpretation of stars and other celestial phenomena with their [[Hazzun Celestial Sphere|artifact]], as well as the use of ritual [[Sky-Reader Warstaff|staffs]] and [[Oracle Star|amulets]]. During the Radiant Wars, Aldorian soldiers reportedly referred to Jacinth elven oracles as &amp;quot;Sky-readers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The influence of the Hazzun Oracles on military decision-making varies between Jacinth states and commanders. Their predictions are traditionally regarded as evidence of divine or supernatural foresight, although accounts of their accuracy differ between Jacinth and Aldorian sources.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Jacinth Kingdom drew heavily from the real life Ottoman empire and many islamic medieval kingdoms.&lt;br /&gt;
* Radiant Wars is the depiction of The Crusade in stoneshard.&lt;br /&gt;
* Some weapons, armor, and military names are borrowed from the real life history, such as the Shishpar, Ghazi, Kalkan, Jambiya, and many more.&lt;br /&gt;
&lt;br /&gt;
== Notable Nistrians NPC/Character ==&lt;br /&gt;
&lt;br /&gt;
* [[Mahir]]&lt;br /&gt;
* [[Esfah]]&lt;br /&gt;
* [[Armuz]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Story_%26_Lore&amp;diff=77013</id>
		<title>Story &amp; Lore</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Story_%26_Lore&amp;diff=77013"/>
		<updated>2026-09-16T01:53:58Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: Adding list of empires and order of the Continent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The story of Stoneshard takes place in the kingdom of [[Aldor]]. Our characters enter the story shortly after a great war has ended in a fragile truce between three [[Factions]]. The full story will be unveiled with the game&#039;s release. Until then, this page summarizes the bits and pieces offered through various Early Access updates, dialogues and dev commentary.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story prior to the game ==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story within the game ==&lt;br /&gt;
 Spoiler warning! Information on this page includes events from the game itself. If you wish to experience these events for yourself, play through the game first before reading.&lt;br /&gt;
&lt;br /&gt;
=== Gwynnel, the Alchemist ===&lt;br /&gt;
Gwynnel is an alchemist who also served under King Ethbert as the court physician. He&#039;s known for inventing a special elixir with miraculous effects to one&#039;s health. After some time it was discovered that there were also some unwanted side effects from the elixir. The details are not mentioned, but Verren says that &#039;&#039;..some were lucky to just die.&#039;&#039; After that, Gwynnel had to abandon his post as a physician, and has been trying to find out what went wrong with the elixir. He relocated to Brynn and mostly stays holed in his laboratory.&lt;br /&gt;
&lt;br /&gt;
At some point Gwynnel hired Verren to hunt down various scrolls and books for his experiments. Gwynnel often paid Verren in advance and always fulfilled his part of the contract, so Verren became fond of him and began to trust him. During one of the scroll hunts, Gwynnel wanted to get his hands on the scroll as soon as possible, and tagged along with Verren. It was inside an old Askonnian archive, in a half buried and flooded hall. As they were about to leave, Verren noticed a collapsed passage, and decided to dig through. After several hours, he uncovered another hall filled with stone pedestals, and on one of them, there was the first Stoneshard Verren found. Many magical items passed through Verren&#039;s hands throughout the years, but the Stoneshard seemed inert.&lt;br /&gt;
&lt;br /&gt;
However, Gwynnel was ecstatic. He paid Verren ten times the money they agreed upon, and hastily returned to Brynn to investigate it. Few weeks later, Gwynnel appeared at Verren&#039;s home, banging on the door like crazy. Gwynnel informed Verren that there were in fact more Stoneshards, and that one of them was hidden somewhere in the dungeons of Abbey of the Holy Revelation. Gwynnel scoured through his impressive library, and found a mention of a Stone of the Holy Revelation, which was thought to be a miraculous relic, and was kept in a monastery near Mannshire. After an outbreak of the Crimson Plague, the monastery was abandoned and thought haunted by the local populace.&lt;br /&gt;
&lt;br /&gt;
Gwynnel asked Verren to look for the Stoneshard in the Abbey of the Holy Revelation and bring it back to him.&lt;br /&gt;
&lt;br /&gt;
{{Quote|I&#039;m surprised you&#039;ve never heard about him. A renowned alchemist, a former court physician. You won&#039;t find a finer scholar to this side of the Aldorian Mountains. I hear king Ethbert used to trust him more than his first advisor.|[[Verren]], the Relic Seeker}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stoneshard: Prologue&lt;br /&gt;
&lt;br /&gt;
Verren received reports from Gwynnel&#039;s scouts, saying that the monastery should be empty. Thinking this will be an easy task for a day or two, Verren gathered his group of mercenaries and travelled to the monastery. However, the reports were false and Verren&#039;s Caravan was attacked...&lt;br /&gt;
&lt;br /&gt;
Verren finds himself imprisoned in the abandoned monastery. A guard greets him in his cell and walks away. Verren manages to escape his cell and overpowers the prison guard. Realizing that the fight didn&#039;t go well for them, he decides to explore this place and look for his companions. While wandering through the catacombs, he discovers Bern, Locke and Jorgen - members of his Caravan - deceased, as well as leftover items from the previous inhabitants - food, medicine, books and notes written by one of the brothers living in the monastery. The notes describe a local outbreak of the &#039;&#039;&#039;Crimson Plague&#039;&#039;&#039; in the past. As he walks through these dark corridors, tremors that keep getting stronger shake the foundations of this monastery. Verren explores the catacombs and manages to fight his way up. He discovers the corpse of a mercenary, who had a contract from Mannshire, asking mercenaries and noble knights to cleanse this monastery. Pocketing the contract, Verren continues upwards into the Chapel.&lt;br /&gt;
&lt;br /&gt;
Outside the Chapel door, Verren discovers a letter from Abbot Vidian, which reveals that &#039;&#039;&#039;King Ethbert&#039;&#039;&#039; has apparently fallen gravely ill and has been bedridden for a week, fighting the disease. The Abbot prays for his safe recovery.&lt;br /&gt;
&lt;br /&gt;
Verren enters the Chapel. It is riddled with corpses and blood. Above the altar, last three surviving members of Verren&#039;s Caravan are hanging in cages, and the Proselyte [[Archon]] stands at the chapel altar, preparing some kind of ritual. As Verren approaches the altar, the Archon declares that their souls and the Stoneshard will soon serve a higher purpose, but mercifully offers to spare Verren if he puts down his weapons. Verren declines and charges the Archon, who in turn shields himself with magic and uses the Stoneshard to raise zombies and living statues to fight Verren in his stead. Verren perseveres and destroys the statues, but the ritual has been completed and the Archon ascends, transforming into a gargoyle-looking monster. Verren fights the [[Ascended Archon]], and thanks to his experience prevails, slaying the beast and saving the other mercenaries.&lt;br /&gt;
&lt;br /&gt;
Verren frees the three mercenaries and collects the Stoneshard, then prepares to leave the monastery, but in the aftermath of their life threatening experience, Darrel, Rynward and Ahruz decide to abandon the contract and disband the Caravan. Darrel states that ever since Verren started working with Gwynnel, there was no end to their misfortune. Verren, disappointed that they want to abandon him, despite the fact that he just saved their lives, tells them they are free to go, but that he will complete the contract.&lt;br /&gt;
&lt;br /&gt;
=== Stoneshard ===&lt;br /&gt;
Some time has passed after the events of Verren&#039;s fight at the monastery. Verren has rented a room in the Inn of [[Osbrook]], a village south of Brynn, close to Mannshire and the monastery. He sent letters to several of his old acquintances, pleading for help in finishing this contract. The player chooses one of the [[Characters]] as the hero who responds to Verren&#039;s plea. In the Osbrook&#039;s Inn, sitting next to Verren, our hero&#039;s story begins as he listens to Verren telling his story...&lt;br /&gt;
&lt;br /&gt;
Verren&#039;s plan is to first recreate the Caravan, since it would be difficult to travel through Aldor without one. Verren negotiated a deal with Osbrook&#039;s elder [[Odar]] - the elder will give him horses and a cart if he manages to complete several contracts for the Elder. Verren sends the hero to the elder to discuss the details...&lt;br /&gt;
&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
The player then follows Verren to Mannshire on the horse and cart. After arriving he hands you an [[Old Contract]] and tells you to hand it to the elder of Mannshire to claim the reward. Unable to turn in this contract due to it expiring, the elder informs you that the governor, who lives in the castle just north of the elder&#039;s house is looking for men to slay a troll that has infiltrated a signal tower.&lt;br /&gt;
&lt;br /&gt;
== Lore of the Continent ==&lt;br /&gt;
The world of Stoneshard is vast and there are multiple empires, people, and cultures that is unique and shared to the Aldorian people and the mercenary through [[folios]], merchants, and equipments. Even if we will focusing on the Kingdom of [[Aldor]] alone, the &#039;&#039;&#039;Continent,&#039;&#039;&#039; where Aldor is located, have multiple empires, companies, and group of poeple which has their own lores and stories. There are so many named empires and sub-faction of the groups that will be expanded upon release of Stoneshard. &lt;br /&gt;
&lt;br /&gt;
=== Empires of the Continent ===&lt;br /&gt;
&lt;br /&gt;
* Kingdom of [[Aldor]]&lt;br /&gt;
* Clans of [[Fjall]]&lt;br /&gt;
* [[Nistra|Nistrian]] Despotate&lt;br /&gt;
* [[Jacinth]] Kingdoms (&#039;&#039;&#039;Jibei&#039;&#039;&#039; Sultanate, Maafian Empire of &#039;&#039;&#039;Ahjat,&#039;&#039;&#039; High Kingdom of &#039;&#039;&#039;Yohara&#039;&#039;&#039;, Khandom of &#039;&#039;&#039;Jarimad,&#039;&#039;&#039; Warlords of &#039;&#039;&#039;Ohir&#039;&#039;&#039;)&lt;br /&gt;
* City-states of [[Skadia]]&lt;br /&gt;
* Dukedom of [[Bronze Isles|Bronza]]&lt;br /&gt;
* Theocracy of [[Barcia]]&lt;br /&gt;
&lt;br /&gt;
=== Known Order/Company of the Continent ===&lt;br /&gt;
&lt;br /&gt;
* [[Triune Hand Order]]&lt;br /&gt;
* Falcon Order&lt;br /&gt;
&lt;br /&gt;
{{Template:Navigation||plain}}&lt;br /&gt;
[[Category:Stoneshard]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Jacinth&amp;diff=77012</id>
		<title>Jacinth</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Jacinth&amp;diff=77012"/>
		<updated>2026-09-15T22:49:30Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Economy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mahir.png|right|Mahir is a Jacint elven dervish.]]&lt;br /&gt;
{{stub}}{{quote|Elves inhabit the vast lands of the Jacinth Kingdom. A small elven diaspora exists in Aldor as well, though they are met with suspicion, regarded as outsiders and schemers.}}The Great &#039;&#039;&#039;Jacinth&#039;&#039;&#039; Kingdoms is a major political power whose territory extends across much of the &#039;&#039;&#039;Continent&#039;&#039;&#039;. Through successive conquests and periods of assimilation, the kingdom has incorporated numerous civilizations, kingdoms, and tribal societies into its sphere of influence. The expansion of Jacinth rule has contributed to the widespread dissemination of its culture, knowledge, religion, merchants, and political influence throughout neighboring regions. &lt;br /&gt;
&lt;br /&gt;
The origins of the Jacinth Kingdom can be traced to an &#039;&#039;&#039;elven&#039;&#039;&#039; tribe in the &#039;&#039;&#039;Jibean Sultanate&#039;&#039;&#039;. Over time, the emerging Jacinth state expanded beyond its original territory, conquering and assimilating neighboring tribes and established empires. Jacinth expansion continued for centuries, eventually making the kingdom one of the dominant powers on the Continent. Its conquests were accompanied not only by political incorporation but also by the spread of Jacinth cultural and religious traditions.&lt;br /&gt;
&lt;br /&gt;
The kingdom&#039;s expansion was eventually checked by the [[Aldor]] Empire during the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;. The conflict prevented further Jacinth expansion into Aldorian territory and established a major political and military boundary between the two powers. Further north-east, the comparatively small Theocracy of [[Barcia]] has also resisted incorporation into the Jacinth Kingdom. Despite repeated campaigns and the kingdom&#039;s extensive territorial expansion, Barcia&#039;s mountainous terrain, isolation, and strong religious identity have allowed it to maintain its independence.&lt;br /&gt;
&lt;br /&gt;
== Geography and economy ==&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
The Jacinth Kingdoms encompass a vast territory incorporating several former kingdoms, empires, and tribal regions. Major constituent territories include the &#039;&#039;&#039;Jibean&#039;&#039;&#039; Sultanate, the High Kingdom of &#039;&#039;&#039;Yohara&#039;&#039;&#039;, the Maafian Empire of &#039;&#039;&#039;Ahjat&#039;&#039;&#039;, the Warlords of &#039;&#039;&#039;Ohir&#039;&#039;&#039;, and the Kingdom of &#039;&#039;&#039;Jarimad&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The size of the Jacinth realm places it in contact with numerous neighboring states and peoples. To the north, it borders the city-states of &#039;&#039;&#039;Skadia&#039;&#039;&#039;. Its western borders are shared with &#039;&#039;&#039;Aldor&#039;&#039;&#039; and the sea. To the south, the Jacinth territories border the Warring Tribes of the &#039;&#039;&#039;Whale Coast&#039;&#039;&#039; and the fabled Hieroprincipality of &#039;&#039;&#039;Aeos&#039;&#039;&#039;. The eastern frontier borders the Shahdom of &#039;&#039;&#039;Sundanar&#039;&#039;&#039; and the Saadir &#039;&#039;&#039;Dynasty&#039;&#039;&#039;, as well as several nomadic peoples, including the &#039;&#039;&#039;Polyed&#039;&#039;&#039;, &#039;&#039;&#039;Unki&#039;&#039;&#039;, &#039;&#039;&#039;Ozok&#039;&#039;&#039;, and &#039;&#039;&#039;Lu&#039;&#039;&#039; tribes.&lt;br /&gt;
&lt;br /&gt;
The considerable geographic extent of the Jacinth Kingdoms encompasses a wide variety of environments and cultures. The incorporation of numerous independent civilizations has also resulted in considerable cultural and economic diversity throughout the realm.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
The Jacinth Kingdoms occupy a strategically important position along the [[Azure Thread]], controlling the principal overland route connecting the eastern and western regions of the &#039;&#039;&#039;Continent&#039;&#039;&#039;. This has made the Jacinth realm the primary power responsible for facilitating and profiting from land-based trade along the route.&lt;br /&gt;
&lt;br /&gt;
Control of the Azure Thread has contributed significantly to the development of Jacinth commerce. Jacinth merchants operate extensive trade networks connecting markets in the eastern and western parts of the Continent. The resulting wealth has contributed to the prosperity of Jacinth elven communities, particularly those located in the &#039;&#039;&#039;Jibean&#039;&#039;&#039; Sultanate, where many merchants and members of the ruling elite have accumulated considerable fortunes.&lt;br /&gt;
&lt;br /&gt;
The concentration of wealth along the Azure Thread has also made merchant caravans targets for raiders, bandits, robbers, and organized gangs. Caravans traveling westward from Jibean territory are particularly vulnerable to attacks after leaving areas under direct Jibean control.&lt;br /&gt;
&lt;br /&gt;
Jacinth merchants are known for exporting a wide variety of valuable and exotic goods. Major exports include [[ivory]], [[Porcelain Vase|porcelain]], and [[silk]], alongside various [[Jibian Spices|spices]], medicinal substances, exotic fruits, and beverages. The variety and quality of these products have given Jacinth merchants a significant advantage when trading with kingdoms and societies possessing less-developed commercial networks.&lt;br /&gt;
&lt;br /&gt;
In addition to food, spices, and other luxury goods, Jacinth merchants export a wide range of armaments and military equipment to neighboring kingdoms. Jacinth armaments are particularly renowned for their craftsmanship, elaborate decoration, and the quality of their materials.&lt;br /&gt;
&lt;br /&gt;
Jacinth smiths produce [[Jibean Scimitar|sabres]], [[Elven Flail|maces]], [[Exquisite Tabar|axes]], and [[Elven Heavy Brigandine|armor]] featuring intricate patterns and decorative elements. High-quality examples may incorporate substantial quantities of gold, rubies, and other precious materials, making them valuable both as military equipment and as symbols of wealth and status. that have gained particular attention among foreign nobility. &lt;br /&gt;
&lt;br /&gt;
The Jacinth Kingdoms are regarded as one of the wealthiest and most commercially active powers on the Continent. Their principal rival in maritime commerce is the [[Bronze Isles]], whose control of major naval trade routes in the western regions allows it to compete with Jacinth dominance of the Azure Thread&#039;s overland trade. &lt;br /&gt;
&lt;br /&gt;
== Government and religion ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Jacinth Kingdoms are governed as a monarchy headed by the Grand Monarch, who also holds the title of Sultan. The current Sultan is His Majesty Arsam XII the Pious, an elf of Jibean. He is also known by the honorific Holy Tiara, where the role of gems in the orderly splendor of its frame is assumed by the elven Monarch and his dignitaries.&lt;br /&gt;
&lt;br /&gt;
The Sultan holds numerous formal titles intended to emphasize his religious and political authority. Several of these titles assert the supremacy of the Jacinth monarch over neighboring kingdoms and peoples such as &#039;&#039;Shah of Shahs of Jarimad, Heavenly Priest of Shenfen, Scourge of Barcians&#039;&#039;, alongside numerous other honorifics.&lt;br /&gt;
&lt;br /&gt;
Despite the apparent political unity of Jibei, Ahjat, and the other realms of Jacinth, the region is composed of a diverse collection of tribes, khanates, emirates, and other semi-autonomous territories. Where usually these local &amp;quot;monarchs&amp;quot;, exercise extensive authority over their respective domains, with the degree of autonomy and central control of their regions.&lt;br /&gt;
&lt;br /&gt;
Due to the considerable size of the Jacinth Kingdoms, the Sultan governs with the assistance of a hierarchical royal court and viziers.&lt;br /&gt;
&lt;br /&gt;
==== Adamants ====&lt;br /&gt;
The &#039;&#039;Adamants&#039;&#039; are two of the Sultan&#039;s closest viziers and serve as his principal intermediaries. Each Adamant is assigned a specific area of responsibility.&lt;br /&gt;
&lt;br /&gt;
One Adamant is responsible for reporting on internal affairs throughout the Jacinth Kingdoms, including matters concerning the constituent kingdoms and territories. The other is responsible for foreign affairs, including receiving foreign ambassadors and delegations bearing tribute.&lt;br /&gt;
&lt;br /&gt;
The Adamants are distinguished by their white silk garments, which are extensively decorated with precious jewels. Their elaborate clothing serves as a visible indication of their proximity to the Sultan and their elevated position within the royal court.&lt;br /&gt;
&lt;br /&gt;
==== Smaragds ====&lt;br /&gt;
The Sultan is additionally assisted by three senior advisers known collectively as the &#039;&#039;Smaragds&#039;&#039;. Each Smaragd holds a distinct responsibility within the royal administration.&lt;br /&gt;
&lt;br /&gt;
* The High Priest oversees religious affairs and serves as the principal religious authority within the Sultan&#039;s court.&lt;br /&gt;
* The High Commander is responsible for the military forces of the Jacinth Kingdoms and advises the Sultan on military affairs.&lt;br /&gt;
* The Patron of Sciences and Arts oversees the promotion and patronage of scholarship, science, literature, and the arts throughout the realm.&lt;br /&gt;
&lt;br /&gt;
The Smaragds are distinguished by elaborate headpieces decorated with multiple large emeralds, from which their title is derived.&lt;br /&gt;
&lt;br /&gt;
==== Kalaigs ====&lt;br /&gt;
Members of the royal court who do not possess direct access to the Sultan are collectively known as &#039;&#039;kalaigs&#039;&#039;. They occupy various administrative and ceremonial positions within the Jacinth court.&lt;br /&gt;
&lt;br /&gt;
Kalaigs are traditionally identified by their turquoise clothing, distinguishing them from the white-clad Adamants and the emerald-adorned Smaragds. Their position within the court places them below the Sultan&#039;s principal advisers but allows them to participate in the administration of the wider kingdom.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Two major religious traditions are prominent throughout the Jacinth Kingdoms: &#039;&#039;&#039;Eraffa&#039;&#039;&#039;, known as the &#039;&#039;&#039;Path of Divinity&#039;&#039;&#039;, and &#039;&#039;&#039;Alray&#039;&#039;&#039;i, known as &#039;&#039;&#039;the Path of the Seer&#039;&#039;&#039;. Although both traditions share fundamental teachings with the Western religions devoted to the [[Host]], they differ considerably in their religious practices, theological interpretations, and approaches to worship. Several smaller religious groups have also existed within the kingdoms, some of which have been outlawed. Among these is the sun-worshipping cult of the [[Everflaming Pendant|Everflaming]] whose practices and beliefs have been prohibited by the current Sultan.&lt;br /&gt;
&lt;br /&gt;
==== Eraffa ====&lt;br /&gt;
Eraffa is particularly prominent in the southern Jacinth territories, especially in and around the Jibean Sultanate, which is regarded as an important center of its teachings. The tradition emphasizes spiritual discipline and the pursuit of harmony with the divine, demonstrated by their meditation and the real journey leaving their wealth to find Unity with the [[Host]].&lt;br /&gt;
&lt;br /&gt;
==== Alrayi ====&lt;br /&gt;
Alrayi shares many theological principles with Eraffa but places greater emphasis on seers, prophecy, and foresight. Practitioners of Alrayi place particular importance on individuals believed to possess the ability to perceive possible future events or receive divine insight. Stars and other celestial bodies also hold significant religious importance in Alrayi, with their observation and interpretation associated with forms of reverence and superstition in &#039;&#039;&#039;Ahjat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Worship ===&lt;br /&gt;
Despite their differences, Eraffa and Alrayi share fundamental beliefs with the Western Hieronite traditions concerning the worship of the Host. The principal distinction lies in how worshippers seek communion with the divine. Western Hieronites generally practice worship through fervent prayer and appeals for divine intervention. By contrast, Jacinth elves refer to the Host as the &#039;&#039;&#039;&#039;&#039;Dair&#039;&#039;&#039;&#039;&#039; and traditionally emphasize meditation, contemplation, and the attainment of inner peace as means of approaching divine unity.&lt;br /&gt;
&lt;br /&gt;
Jacinth religious practices commonly involve periods of meditation conducted at dedicated meditation tables, accompanied by incense and ruby prayer beads. The practice is intended to calm the mind and bring the worshipper into Unity with the Dair.&lt;br /&gt;
&lt;br /&gt;
This differs from many Western Hieronite traditions, in which religious ceremonies frequently involve Hierophants who perform blessings and invoke divine favor upon worshippers. In Jacinth traditions, greater emphasis is placed on the individual&#039;s own attainment of spiritual peace rather than receiving it through the direct intervention of a religious authority.&lt;br /&gt;
&lt;br /&gt;
The differences between Jacinth and Western Hieronite religious practices contributed to tensions between the expanding Jacinth Kingdoms and the kingdoms of western Continent, especially Kingdom of [[Aldor]]. These religious and cultural differences became one of several factors contributing to the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;, a series of conflicts between the Jacinth Kingdoms with Aldor and other Western Hieronite powers.&lt;br /&gt;
&lt;br /&gt;
== History and culture ==&lt;br /&gt;
Relatively little historical information concerning the elves of Jibei and the Jacinth Kingdoms has been documented or disseminated throughout the Western Continent, particularly in [[Aldor]]. The &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;, which were led by &#039;&#039;&#039;King Etbert&#039;&#039;&#039;, contributed to widespread hostility toward the Jacinth Kingdoms and their people.&lt;br /&gt;
&lt;br /&gt;
Following the civil war, the Magistrate territories of [[Brynn]] became the principal safe haven for Jacinth elven traders. From there, they established commercial relations with the Brynnian population and traded goods and valuables originating at the [[Trading House of the Azure Thread]]. Although Jacinth traders are permitted to sell their goods in Aldor, they generally remain guarded about their homeland, with many choosing not to disclose information concerning Jacinth society, customs, and way of life to the local population.&lt;br /&gt;
&lt;br /&gt;
Contemporary accounts generally characterize the Jacinth Kingdoms as being in a period of prosperity commonly described as a Golden Age. Their extensive trading culture and emphasis on scholarship have contributed to advances in science, medicine, and philosophy. The kingdoms are also known for producing high-quality fruits, beverages, and foods, many of which command high prices among foreign merchants and nobility.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
Jacinth elven culture is distinguished by its emphasis on trade, scholarship, hospitality, and interaction with foreign peoples. Alongside these traditions are a number of religious and cultural practices that are uncommon elsewhere on the Western Continent.&lt;br /&gt;
&lt;br /&gt;
One of the most distinctive institutions is the &#039;&#039;&#039;dervish&#039;&#039;&#039; tradition. Dervishes form a monastic sect devoted to seeking unity with &#039;&#039;&#039;&#039;&#039;Dair&#039;&#039;&#039;&#039;&#039; through a journey of spiritual and personal discovery. This journey is often understood literally, requiring practitioners to travel in pursuit of divinity and union with the [[Host]] while relinquishing their wealth, familial ties, and former identities. Among the various dervish traditions are secretive societies of whirling dervishes known as the &#039;&#039;&#039;Harimits&#039;&#039;&#039;, whose monastic practices are comparatively lenient regarding the abandonment of a practitioner&#039;s former life.&lt;br /&gt;
&lt;br /&gt;
Secret societies, religious gatherings, and other private organizations are relatively common throughout the Jacinth Kingdoms. This is partly attributed to the continued autonomy of several assimilated kingdoms, many of which have not fully embraced vassalage under the Sultan and continue to preserve their traditional customs and institutions.&lt;br /&gt;
&lt;br /&gt;
The Maaf warriors of Ahjat maintain a distinct martial tradition centered on personal honor. Under local custom, a Maaf warrior is entitled to defend their honor through ritual combat or a duel, although the circumstances considered sufficient to constitute an offense vary considerably. Maaf warriors are also granted tax exemptions in recognition of their service as frontier guards in western Jacinth and at strategic passes along the Azure Thread.&lt;br /&gt;
&lt;br /&gt;
Another religious and cultural tradition is represented by the Sundanarian monks, who undertake pilgrimages across the mountains of Sundanaar and travel between Sundanaar and the Jacinth Kingdoms. Their practices emphasize the study and control of the body and spirit. Through rigorous training, practitioners seek to control individual muscles and bodily functions in order to preserve physical energy and maintain greater bodily discipline.&lt;br /&gt;
&lt;br /&gt;
==== Cuisine ====&lt;br /&gt;
Jacinth cuisine is characterized by its extensive use of [[Jibian Spices|spices]], fruits, and strongly flavored foods. A [[Elven Mud|muddy]], invigorating beverage originating in the Jacinth Kingdoms was introduced to Aldor relatively recently and has since become associated with Jacinth culture. Other notable foods include [[simit]], exotic fruits, and dishes prepared with numerous varieties of spices.&lt;br /&gt;
&lt;br /&gt;
Spices hold particular importance in Jacinth cooking. Their cultural significance is reflected in the widespread use of specialized containers and [[Exquisite Casket|boxes]] designed specifically for their storage.&lt;br /&gt;
&lt;br /&gt;
==== Clothing and gemstones ====&lt;br /&gt;
Jacinth nobility are known for elaborate garments incorporating [[silk]] and numerous gemstones, including [[ruby]], [[emerald]], [[jade]], [[turquoise]], and gold. The quantity and type of gemstones worn can signify the social status of the wearer. Among Jacinth mages, gemstones are also believed to enhance magical energy and improve certain magical abilities, giving them both social and practical significance.&lt;br /&gt;
&lt;br /&gt;
== Military and weaponries ==&lt;br /&gt;
Warfare in the Jacinth Kingdoms is characterized by the extensive use of light cavalry, horse archers, and skirmishers. These tactics are particularly suited to the region&#039;s desert and arid environments, where lightly equipped troops can maintain greater mobility and endurance. Jacinth armies commonly seek to engage opponents at a distance, using mounted archers to harass enemy formations before withdrawing from close combat.&lt;br /&gt;
&lt;br /&gt;
Several military technologies and designs originating in the Jacinth Kingdoms have subsequently been adopted or imitated by neighboring states. [[Aldor]], in particular, has incorporated several Jacinth weapons and smithing techniques into its own military equipment. The military technology of the Jacinth Kingdoms has consequently become a subject of interest during the ongoing political and military rivalry between Jacinth and Aldor.&lt;br /&gt;
&lt;br /&gt;
Jacinth armies are not organized around a single standardized doctrine. Fighting styles vary considerably between tribes, kingdoms, monastic orders, and military formations. The tactics employed by a particular force depend on its regional traditions, training, and intended role.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and armor ===&lt;br /&gt;
Jacinth armorers are known for producing weapons and protective equipment designed for mobility and maneuverability. Equipment intended for desert warfare is generally lightweight and designed to reduce the burden placed on soldiers operating in sandy terrain. Jacinth armorers also produce heavier forms of protection, including specialized varieties of [[Elven Heavy Brigandine|brigandine]].&lt;br /&gt;
&lt;br /&gt;
The single-edged [[Elven Saber|saber]] is among the most widespread weapons associated with Jacinth forces. It is used by both infantry and cavalry and is valued for its relatively simple maintenance. Accounts from neighboring regions frequently associate the Jacinth kingdoms, particularly Jibei, with highly decorated and finely crafted [[Jibean Scimitar|scimitars]]. Aldorian armorers have produced their own weapons inspired by the Jacinth saber, including [[Jagged Falchion|falchion]]-like designs.&lt;br /&gt;
&lt;br /&gt;
Jacinth bows are similarly designed with mobility in mind and are frequently constructed in lightweight forms suitable for mounted archery. Jacinth bolt-throwers have also influenced the development of [[Brynn Crossbow|crossbows]] abroad. The weapons are traditionally credited as an inspiration for the Falcon Company crossbows of [[Brynn]], which subsequently contributed to the wider adoption of crossbows in Aldor.&lt;br /&gt;
&lt;br /&gt;
Jacinth cavalry and nomadic forces also employ a variety of lightweight shields. These include wooden designs such as the [[Nomad Adarga|adarga]] and [[kalkan]], as well as regional forms of light metal [[Orient Shield|shields]].&lt;br /&gt;
&lt;br /&gt;
==== Dervish ====&lt;br /&gt;
Dervishes constitute a monastic tradition within the Jacinth religious sphere. Practitioners traditionally undertake vows of austerity and poverty and may travel away from their homeland in pursuit of spiritual unity with &#039;&#039;&#039;&#039;&#039;Dair&#039;&#039;&#039;&#039;&#039;. Despite their ascetic lifestyle, several dervish orders maintain martial traditions.&lt;br /&gt;
&lt;br /&gt;
Dervish martial practices emphasize mobility, physical control, and close-quarters combat. Kicking techniques, evasive maneuvers, and staff fighting are particularly associated with the tradition. Individual monastic orders maintain different teachings, resulting in considerable variation in both religious practice and martial technique.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Harimits&#039;&#039;&#039; for example, are secretive dervish societies that incorporate elements of the Ohirian fencing tradition, including the use of dual-wielding blades with whirling movement. There is also secret small fire-worshipping dervish groups maintain distinctive rituals associated with fire, including practices involving controlled acts of self-burning.&lt;br /&gt;
&lt;br /&gt;
==== Sand Guard ====&lt;br /&gt;
The Sand Guard is an elite patrol force responsible for protecting the Azure Thread and the merchants&#039; caravans that travel along it. Its members are known for their familiarity with the deserts of &#039;&#039;&#039;Ahjat&#039;&#039;&#039; and their ability to operate for extended periods in arid terrain. Their presence alone is enough to repel any raiders and nomads from attempting to be near them, no Jacinth nomads dare to approach Sand Guards without risking possibility to be captured and hanged at the citi walls.&lt;br /&gt;
&lt;br /&gt;
Beside their ascetic lifestyle, Sand Guards are particularly associated with archery. Its archers employ a distinctive method of drawing the bowstring using the thumb rather than the three-fingered grip commonly associated with Aldorian archery. Metal thumb rings are used to protect the fingers from injury during repeated shooting.&lt;br /&gt;
&lt;br /&gt;
==== Maafs warriors ====&lt;br /&gt;
The Maafs constitute a hereditary warrior estate that holds considerable political and military influence within the &#039;&#039;&#039;Ahja&#039;&#039;&#039;t Empire. Unlike the lightly equipped forces commonly associated with Jibean military traditions, Maaf warriors frequently employ heavy armor and offensive weapons designed for close combat.&lt;br /&gt;
&lt;br /&gt;
Common Maaf weapons include the polehammer, [[Exquisite Tabar|tabar]], and [[shishpar]], alongside their distinctive light round [[Maaf Shield|shields]]. Both Maaf heavy infantry and cavalry have participated in major military campaigns. Following the conquest of Jarimad, nomadic chieftains are recorded as having presented their [[Bozdogan|bozdogans]] to their Maaf conquerors as symbols of submission.&lt;br /&gt;
&lt;br /&gt;
==== Sipahi ====&lt;br /&gt;
Sipahi are the principal heavy cavalry of the Ahjat Empire and form a major component of its conventional armies. Their equipment is generally commissioned from highly skilled armorers, sometimes directly under the orders of Ahjati emirs. Among their equipment are [[Elven Heavy Brigandine|heavy brigandines]] produced by Jacinth elven armorers.&lt;br /&gt;
&lt;br /&gt;
==== Ohirian Mounted archers ====&lt;br /&gt;
Ohirian mounted archers frequently operate independently from the main Jacinth armies. Their mobility allows them to conduct raids and harassment operations over considerable distances.&lt;br /&gt;
&lt;br /&gt;
They are typically equipped with lightweight [[Nomad Bow|bows]] and [[Eastern Quiver|quivers]] designed for mounted combat. When forced into close combat, they may employ weapons such as their [[Nomad Saber|saber]], [[Nomad Sagaris|sagaris]] and [[Nomad Adarga|adarga]]. Their ability to attack isolated forces and withdraw before a conventional engagement is a characteristic feature of Ohirian mounted warfare.&lt;br /&gt;
&lt;br /&gt;
==== Jarimad Nomads ====&lt;br /&gt;
Horse archery is practiced by numerous tribes and military communities throughout the Jacinth Kingdoms, including the nomads of Ohir, the Sand Guard, Jarimad mounted archers, and various Ahjati raiders.&lt;br /&gt;
&lt;br /&gt;
Jarimad nomads generally avoid prolonged close combat when mounted. Their traditional tactics involve pursuing targets across the desert, firing repeated volleys of arrows, and withdrawing before the enemy can establish a formation. They generally fight on foot only when mounted combat is impractical. In such circumstances, Jarimad warriors commonly employ [[Orient Longaxe|longaxes]], which have been used in engagements against heavily armored Maaf infantry.&lt;br /&gt;
&lt;br /&gt;
==== Ghazi ====&lt;br /&gt;
The Ghazi are warriors who voluntarily participate in religious wars conducted in defense of the Jacinth Kingdoms. Their ranks have historically included members of the Jacinth nobility, including high-ranking elves from Jibei.&lt;br /&gt;
&lt;br /&gt;
During the Radiant Wars, Ghazi forces participated in the resistance against the invasion led by &#039;&#039;&#039;King Etbert&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== The Faceless ====&lt;br /&gt;
The Faceless serve as the palace guard of the Great Jacinth and are traditionally regarded within Jacinth society as an elite military formation. They participated in the Radiant Wars, where they fought against the forces of King Etbert.&lt;br /&gt;
&lt;br /&gt;
The Faceless are particularly associated with a distinctive type of [[Spear of the Faceless|spear]]. Accounts of the Radiant Wars attribute numerous Aldorian cavalry casualties to the use of these weapons.&lt;br /&gt;
&lt;br /&gt;
==== Labyrinth Warden ====&lt;br /&gt;
The Labyrinth Wardens are a group of warriors associated with the Labyrinth, a structure said to lie in the desert between &#039;&#039;Hazzun&#039;&#039; and &#039;&#039;Al-Qaza&#039;&#039;. According to Jacinth tradition, the Labyrinth is guarded by silent warriors who prevent unauthorized access to its interior.&lt;br /&gt;
&lt;br /&gt;
Little reliable information exists concerning the Wardens or the nature of the Labyrinth. Accounts concerning the site frequently combine historical reports with folklore. The Wardens are commonly depicted carrying [[Labyrinth Warden Poleaxe|poleaxes]] and maintaining strict secrecy concerning the location and contents of the Labyrinth.&lt;br /&gt;
&lt;br /&gt;
==== Hazzun Oracle ====&lt;br /&gt;
Hazzun Oracles are religious figures associated with divination and military prophecy. Jacinth armies may consult oracles before major battles, where their rituals are intended to provide guidance concerning the anticipated course of an engagement and to strengthen the morale of soldiers.&lt;br /&gt;
&lt;br /&gt;
Their practices commonly involve the interpretation of stars and other celestial phenomena with their [[Hazzun Celestial Sphere|artifact]], as well as the use of ritual [[Sky-Reader Warstaff|staffs]] and [[Oracle Star|amulets]]. During the Radiant Wars, Aldorian soldiers reportedly referred to Jacinth elven oracles as &amp;quot;Sky-readers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The influence of the Hazzun Oracles on military decision-making varies between Jacinth states and commanders. Their predictions are traditionally regarded as evidence of divine or supernatural foresight, although accounts of their accuracy differ between Jacinth and Aldorian sources.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Jacinth Kingdom drew heavily from the real life Ottoman empire and many islamic medieval kingdoms.&lt;br /&gt;
* Radiant Wars is the depiction of The Crusade in stoneshard.&lt;br /&gt;
* Some weapons, armor, and military names are borrowed from the real life history, such as the Shishpar, Ghazi, Kalkan, Jambiya, and many more.&lt;br /&gt;
&lt;br /&gt;
== Notable Nistrians NPC/Character ==&lt;br /&gt;
&lt;br /&gt;
* [[Mahir]]&lt;br /&gt;
* [[Esfah]]&lt;br /&gt;
* [[Armuz]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Jacinth&amp;diff=77011</id>
		<title>Jacinth</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Jacinth&amp;diff=77011"/>
		<updated>2026-09-15T08:58:07Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: Created page with &amp;quot;Mahir is a Jacint elven dervish. {{stub}}{{quote|Elves inhabit the vast lands of the Jacinth Kingdom. A small elven diaspora exists in Aldor as well, though they are met with suspicion, regarded as outsiders and schemers.}}The Great &amp;#039;&amp;#039;&amp;#039;Jacinth&amp;#039;&amp;#039;&amp;#039; Kingdoms is a major political power whose territory extends across much of the &amp;#039;&amp;#039;&amp;#039;Continent&amp;#039;&amp;#039;&amp;#039;. Through successive conquests and periods of assimilation, the kingdom has incorporated numerous civilizatio...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mahir.png|right|Mahir is a Jacint elven dervish.]]&lt;br /&gt;
{{stub}}{{quote|Elves inhabit the vast lands of the Jacinth Kingdom. A small elven diaspora exists in Aldor as well, though they are met with suspicion, regarded as outsiders and schemers.}}The Great &#039;&#039;&#039;Jacinth&#039;&#039;&#039; Kingdoms is a major political power whose territory extends across much of the &#039;&#039;&#039;Continent&#039;&#039;&#039;. Through successive conquests and periods of assimilation, the kingdom has incorporated numerous civilizations, kingdoms, and tribal societies into its sphere of influence. The expansion of Jacinth rule has contributed to the widespread dissemination of its culture, knowledge, religion, merchants, and political influence throughout neighboring regions. &lt;br /&gt;
&lt;br /&gt;
The origins of the Jacinth Kingdom can be traced to an &#039;&#039;&#039;elven&#039;&#039;&#039; tribe in the &#039;&#039;&#039;Jibean Sultanate&#039;&#039;&#039;. Over time, the emerging Jacinth state expanded beyond its original territory, conquering and assimilating neighboring tribes and established empires. Jacinth expansion continued for centuries, eventually making the kingdom one of the dominant powers on the Continent. Its conquests were accompanied not only by political incorporation but also by the spread of Jacinth cultural and religious traditions.&lt;br /&gt;
&lt;br /&gt;
The kingdom&#039;s expansion was eventually checked by the [[Aldor]] Empire during the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;. The conflict prevented further Jacinth expansion into Aldorian territory and established a major political and military boundary between the two powers. Further north-east, the comparatively small Theocracy of [[Barcia]] has also resisted incorporation into the Jacinth Kingdom. Despite repeated campaigns and the kingdom&#039;s extensive territorial expansion, Barcia&#039;s mountainous terrain, isolation, and strong religious identity have allowed it to maintain its independence.&lt;br /&gt;
&lt;br /&gt;
== Geography and economy ==&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
The Jacinth Kingdoms encompass a vast territory incorporating several former kingdoms, empires, and tribal regions. Major constituent territories include the &#039;&#039;&#039;Jibean&#039;&#039;&#039; Sultanate, the High Kingdom of &#039;&#039;&#039;Yohara&#039;&#039;&#039;, the Maafian Empire of &#039;&#039;&#039;Ahjat&#039;&#039;&#039;, the Warlords of &#039;&#039;&#039;Ohir&#039;&#039;&#039;, and the Kingdom of &#039;&#039;&#039;Yarimad&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The size of the Jacinth realm places it in contact with numerous neighboring states and peoples. To the north, it borders the city-states of &#039;&#039;&#039;Skadia&#039;&#039;&#039;. Its western borders are shared with &#039;&#039;&#039;Aldor&#039;&#039;&#039; and the sea. To the south, the Jacinth territories border the Warring Tribes of the &#039;&#039;&#039;Whale Coast&#039;&#039;&#039; and the fabled Hieroprincipality of &#039;&#039;&#039;Aeos&#039;&#039;&#039;. The eastern frontier borders the Shahdom of &#039;&#039;&#039;Sundanar&#039;&#039;&#039; and the Saadir &#039;&#039;&#039;Dynasty&#039;&#039;&#039;, as well as several nomadic peoples, including the &#039;&#039;&#039;Polyed&#039;&#039;&#039;, &#039;&#039;&#039;Unki&#039;&#039;&#039;, &#039;&#039;&#039;Ozok&#039;&#039;&#039;, and &#039;&#039;&#039;Lu&#039;&#039;&#039; tribes.&lt;br /&gt;
&lt;br /&gt;
The considerable geographic extent of the Jacinth Kingdoms encompasses a wide variety of environments and cultures. The incorporation of numerous independent civilizations has also resulted in considerable cultural and economic diversity throughout the realm.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
The Jacinth Kingdoms occupy a strategically important position along the [[Azure Thread]], controlling the principal overland route connecting the eastern and western regions of the &#039;&#039;&#039;Continent&#039;&#039;&#039;. This has made the Jacinth realm the primary power responsible for facilitating and profiting from land-based trade along the route.&lt;br /&gt;
&lt;br /&gt;
Control of the Azure Thread has contributed significantly to the development of Jacinth commerce. Jacinth merchants operate extensive trade networks connecting markets in the eastern and western parts of the Continent. The resulting wealth has contributed to the prosperity of Jacinth elven communities, particularly those located in the &#039;&#039;&#039;Jibean&#039;&#039;&#039; Sultanate, where many merchants and members of the ruling elite have accumulated considerable fortunes.&lt;br /&gt;
&lt;br /&gt;
The wealth generated by the trade route is not distributed evenly throughout the Jacinth Kingdoms. Much of the revenue is concentrated in Jibean territories, with the &#039;&#039;&#039;Sultan&#039;&#039;&#039; and the Jibean ruling institutions retaining a substantial portion of the profits. This disparity has contributed to resentment among populations in other constituent kingdoms and tribes.&lt;br /&gt;
&lt;br /&gt;
The concentration of wealth along the Azure Thread has also made merchant caravans targets for raiders, bandits, robbers, and organized gangs. Caravans traveling westward from Jibean territory are particularly vulnerable to attacks after leaving areas under direct Jibean control.&lt;br /&gt;
&lt;br /&gt;
Jacinth merchants are known for exporting a wide variety of valuable and exotic goods. Major exports include [[ivory]], [[Porcelain Vase|porcelain]], and [[silk]], alongside various [[Jibian Spices|spices]], medicinal substances, exotic fruits, and beverages. The variety and quality of these products have given Jacinth merchants a significant advantage when trading with kingdoms and societies possessing less-developed commercial networks.&lt;br /&gt;
&lt;br /&gt;
The Jacinth Kingdoms are regarded as one of the wealthiest and most commercially active powers on the Continent. Their principal rival in maritime commerce is the [[Bronze Isles]], whose control of major naval trade routes in the western regions allows it to compete with Jacinth dominance of the Azure Thread&#039;s overland trade.&lt;br /&gt;
&lt;br /&gt;
In addition to food, spices, and other luxury goods, Jacinth merchants export a wide range of armaments and military equipment to neighboring kingdoms. Jacinth armaments are particularly renowned for their craftsmanship, elaborate decoration, and the quality of their materials.&lt;br /&gt;
&lt;br /&gt;
Jacinth smiths produce [[Jibean Scimitar|sabres]], [[Elven Flail|maces]], [[Exquisite Tabar|axes]], and [[Elven Heavy Brigandine|armor]] featuring intricate patterns and decorative elements. High-quality examples may incorporate substantial quantities of gold, rubies, and other precious materials, making them valuable both as military equipment and as symbols of wealth and status. that have gained particular attention among foreign nobility. &lt;br /&gt;
&lt;br /&gt;
== Government and religion ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Jacinth Kingdoms are governed as a monarchy headed by the Grand Monarch, who also holds the title of Sultan. The current Sultan is His Majesty Arsam XII the Pious, an elf of Jibean. He is also known by the honorific Holy Tiara, where the role of gems in the orderly splendor of its frame is assumed by the elven Monarch and his dignitaries.&lt;br /&gt;
&lt;br /&gt;
The Sultan holds numerous formal titles intended to emphasize his religious and political authority. Several of these titles assert the supremacy of the Jacinth monarch over neighboring kingdoms and peoples. Among his recorded titles are &#039;&#039;Shah of Shahs of Jarimad, Heavenly Priest of Shenfen, and Scourge of Barcians&#039;&#039;, alongside numerous other honorifics.&lt;br /&gt;
&lt;br /&gt;
Due to the considerable size of the Jacinth Kingdoms, the Sultan governs with the assistance of a hierarchical royal court.&lt;br /&gt;
&lt;br /&gt;
==== Adamants ====&lt;br /&gt;
The Adamants are two of the Sultan&#039;s closest viziers and serve as his principal intermediaries. Each Adamant is assigned a specific area of responsibility.&lt;br /&gt;
&lt;br /&gt;
One Adamant is responsible for reporting on internal affairs throughout the Jacinth Kingdoms, including matters concerning the constituent kingdoms and territories. The other is responsible for foreign affairs, including receiving foreign ambassadors and delegations bearing tribute.&lt;br /&gt;
&lt;br /&gt;
The Adamants are distinguished by their white silk garments, which are extensively decorated with precious jewels. Their elaborate clothing serves as a visible indication of their proximity to the Sultan and their elevated position within the royal court.&lt;br /&gt;
&lt;br /&gt;
==== Smaragds ====&lt;br /&gt;
The Sultan is additionally assisted by three senior advisers known collectively as the Smaragds. Each Smaragd holds a distinct responsibility within the royal administration.&lt;br /&gt;
&lt;br /&gt;
* The High Priest oversees religious affairs and serves as the principal religious authority within the Sultan&#039;s court.&lt;br /&gt;
* The High Commander is responsible for the military forces of the Jacinth Kingdoms and advises the Sultan on military affairs.&lt;br /&gt;
* The Patron of Sciences and Arts oversees the promotion and patronage of scholarship, science, literature, and the arts throughout the realm.&lt;br /&gt;
&lt;br /&gt;
The Smaragds are distinguished by elaborate headpieces decorated with multiple large emeralds, from which their title is derived.&lt;br /&gt;
&lt;br /&gt;
==== Kalaigs ====&lt;br /&gt;
Members of the royal court who do not possess direct access to the Sultan are collectively known as kalaigs. They occupy various administrative and ceremonial positions within the Jacinth court.&lt;br /&gt;
&lt;br /&gt;
Kalaigs are traditionally identified by their turquoise clothing, distinguishing them from the white-clad Adamants and the emerald-adorned Smaragds. Their position within the court places them below the Sultan&#039;s principal advisers but allows them to participate in the administration of the wider kingdom.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Two major religious traditions are prominent throughout the Jacinth Kingdoms: Eraffa and Alrayi. Although both traditions share fundamental teachings with the Western religions devoted to the Host, they differ considerably in their practices and approaches to worship.&lt;br /&gt;
&lt;br /&gt;
==== Eraffa ====&lt;br /&gt;
Eraffa is particularly prominent in the southern Jacinth territories, especially in and around the Jibean Sultanate, which is regarded as an important center of its teachings. The tradition emphasizes spiritual discipline and the pursuit of harmony with the divine.&lt;br /&gt;
&lt;br /&gt;
==== Alrayi ====&lt;br /&gt;
Alrayi shares many theological principles with Eraffa but places greater emphasis on seers, prophecy, and foresight. Practitioners of Alrayi place particular importance on individuals believed to possess the ability to perceive possible future events or receive divine insight.&lt;br /&gt;
&lt;br /&gt;
=== Worship ===&lt;br /&gt;
Despite their differences, Eraffa and Alrayi share fundamental beliefs with the Western Hieronite traditions concerning the worship of the Host. The principal distinction lies in how worshippers seek communion with the divine.&lt;br /&gt;
&lt;br /&gt;
Western Hieronites generally practice worship through fervent prayer and appeals for divine intervention. By contrast, Jacinth elves refer to the Host as the Dair and traditionally emphasize meditation, contemplation, and the attainment of inner peace as means of approaching divine unity.&lt;br /&gt;
&lt;br /&gt;
Jacinth religious practices commonly involve periods of meditation conducted at dedicated meditation tables, accompanied by incense and ruby prayer beads. The practice is intended to calm the mind and bring the worshipper into Unity with the Dair.&lt;br /&gt;
&lt;br /&gt;
This differs from many Western Hieronite traditions, in which religious ceremonies frequently involve Hierophants who perform blessings and invoke divine favor upon worshippers. In Jacinth traditions, greater emphasis is placed on the individual&#039;s own attainment of spiritual peace rather than receiving it through the direct intervention of a religious authority.&lt;br /&gt;
&lt;br /&gt;
The differences between Jacinth and Western Hieronite religious practices contributed to tensions between the expanding Jacinth Kingdoms and the kingdoms of western Continent. These religious and cultural differences became one of several factors contributing to the &#039;&#039;&#039;Radiant Wars&#039;&#039;&#039;, a series of conflicts between the Jacinth Kingdoms and Aldor and other Western Hieronite powers.&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Barcia&amp;diff=77010</id>
		<title>Barcia</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Barcia&amp;diff=77010"/>
		<updated>2026-09-15T04:45:47Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&#039;&#039;&#039;Barcia&#039;&#039;&#039; is a theocratic kingdom located in the easternmost region of the &#039;&#039;&#039;Continent&#039;&#039;&#039;. It is the last major eastern state to remain outside the influence and control of the [[Jacinth]] Kingdom, which has conducted numerous military campaigns throughout the region.&lt;br /&gt;
&lt;br /&gt;
Barcia&#039;s mountainous geography and relative isolation have contributed to its ability to maintain political independence despite repeated conflicts with neighboring states and peoples. Its strong religious identity also plays a central role in the organization of the kingdom and has helped distinguish Barcia from the surrounding territories.&lt;br /&gt;
&lt;br /&gt;
The combination of difficult terrain, geographic isolation, and religious cohesion has made the conquest of Barcia particularly difficult, allowing the kingdom to remain independent despite sustained pressure from the Jacinth Kingdom and other regional powers.&lt;br /&gt;
&lt;br /&gt;
== Geography and Economy ==&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
The Theocracy of Barcia is situated in a region of high elevation and is characterized by extensive mountain ranges. Much of its territory consists of steep and difficult terrain, with many of its cities built among or upon high mountains. Several Barcian settlements are considered difficult to reach due to the surrounding geography.&lt;br /&gt;
&lt;br /&gt;
Despite the harsh climate and mountainous environment, the people of Barcia have adapted to their surroundings and developed settlements capable of sustaining themselves in the region. The limited amount of accessible land has contributed to the relatively small territorial extent of the kingdom.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
Barcia has maintained its independence despite being surrounded by the &#039;&#039;&#039;Jibean&#039;&#039;&#039; and &#039;&#039;&#039;Maaf&#039;&#039;&#039; tribes, both of which have conducted frequent raids and incursions into Barcian territory.&lt;br /&gt;
&lt;br /&gt;
Little information exists regarding formal trade agreements between Barcia and the [[Jacinth]] Kingdom or the major civilizations of the West. This is generally attributed to Barcia&#039;s geographic isolation and the mountains surrounding much of its territory. The kingdom&#039;s access to the Azure Thread also contributes to its ability to remain economically self-sufficient without extensive reliance on foreign trade.&lt;br /&gt;
&lt;br /&gt;
== Government and Religion ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
Barcia is governed as a theocracy in which religious authority and political power are closely interconnected. The kingdom&#039;s population follows the teachings of the Host Indivisible, with the clergy serving as both religious authorities and members of the nobility.&lt;br /&gt;
&lt;br /&gt;
The highest-ranking clergy and nobles are known as &#039;&#039;&#039;Sarcavags&#039;&#039;&#039;. Sarcavags govern individual cities and territories throughout Barcia and are responsible for both the administration of their domains and the religious affairs of their populations.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
The dominant religion of Barcia is &#039;&#039;&#039;Orient Hieronism&#039;&#039;&#039;, also known as the &#039;&#039;&#039;Path of Purity&#039;&#039;&#039;, which is centered around the worship of the [[Host]] Indivisible. Religious belief plays a central role in Barcian society, influencing its government, culture, military traditions, and everyday way of life.&lt;br /&gt;
&lt;br /&gt;
The strong religious identity of the Barcian population is considered one of the major factors behind the kingdom&#039;s resistance to Jacinth expansion. Despite their isolation, Barcians have maintained their religious traditions for centuries and have largely resisted cultural assimilation by neighboring powers.&lt;br /&gt;
&lt;br /&gt;
Orient Hieronism shares several similarities with Gnostic Hieronism practiced in [[Aldor]], although the two traditions differ in their doctrines and religious practices. It is more closely related to the religious traditions of the eastern regions than to the beliefs surrounding Eraffa and Alrayi.&lt;br /&gt;
&lt;br /&gt;
Communities following the Orient Hieronist tradition can also be found in parts of &#039;&#039;&#039;Yohara&#039;&#039;&#039; and in smaller areas of the Jibei Kingdom. Unlike Barcia, however, these communities have come under the rule of the Jacinth Kingdom.&lt;br /&gt;
&lt;br /&gt;
== History and Culture ==&lt;br /&gt;
Very little reliable information regarding the history, heritage, and culture of Barcia exists outside the kingdom itself. One of the most notable surviving accounts comes from the writings of the [[Aldor|Aldorian]] traveler [[Barbador the Lame&#039;s Atlas of Aldor|Barbador the Lame]], whose folios provide much of the known information regarding Barcian society.&lt;br /&gt;
&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
Historical descriptions of the Barcian population commonly distinguish between the appearance of men and women. Barcian men are generally described as stout and dark-skinned, with curly hair and long, well-maintained beards. Beards are often decorated as part of traditional male attire.&lt;br /&gt;
&lt;br /&gt;
Barcian women are described as bearing a greater resemblance to Elven maidens, particularly in their facial features. They also share the tradition of covering their hair, which forms an important part of traditional Barcian dress.&lt;br /&gt;
&lt;br /&gt;
=== Religion and Society ===&lt;br /&gt;
Faith in the [[Host]] Indivisible forms the foundation of Barcian society. The teachings of &#039;&#039;&#039;Orient Hieronism&#039;&#039;&#039; influence both the personal lives of its people and the political organization of the kingdom.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Sarcavags&#039;&#039;&#039; serve as both religious leaders and political rulers, governing cities and settlements throughout the kingdom. This system has allowed religious institutions to retain considerable authority within Barcia and has contributed to the preservation of many ancient churches and religious structures.&lt;br /&gt;
&lt;br /&gt;
Barcians place particularly high importance on those who die while defending their homeland or fighting in the name of the Host Indivisible. Fallen warriors are considered martyrs, and their names are preserved by the Sarcavags in a special record known as the &#039;&#039;&#039;&#039;&#039;March-Az-Gezi&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;&#039;&#039;March-Az-Gezi&#039;&#039;&#039;&#039;&#039; serves as a historical and religious record of those who died in battle. The names and deeds of fallen warriors may be remembered for generations, with their deaths regarded as acts of sacrifice for both Barcia and the Host Indivisible.&lt;br /&gt;
&lt;br /&gt;
Another common form of commemoration is the construction of stone &#039;&#039;&#039;steles&#039;&#039;&#039; depicting the faces and lives of martyrs. These steles are frequently placed along roads leading toward Barcian cities. Large numbers of them can be found along certain roads, and their arrangement is said to provide shade for travelers while simultaneously commemorating the dead.&lt;br /&gt;
&lt;br /&gt;
== Military and Weaponry ==&lt;br /&gt;
The religious devotion of the Barcian population is also reflected in its military traditions. In times of crisis, particularly during Maaf raids or Jibean invasions, the Sarcavags are responsible for raising local militias to defend their territories.&lt;br /&gt;
&lt;br /&gt;
Little is known about the exact organization, equipment, or tactics employed by the Barcian militias. The kingdom&#039;s geographic isolation has limited outside knowledge of its military institutions. However, accounts of Barcian resistance consistently describe its soldiers and civilian population as fiercely opposed to foreign occupation.&lt;br /&gt;
&lt;br /&gt;
Barcian militias are generally raised locally under the authority of individual Sarcavags. Rather than maintaining a large permanent military force, Barcia is believed to rely heavily on its population to provide soldiers during periods of war.&lt;br /&gt;
&lt;br /&gt;
Death in battle is considered an honorable sacrifice among Barcian warriors. Fallen soldiers are recorded in the &#039;&#039;&#039;&#039;&#039;March-Az-Gezi&#039;&#039;&#039;&#039;&#039; and are subsequently remembered as martyrs. Their stories and deeds are preserved through written records and commemorative steles throughout the kingdom.&lt;br /&gt;
&lt;br /&gt;
This tradition distinguishes Barcian warfare from that of the [[Fjall]] clans. While Fjall warriors are known for defending their clans with extreme and often bestial aggression, Barcian warriors are characterized by religious fervor and a strong sense of duty toward their homeland and faith.&lt;br /&gt;
&lt;br /&gt;
The combination of religious conviction, difficult terrain, and widespread willingness among the population to resist foreign occupation has contributed significantly to Barcia&#039;s continued independence from the [[Jacinth]] Kingdom.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Barcia referenced medieval Caucasus, mainly Armenia and Georgia.&lt;br /&gt;
&lt;br /&gt;
== Notable Barcian NPC/Character ==&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Bronze_Isles&amp;diff=77009</id>
		<title>Bronze Isles</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Bronze_Isles&amp;diff=77009"/>
		<updated>2026-09-15T04:38:10Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}[[Bronze Isles]], also known by several names in different cultures, is an island duchy located in the Southern Sea. [[Jacinth|Elves]] commonly refer to the country as &#039;&#039;al-Burunz&#039;&#039; or &#039;&#039;Burons&#039;&#039;, while [[Nistra|Nistrians]] call it &#039;&#039;Bronzos&#039;&#039;. In [[Aldor]], &#039;&#039;Bronze Isles&#039;&#039; is the most common name, while its native inhabitants refer to the country as &#039;&#039;&#039;Bronzia&#039;&#039;&#039; or &#039;&#039;&#039;Bronza&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Geography and Economy ==&lt;br /&gt;
The Bronze Isles consists of two major islands and four smaller islands. &#039;&#039;Lyrra Island&#039;&#039;, the most distant of the major islands, is located closest to the &#039;&#039;&#039;Continent&#039;&#039;&#039;. The country&#039;s insular geography has resulted in numerous harbors, ports, and docks, which serve as centers for trade and maritime activity.&lt;br /&gt;
&lt;br /&gt;
The Bronze Isles occupies a strategically important position in the Southern Sea. A significant proportion of merchant ships traveling between the western regions of the continent and territories farther east pass through Bronzian waters. The country&#039;s ports provide merchants and sailors with opportunities to resupply and recover from the hazards encountered during long voyages.&lt;br /&gt;
&lt;br /&gt;
This position has made Bronza an important crossroads for cultures and commerce. [[Skadia|Skadian]] merchants, [[Jacinth|elven]] travelers, [[Nistra|Nistrian]] seafarers, and [[Aldor|Aldorian]] traders regularly interact in its ports. Foreign merchants and travelers have also brought goods, knowledge, customs, and technologies from distant regions, including the Golden Cities of &#039;&#039;&#039;Aktum&#039;&#039;&#039;, the Theocracy of &#039;&#039;&#039;Bahari&#039;&#039;&#039;, and the Princedom of &#039;&#039;&#039;Majayat&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The continuous exchange of goods and knowledge contributed to the development of Bronzian science, art, and craftsmanship. Bronzian rulers traditionally offered financial rewards and patronage to inventors, scholars, mages, and other individuals whose work was considered beneficial to the country.&lt;br /&gt;
&lt;br /&gt;
As a result, the Bronze Isles became one of the continent&#039;s most prosperous and technologically innovative states. Its cities are known for their large populations, busy ports, and unusual inventions. One notable example is a mechanical device installed on the tower of the capital&#039;s city hall that measures the time of day without the use of magic or human operation.&lt;br /&gt;
&lt;br /&gt;
The Bronzian economy benefits both from maritime services and international trade. Merchants profit from providing accommodation, supplies, and other services to ships visiting its ports, while also trading in exotic goods brought by foreign travelers. Information and knowledge acquired from visiting merchants are likewise considered valuable commodities.&lt;br /&gt;
&lt;br /&gt;
Bronzian bankers are credited with developing a system of [[Bill of Exchange|bills of exchange]], allowing merchants to conduct transactions without transporting large quantities of coins. The system reduced the risks associated with carrying physical currency over long distances and was subsequently adopted by bankers and merchants in [[Brynn]].&lt;br /&gt;
&lt;br /&gt;
== Government and Religion ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Bronze Isles is governed as a duchy, with a Duke serving as the country&#039;s head of state and government. The Duke holds legal authority over the nation&#039;s military, economy, and foreign relations. The process by which a new Duke is selected remains poorly documented, although the population has traditionally recognized the authority of the ruling Duke.&lt;br /&gt;
&lt;br /&gt;
The current ruler, Duke [[Orro Denye]], is regarded as a highly superstitious and indecisive leader. His timid and paranoid character has reportedly made him susceptible to the influence of sycophants and fraudulent advisers.&lt;br /&gt;
&lt;br /&gt;
According to accounts from the period, several of Orro&#039;s advisers claimed to have foreseen a catastrophic event arriving from across the sea that would devastate Bronza and bring an end to its established order. Influenced by these prophecies, Orro ordered the closure of the country&#039;s ports and the severance of most contact with foreign nations.&lt;br /&gt;
&lt;br /&gt;
The resulting isolation law prohibited ordinary maritime contact with the outside world and was accompanied by the imposition of martial law. Bronzian forces were ordered to attack or sink unauthorized vessels approaching the islands, including ships whose crews were apparently unaware of the new restrictions.&lt;br /&gt;
&lt;br /&gt;
The isolation policy caused considerable discontent among the Bronzian population and eventually contributed to an attempted rebellion. The details of the uprising remain uncertain, although surviving accounts claim that the rebellion was suppressed at considerable cost of life. Much of the information concerning the event originates from rumors and accounts carried by smugglers, making the precise circumstances of the rebellion difficult to establish.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
Centuries of interaction with peoples from across the continent have resulted in a diverse religious landscape in the Bronze Isles. Various traditions associated with the worship of the [[Host]] have been introduced through trade, travel, and cultural exchange.&lt;br /&gt;
&lt;br /&gt;
Nistrian Hieronism was introduced by Nistrian sailors and merchants and remains one of the notable religious traditions in the islands. Gnostic Hieronism spread primarily through contact with Aldorian merchants, while elements of Eraffa teachings were introduced by elven travelers.&lt;br /&gt;
&lt;br /&gt;
The coexistence of these traditions reflects the broader cultural influence of the Bronze Isles&#039; position as a major maritime crossroads.&lt;br /&gt;
&lt;br /&gt;
== History and Culture ==&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Relatively little is known about the early history of the Bronze Isles. Most surviving accounts describe the islands primarily as a major meeting place for merchants, travelers, scholars, and inventors from across the continent. Its strategic position along important maritime routes allowed Bronza to develop extensive connections with distant nations and cultures.&lt;br /&gt;
&lt;br /&gt;
The introduction of the isolation law under Duke [[Orro Denye]] has significantly reduced the flow of information from the islands. Foreign travelers and merchants are largely prohibited from entering the country, while information leaving Bronza is mostly carried through clandestine channels. Smugglers remain among the few individuals able to maintain contact with the outside world, primarily through the illegal trade of goods and weapons that were once openly exchanged in Bronzian ports.&lt;br /&gt;
&lt;br /&gt;
=== Culture ===&lt;br /&gt;
Bronzian culture has been heavily shaped by centuries of contact with foreign peoples. Rather than developing in isolation, the islands have absorbed influences from many of the cultures encountered through their maritime trade. Elven travelers, Aldorian knights, Nistrian merchants, and visitors from distant regions such as the Golden Cities of Aktum, the Theocracy of Bahari, and the Princedom of Majayat have all contributed to the cultural development of Bronza.&lt;br /&gt;
&lt;br /&gt;
This extensive cultural exchange has resulted in a highly diverse society in which foreign customs, artistic traditions, technologies, and ideas have been incorporated into local practices.&lt;br /&gt;
&lt;br /&gt;
Bronzian society places particular value on innovation and ingenuity. Historically, the rulers of Bronza provided generous patronage to inventors, scholars, mages, and other individuals who introduced new ideas or technologies. Such patronage encouraged the development of unusual forms of craftsmanship, weaponry, engineering, and magical research.&lt;br /&gt;
&lt;br /&gt;
The country&#039;s emphasis on innovation has resulted in numerous inventions and techniques that are uncommon elsewhere on the continent. Bronza has consequently developed a reputation as a center of experimentation and technological advancement.&lt;br /&gt;
&lt;br /&gt;
One notable example is the rediscovery of [[Electromancy (skill tree)|Electromancy]]. Bronzian scholars recovered and interpreted ancient knowledge concerning the Lesser Element, leading to the revival of Electromancy as a distinct school of magic. The discipline subsequently became an important part of Bronzian magical scholarship and contributed to the country&#039;s reputation for unconventional magical research.&lt;br /&gt;
&lt;br /&gt;
== Military and Weaponries ==&lt;br /&gt;
Bronzian weaponry is distinguished by the combination of artistic craftsmanship and practical lethality. Local smiths frequently transform otherwise ordinary weapons, such as daggers and spears, into elaborate and visually distinctive weapons. Bronzian craftsmanship is highly regarded abroad, with some weapons reportedly attracting the admiration of Jacinth nobility and Aldorian military commanders.&lt;br /&gt;
&lt;br /&gt;
Bronzian weapons differ considerably from the traditions of neighboring cultures. Fjall weapons are often associated with rugged construction, Nistrian weapons with the preservation of Axonian forms, Aldorian weapons with practicality, and elven weapons with precision and refinement. Bronzian smiths are instead known for experimentation and unconventional designs. Some weapons are deliberately elaborate or unusual in appearance, while others incorporate innovations intended to address longstanding military problems.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and armor ===&lt;br /&gt;
[[Ducal Dagger|Daggers]] and [[Spontoon|spears]] are among the most notable examples of Bronzian weapon craftsmanship. Although traditionally considered weapons of common soldiers, Bronzian smiths have developed numerous specialized forms that combine elaborate designs with effective battlefield functions.&lt;br /&gt;
&lt;br /&gt;
Some Bronzian innovations have influenced foreign weapon design. The Aldorian [[guisarme]], for example, is believed to have been influenced by Bronzian designs before being adapted into a form more suitable for conventional military use.&lt;br /&gt;
&lt;br /&gt;
Compared with its weaponry, less information is available regarding distinctive Bronzian armor. Nevertheless, certain styles are recognizable throughout the continent. The origins of [[Visored Sentinet|sentinet]], in particular, remain disputed, with scholars variously attributing its development to refined [[Sentian]] craftsmanship or Bronzian experimentation.&lt;br /&gt;
&lt;br /&gt;
=== Warfare ===&lt;br /&gt;
Little is known about traditional Bronzian military doctrine. The Bronze Isles historically favored maritime commerce and diplomatic agreements over large-scale warfare with other nations, and therefore had comparatively little experience in prolonged land campaigns.&lt;br /&gt;
&lt;br /&gt;
The country&#039;s maritime defenses became particularly significant following the implementation of Duke Orro Denye&#039;s isolation policy. The Bronzian coast guard and other naval forces demonstrated considerable effectiveness in preventing foreign vessels from entering the country&#039;s ports. Their ability to defend the islands and attack unauthorized ships has contributed to the reputation of Bronzian coastal defenses as a formidable obstacle to foreign naval forces.&lt;br /&gt;
&lt;br /&gt;
Bronza also possesses a longstanding tradition of &#039;&#039;&#039;dueling&#039;&#039;&#039;. Duels may be fought either as formal contests between rivals or as a means of settling personal disputes. Bronzian dueling culture places considerable emphasis on agility, deception, and tactical ingenuity.&lt;br /&gt;
&lt;br /&gt;
This differs from the more formalized traditions of Aldorian jousting, in which martial honor and chivalric conduct are emphasized. Bronzian duelists are instead known for combining principles of honor with guile and tactical deception. This tradition has encouraged the development of specialized [[Parrying Dagger|daggers]], swords, and [[Rondache|rondaches]], as well as techniques involving [[Dual Wielding (skill tree)|dual-wielding]], unconventional bucklers, and unexpected attacks.&lt;br /&gt;
&lt;br /&gt;
=== Military forces ===&lt;br /&gt;
Several military organizations and specialist groups are associated with the Duke&#039;s armed forces.&lt;br /&gt;
&lt;br /&gt;
==== Bronza Coast Guard ====&lt;br /&gt;
The Bronza Coast Guard is responsible for patrolling and defending the numerous ports and harbors throughout the islands. Little information is available regarding its standard tactics or equipment. Following the implementation of the isolation policy, the Coast Guard became notorious for attacking and sinking unauthorized vessels attempting to enter Bronzian waters.&lt;br /&gt;
&lt;br /&gt;
==== Corsairs ====&lt;br /&gt;
Piracy has historically been a persistent problem in the waters surrounding the Bronze Isles. The Bronzian government has responded by employing some pirates as corsairs, effectively redirecting their maritime skills toward the defense of Bronzian waters.&lt;br /&gt;
&lt;br /&gt;
Corsairs patrol the surrounding seas and are particularly experienced in boarding hostile vessels. The [[Boarding Hatchet|boarding hatchet]] is commonly associated with their combat style.&lt;br /&gt;
&lt;br /&gt;
==== Duelists ====&lt;br /&gt;
Bronzian duelists are renowned throughout the continent for their agility, specialized weapons, and unconventional fighting techniques. They commonly carry [[Parrying Dagger|parrying daggers]] or [[Rondache|rondaches]] and are often trained to wield a second weapon in the off-hand.&lt;br /&gt;
&lt;br /&gt;
==== Castelliers Order ====&lt;br /&gt;
The Castelliers Order is a prominent Bronzian branch of the [[Triune Hand Order]]. The order is particularly associated with combating piracy and constructing heavily fortified strongholds throughout the islands.&lt;br /&gt;
&lt;br /&gt;
Its fortifications are considered among the most formidable defensive structures in Bronza, reflecting the order&#039;s role in protecting the country&#039;s ports and maritime trade.&lt;br /&gt;
&lt;br /&gt;
==== Electromancers ====&lt;br /&gt;
Electromancers are practitioners of [[Electromancy (skill tree)|Electromancy]], a relatively young magical discipline in the modern era. Although an Electromancy Circle has since been established at [[Maen]] Academy, the revival of the discipline is strongly associated with the Bronzian scholar &#039;&#039;&#039;Alfano the Elder&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Alfano is credited with deciphering ancient texts concerning the Lesser Element and reviving the previously neglected school of Electromancy. His work contributed to the renewed study of the discipline and the emergence of numerous aspiring electromancers in the Bronze Isles.&lt;br /&gt;
&lt;br /&gt;
==Notable Bronzian NPC/Character==&lt;br /&gt;
&lt;br /&gt;
* [[Arno di Berro]] is from scion and noble family who fled from Bronze Isles to Brynn.&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Skadia&amp;diff=77008</id>
		<title>Skadia</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Skadia&amp;diff=77008"/>
		<updated>2026-09-15T03:31:30Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Velmir.png|right|Velmir is a Skadian revenger.]]&lt;br /&gt;
{{quote|Skadia is a distant northern country surrounded by many enemies. Skadians are rugged, reserved, and well-known for their disdain toward all manner of hierarchy, preferring to settle important matters by popular assemblies.}}&lt;br /&gt;
[[Skadia]], also known as &#039;&#039;&#039;Semigradye&#039;&#039;&#039; (&amp;quot;Land of Seven Cities&amp;quot;), is a predominantly [[human]] country located northeast of [[Aldor]]. It consists of numerous allied and independent city-states, seven of which are considered the most prominent and prosperous. &lt;br /&gt;
&lt;br /&gt;
==Geography and Economy==&lt;br /&gt;
Skadia is bordered by [[Fjall]] to the west, the [[Jacinth|Jacinth Kingdoms]] to the south, and various nomadic cultures to the east. It occupies the northern part of the Continent, extending toward the Icy Sea. &lt;br /&gt;
&lt;br /&gt;
The geography of Skadia is characterized by considerable regional variation. Mountainous terrain in the west and north gradually gives way to dense taiga, while the southeastern regions consist primarily of grasslands and steppe. Skadia also has an extensive coastline, comparable in length to those of [[Fjall]] and [[Nistra]]. Its maritime geography has contributed to a strong tradition of seafaring and trade among the Skadian population.&lt;br /&gt;
&lt;br /&gt;
Trade between Skadia and [[Aldor]] is significant. Skadian exports to Aldor commonly include [[Shipment of Timber|timber]], [[Handful Of Amber|amber]], pelts, meat, and other animal products, as well as weapons and armor. Agricultural products, particularly [[Sack of Grain|grain]] and [[Crates of Wine|wine]], are among the notable imports from Aldor.&lt;br /&gt;
&lt;br /&gt;
The northern branch of the [[Azure Thread]] trade route passes through the cities of &#039;&#039;&#039;Bela Brama&#039;&#039;&#039; and &#039;&#039;&#039;Nizhgrad&#039;&#039;&#039; before dividing toward &#039;&#039;&#039;Vezhina&#039;&#039;&#039; in the northeast and continuing westward into Fjall.&lt;br /&gt;
&lt;br /&gt;
==Government and religion==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
Skadia consists of numerous independent cities, although seven major cities are particularly well documented: &#039;&#039;&#039;Vezhina, Bela Brama, Nizhgrad, Veledz, Stroma, Brazhav&#039;&#039;&#039;, and &#039;&#039;&#039;Tur.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unlike many of its neighboring states, Skadia has no centralized hereditary monarchy. The nobility exercises comparatively limited political authority, and individual cities maintain a considerable degree of independence. Skadian cities generally maintain their own armies and mint their own currencies.&lt;br /&gt;
&lt;br /&gt;
Governmental decisions are commonly made through popular assemblies known as veches, in which influential townsmen participate. In times of major military or political crisis, the cities may collectively elect an &#039;&#039;&#039;Elder Prince&#039;&#039;&#039;, who assumes command of the country&#039;s forces and coordinates the cities&#039; response to the threat.&lt;br /&gt;
&lt;br /&gt;
The authority of an Elder Prince is therefore generally dependent on the support of the individual cities rather than hereditary succession.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
[[Host|Gnostic Hieronism]] is widespread in southern Skadia, particularly in regions with close cultural and commercial ties to Aldor. In northern Skadia, &#039;&#039;&#039;Northern Hieronism&#039;&#039;&#039;, also known as &#039;&#039;&#039;the Path of Stoicism&#039;&#039;&#039;, is more prevalent.&lt;br /&gt;
&lt;br /&gt;
The Path of Stoicism is also practiced in parts of northern Nistra, making the two regions among the few areas where the tradition remains prominent.&lt;br /&gt;
&lt;br /&gt;
==History and Culture==&lt;br /&gt;
Relatively little is known about the early history of Skadia. The country&#039;s development has been strongly influenced by repeated raids from Fjall and Jarimad, which have contributed to the development of Skadian military traditions and cultural attitudes. &lt;br /&gt;
&lt;br /&gt;
Skadia has no immediate Hieronite neighbors other than Aldor. The two countries are separated by mountain ranges and do not share a direct border, despite maintaining significant commercial and cultural contact.&lt;br /&gt;
&lt;br /&gt;
Skadians are commonly described by Aldorians as rugged and reserved. A strong cultural emphasis is placed on personal honor and the repayment of grievances. Serious offenses may result in prolonged feuds, with blood vengeance traditionally regarded as an acceptable means of settling particularly severe disputes.&lt;br /&gt;
&lt;br /&gt;
Skadia is also known for its powerful practitioners of magic, known as &#039;&#039;&#039;volkhvs&#039;&#039;&#039;. Their particular magical disciplines and battlefield tactics are not well documented outside Skadia.&lt;br /&gt;
&lt;br /&gt;
Another distinctive aspect of Skadian culture is the importance attached to the [[Skadian Bardiche|bardiche]]. Bardiches are regarded not only as effective weapons but also as symbols of status and martial prestige. Their cultural significance in Skadia is comparable to that of swords in Aldor and maces and war hammers in Nistra.&lt;br /&gt;
&lt;br /&gt;
=== Cuisine ===&lt;br /&gt;
Skadian cuisine is generally characterized by practical and resource-efficient dishes. Common preparations incorporate [[Taiga Rassolnik (Recipe)|vegetables with offal]] and use [[Skadian Herbs|fortified herbs]] and other additives. The cuisine reflects the country&#039;s northern climate and the need to make extensive use of locally available ingredients.&lt;br /&gt;
&lt;br /&gt;
== Military and Weaponries ==&lt;br /&gt;
Skadian military organization is largely decentralized, reflecting the political independence of its cities. Most cities maintain their own militias, which are responsible for local defense. During major conflicts or large military campaigns, forces from several cities may be brought together under the command of an elected &#039;&#039;&#039;Elder Prince&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and armor ===&lt;br /&gt;
Maces and other [[Skadian Bludgeon|bludgeoning]] weapons occupy an important position in Skadian military culture. Their significance is reflected in weapons such as the [[chekan]] war hammer, as well as the [[Druzhyna Bludgeon|Druzhyna]] and [[Voivod Mace|Voivod]] maces, which are known beyond Skadia. These weapons serve both practical military purposes and symbolic functions associated with rank and status.&lt;br /&gt;
&lt;br /&gt;
Skadian bludgeoning weapons are generally characterized by simple and practical designs that are relatively easy to manufacture and wield. Their straightforward construction allows them to be used effectively by both trained warriors and city militias. Their balance and ease of handling also make them suitable for repeated swings in close-quarters combat, particularly against enemies in the frontline. The simplicity of these weapons has contributed to their widespread use throughout Skadia. Their effectiveness, combined with their association with military rank and tradition, has made maces an enduring feature of Skadian warfare.&lt;br /&gt;
&lt;br /&gt;
The [[Skadian Bardiche|bardiche]] is another prominent Skadian weapon. It is traditionally associated with elite warriors and has been used in major battles and campaigns. The effectiveness of Skadian bardiches has influenced neighboring militaries, including those of [[Aldor]] and [[Nistra]], which have developed their own versions of the weapon.&lt;br /&gt;
&lt;br /&gt;
Less information is available regarding Skadian armor production. Repeated raids by Fjall and Jarimad have nevertheless contributed to the adoption and development of foreign armor-making techniques. Skadian armor generally favors mobility and protection against ranged and thrusting attacks.&lt;br /&gt;
&lt;br /&gt;
Among the better-known forms of protection are light metal helmets and the [[Skadian Yushman|Skadian yushman]], a form of mail armor reinforced with metal plates designed to provide additional protection against arrows and spear thrusts.&lt;br /&gt;
&lt;br /&gt;
=== Tactics and organization ===&lt;br /&gt;
Due to the political independence of Skadian cities and the country&#039;s strong traditions of trade and seafaring, relatively little information is available regarding a standardized Skadian military doctrine. Most documented military traditions concern the defense of individual cities against raids rather than large-scale campaigns.&lt;br /&gt;
&lt;br /&gt;
=== Military Unit ===&lt;br /&gt;
The best-known organized troops are generally associated with the Elder Prince and major military campaigns. These include:&lt;br /&gt;
&lt;br /&gt;
==== Elder Prince&#039;s Retinues and Champions ====&lt;br /&gt;
Elite warriors serving under the Elder Prince. They are typically equipped with high-quality armor and weapons, including Skadian [[Skadian Bardiche|bardiches]] and [[Skadian Shield|shields]].&lt;br /&gt;
&lt;br /&gt;
==== Druzhyna ====&lt;br /&gt;
The personal bodyguard of the Elder Prince. Members of the Druzhyna are commonly associated with the distinctive [[Druzhyna Bludgeon|Druzhyna bludgeon]].&lt;br /&gt;
&lt;br /&gt;
==== Voivods ====&lt;br /&gt;
High-ranking military commanders, generally drawn from the nobility, who serve under the Elder Prince.&lt;br /&gt;
&lt;br /&gt;
==== Skadian Horsemen ====&lt;br /&gt;
Mounted warriors who commonly wield the [[Skadian Sovnya|Skadian sovnya]]. Their precise classification as light or heavy cavalry is uncertain.&lt;br /&gt;
&lt;br /&gt;
==== Volkhvs ====&lt;br /&gt;
Skadian spellcasters who may serve military roles. They are particularly associated with the [[Skadian Staff|Skadian staff]] and are regarded as some of the country&#039;s most powerful magical practitioners.&lt;br /&gt;
&lt;br /&gt;
The composition and organization of these forces may vary between cities and campaigns, reflecting the decentralized nature of Skadian political and military institutions.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Skadia is heavily inspired from Kievan Rus civilization.&lt;br /&gt;
* Elder Prince is referring to Kievan Rus Grand &#039;&#039;Knyaz&#039;&#039;.&lt;br /&gt;
* Many weapons and naming sense are borrowed from the real life of Kievan Rus or old Slavic language.&lt;br /&gt;
&lt;br /&gt;
==Notable Skadians==&lt;br /&gt;
*[[Velmir]]&lt;br /&gt;
*[[Zdenebrad]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Fjall&amp;diff=77007</id>
		<title>Fjall</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Fjall&amp;diff=77007"/>
		<updated>2026-09-15T03:20:53Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* History and culture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Jorgrim.png|right|Jorgrim]]&lt;br /&gt;
[[File:Hilda.png|right|Hilda]]&lt;br /&gt;
{{quote|The mountains of Fjall is the land of the Dwarves. These stern, half-barbarous people earned themselves a bad reputation in Aldor due to constant raids. They do not believe in the &amp;quot;Host&amp;quot; of Aldor, instead considering the shrines of Aldor those of false gods.}}&lt;br /&gt;
&lt;br /&gt;
Fjall is a mountainous territory inhabited primarily by dwarven clans. The region is characterized by extensive mountain ranges, harsh weather, and a large population of dangerous beasts and monsters. Fjall is divided among several major dwarven clans, alongside numerous smaller clans and independent raider bands.&lt;br /&gt;
&lt;br /&gt;
Unlike most eastern and southern civilizations, the people of Fjall generally reject the worship of the Host Indivisible and continue to practice an ancestral form of paganism. Fjall society is heavily influenced by clan loyalty, raiding, hunting, warfare, and the pursuit of personal and familial glory.&lt;br /&gt;
&lt;br /&gt;
== Geography and economy ==&lt;br /&gt;
Fjall consists primarily of mountainous terrain, with portions of the territory extending into high-elevation regions and frozen tundra. Its extensive mountain ranges form natural borders with several neighboring countries. Nistra lies to the southwest, Aldor to the south, Maaf to the southeast, and [[Skadia]] to the east. The northern regions of Fjall consist largely of tundra and extend toward the cold Northern Sea.&lt;br /&gt;
&lt;br /&gt;
The geography of Fjall presents significant challenges to its inhabitants. In addition to the harsh climate, numerous beasts and monsters inhabit the mountains, caves, and surrounding wilderness. These creatures occasionally enter dwarven settlements, while raids and conflicts between the Fjall clans are also common.&lt;br /&gt;
&lt;br /&gt;
Despite these conditions, Fjall&#039;s dwarven population has survived and, in some regions, thrived. Agriculture is difficult to sustain in the colder regions, while hunting large game generally provides enough food for only a limited period of time. As a result, many Fjall dwarves seek wealth and employment outside their homeland.&lt;br /&gt;
&lt;br /&gt;
Raiding, pillaging, and mercenary work are common ways for Fjall dwarves to acquire wealth. Some clans and individuals conduct raids against neighboring settlements, while others travel abroad to serve as mercenaries for foreign kingdoms.&lt;br /&gt;
&lt;br /&gt;
Not all Fjall dwarves participate in raiding. Some hunters trade animal trophies, preserved meat, and locally produced weapons and equipment for crops, manufactured goods, and luxuries that are difficult or impossible to obtain within Fjall.&lt;br /&gt;
&lt;br /&gt;
==Government and religion==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
Fjall society is organized primarily around a clan system. Individual clans are generally governed by chieftains who exercise authority over their territory and the people living within it.&lt;br /&gt;
&lt;br /&gt;
Four major clans are commonly recognized as controlling significant portions of Fjall:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Skarhogg Clan&#039;&#039;&#039; — Controls much of the southeastern mountains. The clan is strongly associated with the berserker tradition and maintains a number of shamanistic rituals on their warriors&#039; [[Skarhogg Garment|garment]].&lt;br /&gt;
* &#039;&#039;&#039;Norrheim Clan&#039;&#039;&#039; — Occupies the northeastern tundra near the Northern Sea. The clan has a strong hunting tradition, owing in part to the numerous dangerous beasts inhabiting its territory. Hunting these animals provides an important source of food and also trophies for their [[Norrheim Helmet|attribute]] as a means of demonstrating skill and earning prestige within the clan.&lt;br /&gt;
* &#039;&#039;&#039;Halveig Clan&#039;&#039;&#039; — Controls territory in the northwestern region. The Halveig Clan controls territory in the northwestern region of Fjall. Further information regarding the clan&#039;s customs and traditions is limited.&lt;br /&gt;
* &#039;&#039;&#039;Eim Clan&#039;&#039;&#039; — Occupies the mountains along the Nistrian border. Its location places the clan in close proximity to the Nistrian frontier and makes it one of the clans most directly exposed to interactions and conflicts with Nistra.&lt;br /&gt;
&lt;br /&gt;
Little reliable information exists regarding the extent to which these clans have historically cooperated or shared a common political identity. Some accounts suggest that the clans have traditionally operated independently, while others describe frequent warfare and raiding between them in competition for territory, wealth, and influence.&lt;br /&gt;
&lt;br /&gt;
In addition to the four major clans, Fjall contains numerous smaller clans and independent groups. Some have separated themselves from the larger clans, while others exist as independent bands of raiders. Notable examples include the followers of [[Haakon&#039;s Axe|Haakon]] the Graybeard and the gang of Tyr the One-Eyed.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
The Fjall dwarves are among the few major peoples on the Continent who continue to practice a predominantly pagan religion centered around [[Ancestors&#039; Gaze|ancestor]] worship. They generally reject the teachings of the [[Host]] Indivisible and do not recognize its religious authority.&lt;br /&gt;
&lt;br /&gt;
Fjall belief places particular importance on the [[Ancestors&#039; Gaze|ancestors]], who are regarded as figures worthy of reverence because of their deeds, courage, and pursuit of honor and glory. Many dwarves believe that their ancestors continue to influence and protect the living.&lt;br /&gt;
&lt;br /&gt;
The Host Indivisible is generally regarded by Fjall dwarves as a false or unworthy collection of gods. Their rejection of the Host and its teachings has contributed to their cultural separation from neighboring civilizations, most of which have adopted some form of Hieronist belief.&lt;br /&gt;
&lt;br /&gt;
== History and culture ==&lt;br /&gt;
Very little written history survives from Fjall or its dwarven inhabitants. Most knowledge of Fjall history comes from accounts of raids, migrations, and conflicts recorded by neighboring civilizations. The dwarves themselves traditionally rely more heavily on oral traditions, tales, and sagas than on written historical records.&lt;br /&gt;
&lt;br /&gt;
As a result, many historical events have been lost or altered over generations. Stories passed down through clans are often embellished by storytellers, making it difficult to distinguish historical events from legendary accounts.&lt;br /&gt;
&lt;br /&gt;
Despite the dangers associated with traveling through Fjall, the region has attracted numerous travelers, scholars, and academics interested in studying dwarven society and culture.&lt;br /&gt;
&lt;br /&gt;
=== Trophies ===&lt;br /&gt;
One of the most distinctive aspects of Fjall culture is the widespread use of [[trophies]]. Dwarves frequently decorate [[Jorgrim&#039;s Belt|clothing]], weapons, [[Norrheim Helmet|armor]], [[Trophy Necklace|jewelry]], and personal [[Bone Charm|charms]] with objects taken from defeated enemies or slain beasts.&lt;br /&gt;
&lt;br /&gt;
Animal trophies may include bones, [[Deer Antlers|horns]], [[Boar Tusks|teeth]], [[Gulon Liver|organs]] and other remains from dangerous creatures hunted by the dwarves. More extreme [[trophies]] may include human scalps, fingers, ears, hands, and other body parts taken from enemies.&lt;br /&gt;
&lt;br /&gt;
These trophies can serve several purposes. They may represent an individual&#039;s accomplishments, commemorate a particularly dangerous hunt or battle, or simply indicate that the wearer has successfully defeated an enemy. The practice is particularly common among warriors and hunters.&lt;br /&gt;
&lt;br /&gt;
=== Cuisine ===&lt;br /&gt;
Fjall cuisine is generally simple and heavily influenced by the region&#039;s climate and limited agricultural resources. Unlike the elaborate cuisines of wealthier southern civilizations, Fjall cooking makes relatively little use of expensive spices or delicate condiments.&lt;br /&gt;
&lt;br /&gt;
Meat is the primary component of many traditional dishes and is commonly cooked immediately after a successful hunt or salted and preserved for the long winters. Fjall dwarves generally attempt to make use of as much of a hunted animal as possible, with parts considered undesirable elsewhere sometimes regarded as delicacies.&lt;br /&gt;
&lt;br /&gt;
Examples include dishes made from animal tongues, including [[Wolf Tongue|wolf tongue]]. Fjall cooking also includes various animal parts that would generally be considered inedible by the culinary standards of Brynn. This contrasts with Brynnian cuisine, where unusual ingredients are often heavily processed and incorporated into elaborate dishes. Fjall cooks generally favor simpler preparation methods that preserve the natural characteristics of the meat.&lt;br /&gt;
&lt;br /&gt;
== Military and Weaponries ==&lt;br /&gt;
&lt;br /&gt;
=== Military and Weaponry ===&lt;br /&gt;
Fjall military culture places particular importance on axes. A common saying describes Fjall dwarves as appreciating three things above all else: booze, looting, and a good axe. The reputation of Fjall [[Dwarven Axe|axes]] has spread throughout the Continent, despite the generally low quality of the steel and inconsistent smithing techniques used by many dwarven smiths.&lt;br /&gt;
&lt;br /&gt;
According to some historical accounts, Fjall once possessed an exceptional tradition of axe-making, with the craftsmanship of its smiths reportedly being regarded as among the finest on the Continent.&lt;br /&gt;
&lt;br /&gt;
Foreign militaries have gradually adopted and modified several Fjall weapons. [[Skadia]], for example, developed the [[Skadian Bardiche|bardiche]] partly as a response to Fjall raids. Fjall warriors subsequently adopted the weapon, which was later introduced to [[Nistra|Nistrian]] forces through their use of Varang mercenaries. [[Aldor|Aldorian]] forces have likewise increasingly incorporated [[Footman Longaxe|longaxes]] and poleaxes into the equipment of their nobility, with some accounts attributing their adoption to dwarven influence.&lt;br /&gt;
&lt;br /&gt;
Fjall warriors are also renowned for their skill with axes. Numerous accounts describe individual dwarves capable of using large axes with sufficient skill and strength to cut through infantry formations or kill large beasts with a single strike.&lt;br /&gt;
&lt;br /&gt;
Although the axe is the most characteristic Fjall weapon, dwarves also employ [[Norse Blade|blades]], [[Norse Spear|spears]], [[Norse Bow|bows]], and [[Dwarven Staff|staffs]]. Blades are traditionally associated with wealthier or noble dwarves, while staffs are commonly carried by shamans. Spears are frequently used by hunters, and bows are often favored by younger or less experienced warriors who have yet to become accustomed to frontline combat.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
Fjall warriors generally rely on relatively light armor. The harsh climate has encouraged the use of animal fur, hides, and bones, which provide protection against the cold while remaining suitable for movement through mountainous terrain.&lt;br /&gt;
&lt;br /&gt;
Some dwarves produce [[Fjall Armor|armor]] from low-quality iron. Although the material is generally inferior to the armor produced by more advanced civilizations, Fjall smiths are capable of forging it into functional chest pieces and other protective equipment.&lt;br /&gt;
&lt;br /&gt;
Because of their relatively light armor, Fjall warriors frequently use [[Dwarven Shield|shields]] to protect themselves against arrows and direct attacks. Protective charms, runes, and magical enchantments provided by shamans are also important elements of Fjall defensive equipment.&lt;br /&gt;
&lt;br /&gt;
=== Warfare ===&lt;br /&gt;
Fjall warfare is strongly influenced by the values of clan loyalty, freedom, wealth, and personal glory. Dwarves generally place little importance on the formal rules of warfare practiced by civilizations such as [[Aldor]]. In particular, the knightly traditions of Aldorian society, which emphasize combat etiquette and honorable conduct, are often viewed by Fjall warriors as unnecessary or meaningless.&lt;br /&gt;
&lt;br /&gt;
Fjall warriors are willing to employ deception, ambushes, and other unconventional tactics when doing so increases their chances of victory. Their military culture is often summarized by the principle of &amp;quot;all or nothing&amp;quot;, representing ideals such as freedom or death, wealth or ruin, and glory or dishonor.&lt;br /&gt;
&lt;br /&gt;
During raids, Fjall warriors are known for their aggressive pursuit of wealth and plunder. When defending their homes and clans, their fighting is often described as exceptionally violent and uncompromising. The intensity of Fjall attacks has reportedly unsettled even experienced soldiers from other nations.&lt;br /&gt;
&lt;br /&gt;
Fjall raiding parties generally favor targets that are unable to mount effective resistance. Settlements weakened by prolonged warfare are particularly vulnerable, especially when their governments can no longer maintain sufficient patrols, soldiers, or mercenaries.&lt;br /&gt;
&lt;br /&gt;
Despite the reputation of Fjall warriors for uncontrolled aggression, organized defensive formations and disciplined armies can effectively counter their attacks when given sufficient preparation.&lt;br /&gt;
&lt;br /&gt;
=== Military Unit ===&lt;br /&gt;
&lt;br /&gt;
==== Berserks ====&lt;br /&gt;
Berserks are elite shock warriors known for their extreme aggression and use of paired axes. They commonly wear little armor, often relying primarily on [[Berserker Bear Cowl|bear pelts]] for protection.&lt;br /&gt;
&lt;br /&gt;
Before battle, Berserks consume a special alcoholic or herbal brew intended to induce a state of heightened aggression. The exact recipe is closely guarded by Fjall traditions. Accounts claim that the mixture contains henbane flowers and unidentified mushrooms.&lt;br /&gt;
&lt;br /&gt;
The brew is highly toxic to most humans and dwarves and can cause severe physical distress. Berserks, however, are known to consume it willingly before battle.&lt;br /&gt;
&lt;br /&gt;
==== Huscarl ====&lt;br /&gt;
Huscarls serve as the personal bodyguards of Fjall chieftains and other members of dwarven nobility. They are expected to remain prepared for sudden attacks, including ambushes and attacks by wild beasts.&lt;br /&gt;
&lt;br /&gt;
Huscarls traditionally sleep with their [[Huscarl Shield|shield]] and weapons nearby, allowing them to respond immediately to threats or beast attack against their masters.&lt;br /&gt;
&lt;br /&gt;
==== Seidr ====&lt;br /&gt;
Seidr are Fjall shamans who practice the traditional pagan magic of the dwarves. Their abilities primarily involve protective and strengthening magic toward the warriors or their [[Skarhogg Garment|armaments]].&lt;br /&gt;
&lt;br /&gt;
Seidr commonly accompany warriors with their [[Dwarven Staff|staff]] before battle and may provide magical protection or enhance the physical abilities of warriors preparing for combat.&lt;br /&gt;
&lt;br /&gt;
==== Raiders ====&lt;br /&gt;
Fjall Raiders are among the most infamous warriors originating from the region. Their reputation is largely based on their attacks against settlements throughout neighboring countries.&lt;br /&gt;
&lt;br /&gt;
Raiders generally prioritize wealth and plunder and have developed a reputation for extreme violence during their attacks. Their willingness to attack vulnerable settlements has made them a persistent threat to the communities surrounding Fjall.&lt;br /&gt;
&lt;br /&gt;
==== Varangs ====&lt;br /&gt;
Varangs are Fjall dwarves who have chosen to work as mercenaries outside their homeland. They serve foreign states and armies willing to pay for their services.&lt;br /&gt;
&lt;br /&gt;
The widespread employment of Varangs has contributed to the exchange of weapons, tactics, and military traditions between Fjall and other civilizations. Their service abroad has also helped spread the reputation of Fjall warriors throughout the Continent.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Each name of the Fjall clans have meaning on Old Norse such as: Skarðhögg (A notched blow or a deep slash), Norðrheimr (Northern home or dwelling), Eimr (Steam, vapor, smoke), and Hallveig (Strength of stone).&lt;br /&gt;
&lt;br /&gt;
==Notable Fjall Character/NPC==&lt;br /&gt;
*[[Jorgrim]]&lt;br /&gt;
*[[Hilda]]&lt;br /&gt;
*[[Ormi]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Fjall&amp;diff=77006</id>
		<title>Fjall</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Fjall&amp;diff=77006"/>
		<updated>2026-09-15T03:01:26Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Military and Weaponry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Jorgrim.png|right|Jorgrim]]&lt;br /&gt;
[[File:Hilda.png|right|Hilda]]&lt;br /&gt;
{{quote|The mountains of Fjall is the land of the Dwarves. These stern, half-barbarous people earned themselves a bad reputation in Aldor due to constant raids. They do not believe in the &amp;quot;Host&amp;quot; of Aldor, instead considering the shrines of Aldor those of false gods.}}&lt;br /&gt;
&lt;br /&gt;
Fjall is a mountainous territory inhabited primarily by dwarven clans. The region is characterized by extensive mountain ranges, harsh weather, and a large population of dangerous beasts and monsters. Fjall is divided among several major dwarven clans, alongside numerous smaller clans and independent raider bands.&lt;br /&gt;
&lt;br /&gt;
Unlike most eastern and southern civilizations, the people of Fjall generally reject the worship of the Host Indivisible and continue to practice an ancestral form of paganism. Fjall society is heavily influenced by clan loyalty, raiding, hunting, warfare, and the pursuit of personal and familial glory.&lt;br /&gt;
&lt;br /&gt;
== Geography and economy ==&lt;br /&gt;
Fjall consists primarily of mountainous terrain, with portions of the territory extending into high-elevation regions and frozen tundra. Its extensive mountain ranges form natural borders with several neighboring countries. Nistra lies to the southwest, Aldor to the south, Maaf to the southeast, and [[Skadia]] to the east. The northern regions of Fjall consist largely of tundra and extend toward the cold Northern Sea.&lt;br /&gt;
&lt;br /&gt;
The geography of Fjall presents significant challenges to its inhabitants. In addition to the harsh climate, numerous beasts and monsters inhabit the mountains, caves, and surrounding wilderness. These creatures occasionally enter dwarven settlements, while raids and conflicts between the Fjall clans are also common.&lt;br /&gt;
&lt;br /&gt;
Despite these conditions, Fjall&#039;s dwarven population has survived and, in some regions, thrived. Agriculture is difficult to sustain in the colder regions, while hunting large game generally provides enough food for only a limited period of time. As a result, many Fjall dwarves seek wealth and employment outside their homeland.&lt;br /&gt;
&lt;br /&gt;
Raiding, pillaging, and mercenary work are common ways for Fjall dwarves to acquire wealth. Some clans and individuals conduct raids against neighboring settlements, while others travel abroad to serve as mercenaries for foreign kingdoms.&lt;br /&gt;
&lt;br /&gt;
Not all Fjall dwarves participate in raiding. Some hunters trade animal trophies, preserved meat, and locally produced weapons and equipment for crops, manufactured goods, and luxuries that are difficult or impossible to obtain within Fjall.&lt;br /&gt;
&lt;br /&gt;
==Government and religion==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
Fjall society is organized primarily around a clan system. Individual clans are generally governed by chieftains who exercise authority over their territory and the people living within it.&lt;br /&gt;
&lt;br /&gt;
Four major clans are commonly recognized as controlling significant portions of Fjall:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Skarhogg Clan&#039;&#039;&#039; — Controls much of the southeastern mountains. The clan is strongly associated with the berserker tradition and maintains a number of shamanistic rituals on their warriors&#039; [[Skarhogg Garment|garment]].&lt;br /&gt;
* &#039;&#039;&#039;Norrheim Clan&#039;&#039;&#039; — Occupies the northeastern tundra near the Northern Sea. The clan has a strong hunting tradition, owing in part to the numerous dangerous beasts inhabiting its territory. Hunting these animals provides an important source of food and also trophies for their [[Norrheim Helmet|attribute]] as a means of demonstrating skill and earning prestige within the clan.&lt;br /&gt;
* &#039;&#039;&#039;Halveig Clan&#039;&#039;&#039; — Controls territory in the northwestern region. The Halveig Clan controls territory in the northwestern region of Fjall. Further information regarding the clan&#039;s customs and traditions is limited.&lt;br /&gt;
* &#039;&#039;&#039;Eim Clan&#039;&#039;&#039; — Occupies the mountains along the Nistrian border. Its location places the clan in close proximity to the Nistrian frontier and makes it one of the clans most directly exposed to interactions and conflicts with Nistra.&lt;br /&gt;
&lt;br /&gt;
Little reliable information exists regarding the extent to which these clans have historically cooperated or shared a common political identity. Some accounts suggest that the clans have traditionally operated independently, while others describe frequent warfare and raiding between them in competition for territory, wealth, and influence.&lt;br /&gt;
&lt;br /&gt;
In addition to the four major clans, Fjall contains numerous smaller clans and independent groups. Some have separated themselves from the larger clans, while others exist as independent bands of raiders. Notable examples include the followers of [[Haakon&#039;s Axe|Haakon]] the Graybeard and the gang of Tyr the One-Eyed.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
The Fjall dwarves are among the few major peoples on the Continent who continue to practice a predominantly pagan religion centered around [[Ancestors&#039; Gaze|ancestor]] worship. They generally reject the teachings of the [[Host]] Indivisible and do not recognize its religious authority.&lt;br /&gt;
&lt;br /&gt;
Fjall belief places particular importance on the [[Ancestors&#039; Gaze|ancestors]], who are regarded as figures worthy of reverence because of their deeds, courage, and pursuit of honor and glory. Many dwarves believe that their ancestors continue to influence and protect the living.&lt;br /&gt;
&lt;br /&gt;
The Host Indivisible is generally regarded by Fjall dwarves as a false or unworthy collection of gods. Their rejection of the Host and its teachings has contributed to their cultural separation from neighboring civilizations, most of which have adopted some form of Hieronist belief.&lt;br /&gt;
&lt;br /&gt;
== History and culture ==&lt;br /&gt;
Very little written history survives from Fjall or its dwarven inhabitants. Most knowledge of Fjall history comes from accounts of raids, migrations, and conflicts recorded by neighboring civilizations. The dwarves themselves traditionally rely more heavily on oral traditions, tales, and sagas than on written historical records.&lt;br /&gt;
&lt;br /&gt;
As a result, many historical events have been lost or altered over generations. Stories passed down through clans are often embellished by storytellers, making it difficult to distinguish historical events from legendary accounts.&lt;br /&gt;
&lt;br /&gt;
Despite the dangers associated with traveling through Fjall, the region has attracted numerous travelers, scholars, and academics interested in studying dwarven society and culture.&lt;br /&gt;
&lt;br /&gt;
=== Trophies ===&lt;br /&gt;
One of the most distinctive aspects of Fjall culture is the widespread use of [[trophies]]. Dwarves frequently decorate [[Jorgrim&#039;s Belt|clothing]], weapons, [[Norrheim Helmet|armor]], [[Trophy Necklace|jewelry]], and personal [[Bone Charm|charms]] with objects taken from defeated enemies or slain beasts.&lt;br /&gt;
&lt;br /&gt;
Animal trophies may include bones, [[Deer Antlers|horns]], [[Boar Tusks|teeth]], [[Gulon Liver|organs]] and other remains from dangerous creatures hunted by the dwarves. More extreme [[trophies]] may include human scalps, fingers, ears, hands, and other body parts taken from enemies.&lt;br /&gt;
&lt;br /&gt;
These trophies can serve several purposes. They may represent an individual&#039;s accomplishments, commemorate a particularly dangerous hunt or battle, or simply indicate that the wearer has successfully defeated an enemy. The practice is particularly common among warriors and hunters.&lt;br /&gt;
&lt;br /&gt;
=== Cuisine ===&lt;br /&gt;
Fjall cuisine is generally simple and heavily influenced by the region&#039;s climate and limited agricultural resources. Unlike the elaborate cuisines of wealthier southern civilizations, Fjall cooking makes relatively little use of expensive spices or delicate condiments.&lt;br /&gt;
&lt;br /&gt;
Meat is the primary component of many traditional dishes and is commonly cooked immediately after a successful hunt or salted and preserved for the long winters. Fjall dwarves generally attempt to make use of as much of a hunted animal as possible, with parts considered undesirable elsewhere sometimes regarded as delicacies.&lt;br /&gt;
&lt;br /&gt;
Examples include dishes made from animal tongues, including [[Wolf Tongue|wolf tongue]]. Fjall cooking also includes various animal parts that would generally be considered inedible by the culinary standards of Brynn. This contrasts with Brynnian cuisine, where unusual ingredients are often heavily processed and incorporated into elaborate dishes. Fjall cooks generally favor simpler preparation methods that preserve the natural characteristics of the meat.&lt;br /&gt;
&lt;br /&gt;
=== Military and Weaponry ===&lt;br /&gt;
Fjall military culture places particular importance on axes. A common saying describes Fjall dwarves as appreciating three things above all else: booze, looting, and a good axe. The reputation of Fjall [[Dwarven Axe|axes]] has spread throughout the Continent, despite the generally low quality of the steel and inconsistent smithing techniques used by many dwarven smiths.&lt;br /&gt;
&lt;br /&gt;
According to some historical accounts, Fjall once possessed an exceptional tradition of axe-making, with the craftsmanship of its smiths reportedly being regarded as among the finest on the Continent.&lt;br /&gt;
&lt;br /&gt;
Foreign militaries have gradually adopted and modified several Fjall weapons. [[Skadia]], for example, developed the [[Skadian Bardiche|bardiche]] partly as a response to Fjall raids. Fjall warriors subsequently adopted the weapon, which was later introduced to [[Nistra|Nistrian]] forces through their use of Varang mercenaries. [[Aldor|Aldorian]] forces have likewise increasingly incorporated [[Footman Longaxe|longaxes]] and poleaxes into the equipment of their nobility, with some accounts attributing their adoption to dwarven influence.&lt;br /&gt;
&lt;br /&gt;
Fjall warriors are also renowned for their skill with axes. Numerous accounts describe individual dwarves capable of using large axes with sufficient skill and strength to cut through infantry formations or kill large beasts with a single strike.&lt;br /&gt;
&lt;br /&gt;
Although the axe is the most characteristic Fjall weapon, dwarves also employ [[Norse Blade|blades]], [[Norse Spear|spears]], [[Norse Bow|bows]], and [[Dwarven Staff|staffs]]. Blades are traditionally associated with wealthier or noble dwarves, while staffs are commonly carried by shamans. Spears are frequently used by hunters, and bows are often favored by younger or less experienced warriors who have yet to become accustomed to frontline combat.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
Fjall warriors generally rely on relatively light armor. The harsh climate has encouraged the use of animal fur, hides, and bones, which provide protection against the cold while remaining suitable for movement through mountainous terrain.&lt;br /&gt;
&lt;br /&gt;
Some dwarves produce [[Fjall Armor|armor]] from low-quality iron. Although the material is generally inferior to the armor produced by more advanced civilizations, Fjall smiths are capable of forging it into functional chest pieces and other protective equipment.&lt;br /&gt;
&lt;br /&gt;
Because of their relatively light armor, Fjall warriors frequently use [[Dwarven Shield|shields]] to protect themselves against arrows and direct attacks. Protective charms, runes, and magical enchantments provided by shamans are also important elements of Fjall defensive equipment.&lt;br /&gt;
&lt;br /&gt;
=== Warfare ===&lt;br /&gt;
Fjall warfare is strongly influenced by the values of clan loyalty, freedom, wealth, and personal glory. Dwarves generally place little importance on the formal rules of warfare practiced by civilizations such as [[Aldor]]. In particular, the knightly traditions of Aldorian society, which emphasize combat etiquette and honorable conduct, are often viewed by Fjall warriors as unnecessary or meaningless.&lt;br /&gt;
&lt;br /&gt;
Fjall warriors are willing to employ deception, ambushes, and other unconventional tactics when doing so increases their chances of victory. Their military culture is often summarized by the principle of &amp;quot;all or nothing&amp;quot;, representing ideals such as freedom or death, wealth or ruin, and glory or dishonor.&lt;br /&gt;
&lt;br /&gt;
During raids, Fjall warriors are known for their aggressive pursuit of wealth and plunder. When defending their homes and clans, their fighting is often described as exceptionally violent and uncompromising. The intensity of Fjall attacks has reportedly unsettled even experienced soldiers from other nations.&lt;br /&gt;
&lt;br /&gt;
Fjall raiding parties generally favor targets that are unable to mount effective resistance. Settlements weakened by prolonged warfare are particularly vulnerable, especially when their governments can no longer maintain sufficient patrols, soldiers, or mercenaries.&lt;br /&gt;
&lt;br /&gt;
Despite the reputation of Fjall warriors for uncontrolled aggression, organized defensive formations and disciplined armies can effectively counter their attacks when given sufficient preparation.&lt;br /&gt;
&lt;br /&gt;
== Military and Weaponries ==&lt;br /&gt;
&lt;br /&gt;
=== Berserks ===&lt;br /&gt;
Berserks are elite shock warriors known for their extreme aggression and use of paired axes. They commonly wear little armor, often relying primarily on [[Berserker Bear Cowl|bear pelts]] for protection.&lt;br /&gt;
&lt;br /&gt;
Before battle, Berserks consume a special alcoholic or herbal brew intended to induce a state of heightened aggression. The exact recipe is closely guarded by Fjall traditions. Accounts claim that the mixture contains henbane flowers and unidentified mushrooms.&lt;br /&gt;
&lt;br /&gt;
The brew is highly toxic to most humans and dwarves and can cause severe physical distress. Berserks, however, are known to consume it willingly before battle.&lt;br /&gt;
&lt;br /&gt;
=== Huscarl ===&lt;br /&gt;
Huscarls serve as the personal bodyguards of Fjall chieftains and other members of dwarven nobility. They are expected to remain prepared for sudden attacks, including ambushes and attacks by wild beasts.&lt;br /&gt;
&lt;br /&gt;
Huscarls traditionally sleep with their [[Huscarl Shield|shield]] and weapons nearby, allowing them to respond immediately to threats or beast attack against their masters.&lt;br /&gt;
&lt;br /&gt;
=== Seidr ===&lt;br /&gt;
Seidr are Fjall shamans who practice the traditional pagan magic of the dwarves. Their abilities primarily involve protective and strengthening magic toward the warriors or their [[Skarhogg Garment|armaments]].&lt;br /&gt;
&lt;br /&gt;
Seidr commonly accompany warriors with their [[Dwarven Staff|staff]] before battle and may provide magical protection or enhance the physical abilities of warriors preparing for combat.&lt;br /&gt;
&lt;br /&gt;
=== Raiders ===&lt;br /&gt;
Fjall Raiders are among the most infamous warriors originating from the region. Their reputation is largely based on their attacks against settlements throughout neighboring countries.&lt;br /&gt;
&lt;br /&gt;
Raiders generally prioritize wealth and plunder and have developed a reputation for extreme violence during their attacks. Their willingness to attack vulnerable settlements has made them a persistent threat to the communities surrounding Fjall.&lt;br /&gt;
&lt;br /&gt;
=== Varangs ===&lt;br /&gt;
Varangs are Fjall dwarves who have chosen to work as mercenaries outside their homeland. They serve foreign states and armies willing to pay for their services.&lt;br /&gt;
&lt;br /&gt;
The widespread employment of Varangs has contributed to the exchange of weapons, tactics, and military traditions between Fjall and other civilizations. Their service abroad has also helped spread the reputation of Fjall warriors throughout the Continent.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Each name of the Fjall clans have meaning on Old Norse such as: Skarðhögg (A notched blow or a deep slash), Norðrheimr (Northern home or dwelling), Eimr (Steam, vapor, smoke), and Hallveig (Strength of stone).&lt;br /&gt;
&lt;br /&gt;
==Notable Fjall Character/NPC==&lt;br /&gt;
*[[Jorgrim]]&lt;br /&gt;
*[[Hilda]]&lt;br /&gt;
*[[Ormi]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Nistra&amp;diff=77005</id>
		<title>Nistra</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Nistra&amp;diff=77005"/>
		<updated>2026-09-15T02:25:35Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: /* Government and religion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Leosthenes.png|right|Leosthenes was trained to be Agemon.]]&lt;br /&gt;
{{quote|Nistra is the last surviving fragment of Axonia, the great empire of old. The mountainous realm is home to many peoples, all ruled with iron fist by the Great Despot.}}&lt;br /&gt;
The &#039;&#039;&#039;Nistrian Despotate&#039;&#039;&#039;, commonly known as Nistra, is a predominantly [[human]] country located at the western end of the continent. It is regarded as the successor state to the ancient [[Axonian]] Empire and has historically been involved in numerous conflicts with the neighboring kingdom of [[Aldor|Aldo]]&amp;lt;nowiki/&amp;gt;r.&lt;br /&gt;
&lt;br /&gt;
== Geography and economy ==&lt;br /&gt;
Nistra is bordered by the [[Fjall]] clans to the north and [[Aldor]] to the east, while its southern and western borders are defined by the sea. The country is predominantly mountainous, particularly in its northern regions near Fjall. Its extensive and irregular coastline has contributed to the development of a strong maritime tradition, with Nistrian cities becoming centers of seafaring and trade. &lt;br /&gt;
&lt;br /&gt;
The eastern border with Aldor has historically been a major area of military conflict. Numerous skirmishes and larger wars between the two countries have taken place along the border, with some conflicts lasting for decades or longer.&lt;br /&gt;
&lt;br /&gt;
During the recent civil war in Aldor, Nistrian traders established commercial connections in [[Brynn]]. In recent years, trade between the two rival states has increased, including the exchange of manufactured goods, armaments, and technical knowledge. Nistrian merchants are known for trading weapons and shields, as well as [[Nistrian Flame Flask|bottled incendiary weapons]] and various [[potions]] produced by Nistrian alchemists. Other important exports include textiles made from [[Bolt of Cloth|linen]] and [[Spool of Thread|wool]].&lt;br /&gt;
&lt;br /&gt;
In exchange, Nistra imports timber and agricultural products, including [[Sack of Grain|grain]] and [[Crates of Wine|wine]], from Aldor and territories beyond it.&lt;br /&gt;
&lt;br /&gt;
The [[Azure Thread]] trade route passes through most of Nistra&#039;s coastal cities, including a settlement located on an island off the country&#039;s southwestern coast. The extent of Nistra&#039;s overland trade is uncertain, although it is believed to have been disrupted by the civil war in Aldor and continuing raids from Fjall. As a result, maritime trade has become an important economic lifeline for the country.&lt;br /&gt;
&lt;br /&gt;
== Government and religion ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
Nistra is an absolute monarchy ruled by a monarch who bears the title of Great Despot. The capital and principal seat of government is the city of Hieropolis. &lt;br /&gt;
&lt;br /&gt;
The government of the Despotate is characterized by centralized authority, strict adherence to tradition, and severe punishments for opposition to the monarch. The political institutions and customs of the Despotate are closely associated with its claim to be the legitimate successor of the ancient Axonian Empire.&lt;br /&gt;
&lt;br /&gt;
The Great Despot also serves a ceremonial and military role. An annual military parade is held in Hieropolis under the monarch&#039;s authority, displaying the strength of the Nistrian armed forces to the population.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
The population of Nistra follows several distinct traditions within the worship of the [[Host]]. The most prominent is Nistrian Hieronism, also known as the Path of Tradition. Its teachings are derived from religious practices associated with the Axonian era and are particularly prevalent in the coastal and eastern regions of the country.&lt;br /&gt;
&lt;br /&gt;
Gnostic Hieronism, which is more widely practiced in Aldor, has also established a presence in central Nistra. In the northwestern regions, the Chervenian people maintain Northern Hieronism, also known as the Path of Stoicism, which has historical and cultural connections to the distant land of [[Skadia]].&lt;br /&gt;
&lt;br /&gt;
== History and culture ==&lt;br /&gt;
Nistra traces its history to the period of the ancient [[Axonian]] Empire. The preservation of Axonian traditions plays an important role in Nistrian political and cultural identity. Elements of Axonian heritage can be found in the country&#039;s governmental institutions, religious practices, military organization, armaments, strategic doctrines, and cuisine.&lt;br /&gt;
&lt;br /&gt;
The preservation of these traditions serves both as a means of maintaining cultural heritage and as a basis for Nistra&#039;s claim to be the true successor of the Axonian Empire. Centuries of conflict and contact with [[Aldor]] have also resulted in both countries adopting aspects of each other&#039;s culture, technology, and military practices.&lt;br /&gt;
&lt;br /&gt;
Nistrian cuisine includes several dishes and ingredients associated with the country&#039;s Axonian heritage. Among the better-known examples are traditional [[Nistrian Condiments|condiments]] mentioned in writings attributed to Axonian philosophers. A more recent addition to Nistrian cuisine is the [[Custard Muffin]], which has gained recognition outside the country.&lt;br /&gt;
&lt;br /&gt;
=== Council of Peoples ===&lt;br /&gt;
Despite the absolute nature of the Nistrian monarchy and the country&#039;s emphasis on tradition, its population is divided among four major peoples. Each group possesses its own language, customs, and cultural practices. Their rights and privileges are formally regulated through an institution known as the Council of Peoples.&lt;br /&gt;
&lt;br /&gt;
==== Chervenians ====&lt;br /&gt;
The Chervenians are the largest of the four major peoples of Nistra. Their language bears similarities to the languages of the [[Skadia|Skadians]], although Chervenian culture is generally characterized as more mild and sociable.&lt;br /&gt;
&lt;br /&gt;
Most Chervenians are peasants and farmers, and relatively few belong to the upper social classes. Chervenians who enter the nobility generally face competition from members of other ethnic groups with more extensive hereditary privileges.&lt;br /&gt;
&lt;br /&gt;
==== Marrs ====&lt;br /&gt;
The Marrs are the second-largest people in Nistra and share several cultural similarities with the Chervenians. They are concentrated primarily along the southern coastline, particularly in the country&#039;s major port cities.&lt;br /&gt;
&lt;br /&gt;
Marrs benefit from exemptions or reductions in certain taxes and fees. These privileges have contributed to a large proportion of the Marr population becoming merchants and craftsmen.&lt;br /&gt;
&lt;br /&gt;
==== Zeineshes ====&lt;br /&gt;
The Zeineshes trace their origins to ancient nomadic peoples who inhabited the plains of Nistra. They constitute the majority of the Great Despot&#039;s cavalry forces.&lt;br /&gt;
&lt;br /&gt;
Apart from their military traditions and distinctive language, the Zeineshes are generally culturally similar to the other peoples of Nistra.&lt;br /&gt;
&lt;br /&gt;
==== Ksifits ====&lt;br /&gt;
The Ksifits are regarded as the closest surviving descendants of the ancient Axonians. Members of Ksifit bloodlines make up a significant proportion of the Nistrian nobility, city magistrates, and high clergy. The Great Despot also traditionally comes from a Ksifit lineage.&lt;br /&gt;
&lt;br /&gt;
The prominence of Ksifits in the political and religious institutions of Nistra has effectively established them as the country&#039;s dominant ethnic group. Nevertheless, the other peoples retain distinct cultural identities. Members of these groups frequently wear traditional folk patterns and clothing associated with their respective cultures, which can also serve as expressions of cultural independence from the Ksifit-dominated ruling class.&lt;br /&gt;
&lt;br /&gt;
==Military and warfare==&lt;br /&gt;
The Nistrian military is characterized by its adherence to the military traditions of Ancient Axonia. Like many aspects of Nistrian culture, its weapons, armor, and military doctrines have been preserved for centuries, with many practices remaining largely unchanged despite their antiquity. The preservation and reproduction of Axonian-era weapons and armor is considered a matter of prestige by the Great Despot, as it reinforces Nistra&#039;s claim to be the successor of the Great Axonian Empire.&lt;br /&gt;
&lt;br /&gt;
Despite this adherence to tradition, the Nistrian military has adapted several foreign tactics and technologies as a result of its numerous conflicts with neighboring Aldor. Nistrian commanders have occasionally adopted enemy strategies or developed countermeasures in response to changes in warfare.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and Armor ===&lt;br /&gt;
&lt;br /&gt;
==== Maces ====&lt;br /&gt;
Maces hold a particularly prominent position in Nistrian military culture and are regarded as weapons of considerable prestige. This differs from the Skadian tradition, where bludgeoning weapons are produced in greater variety and are associated with a long-standing cultural reverence for the mace.&lt;br /&gt;
&lt;br /&gt;
In Nistra, the mace is primarily valued for its effectiveness against heavily armored opponents. In particular, Nistrian soldiers consider it an effective weapon against the full plate armor used by Aldorian knights. Numerous smiths, vendors, and traders produce specialized maces, with some designs reputed to be capable of denting even the finest Aldorian plate armor.&lt;br /&gt;
&lt;br /&gt;
==== Scale Armor ====&lt;br /&gt;
[[Scaled Armor|Scale armor]] remains widely used by the Nistrian military. Its continued use dates back to the period when Nistrian influence extended far into the East, when armies of heavily armored cataphracts formed an important part of Nistrian warfare.&lt;br /&gt;
&lt;br /&gt;
As a result of Nistra&#039;s emphasis on military tradition, scale armor remains common among its troops. Scaled cuirasses and [[Scaled Boots|scaled boots]] are frequently incorporated into Nistrian military equipment, both for protection and as a continuation of Axonian military customs.&lt;br /&gt;
&lt;br /&gt;
=== Military Tactics ===&lt;br /&gt;
The Nistrian military employs several tactics that have remained effective despite the development of contemporary warfare. Some of these tactics have gained recognition among Nistra&#039;s rivals, who have studied them either for adoption or for the development of countermeasures.&lt;br /&gt;
&lt;br /&gt;
==== Square Shield Formation ====&lt;br /&gt;
The square shield formation is one of the most recognizable Nistrian infantry formations. Heavy infantry form a compact square while carrying large tower shields. The formation provides protection for the front ranks while also shielding archers and other troops positioned behind or within the formation.&lt;br /&gt;
&lt;br /&gt;
The formation is particularly effective against disorganized attacks, including raids conducted by Fjall forces. It can also discourage Aldorian cavalry commanders from committing heavy cavalry to a frontal charge, as the formation provides substantial protection against cavalry assaults.&lt;br /&gt;
&lt;br /&gt;
==== Skirmishing ====&lt;br /&gt;
Nistrian heavy infantry are commonly supported by light cavalry and archers. While the heavily armored infantry engage the main enemy formation, skirmishers maneuver around the battlefield to attack exposed flanks, rear formations, and other vulnerable positions.&lt;br /&gt;
&lt;br /&gt;
Light cavalry are used primarily for flanking and harassment, while archers and horse archers attack enemy formations from a distance. This combination forces opponents to divide their attention between the Nistrian main line and attacks coming from their flanks and rear.&lt;br /&gt;
&lt;br /&gt;
==== Flame Flask ====&lt;br /&gt;
The [[Nistrian Flame Flask|Flame Flask]] is a distinctive Nistrian incendiary weapon produced using a secret formula developed by Nistrian alchemists and engineers. The exact composition of the substance is unknown outside Nistra, and attempts by Aldorian scholars to reproduce it have reportedly been unsuccessful.&lt;br /&gt;
&lt;br /&gt;
Flame Flasks are thrown against enemy formations and can ignite heavily armored soldiers as well as disorganized groups attempting to avoid the advancing Nistrian infantry. The weapon is particularly effective for disrupting formations and creating openings for an infantry advance.&lt;br /&gt;
&lt;br /&gt;
=== Military Units ===&lt;br /&gt;
The Nistrian army is renowned throughout the Continent for its strict training regimes, traditional weaponry, and heavily armored troops. Elite units are frequently trained for service in the Great Despot&#039;s military campaigns or for the protection of important cities and members of the Nistrian ruling establishment.&lt;br /&gt;
&lt;br /&gt;
==== Agemon ====&lt;br /&gt;
The Agemon, also known as the Aegemon, is an elite guard unit serving the Great Despot. Agemons are selected from a young age from throughout Nistra and are trained at the Gymnasium under an exceptionally demanding regimen.&lt;br /&gt;
&lt;br /&gt;
Their training focuses on physical conditioning, martial arts, and magic, particularly the study of [[Geomancy (skill tree)|Geomancy]]. Agemons are commonly equipped with heavy polehammers or [[Nistrian Polemace|two-handed maces]] and are trained to serve both as personal guards and as heavy assault infantry.&lt;br /&gt;
&lt;br /&gt;
==== Cataphract ====&lt;br /&gt;
Nistrian Cataphracts are heavily armored cavalry units descended from the ancient Axonian cataphract tradition. Both the rider and horse are protected by extensive armor, with riders commonly wearing scale armor and carrying heavy [[Flanged Mace|flanged maces]].&lt;br /&gt;
&lt;br /&gt;
Cataphracts traditionally charge in wedge formations. Their heavily armored mounts are used to break through enemy formations, including formations of pikemen. Following the initial charge, surviving opponents are attacked with the cataphracts&#039; heavy maces.&lt;br /&gt;
&lt;br /&gt;
==== Nistrian Heavy Infantry ====&lt;br /&gt;
Nistrian Heavy Infantry form the core of the Nistrian infantry forces. Nistrian military doctrine places considerable emphasis on the durability and defensive capabilities of its infantry.&lt;br /&gt;
&lt;br /&gt;
Heavy infantry are commonly equipped with scale armor and large [[Nistrian Shield|Nistrian shields]]. Their formations are often supported by lighter infantry and archers positioned behind them, allowing the heavy infantry to function as a defensive front while providing protection for supporting troops.&lt;br /&gt;
&lt;br /&gt;
==== Skirmish Light Cavalry ====&lt;br /&gt;
Skirmish Light Cavalry are used primarily for harassment, flanking, and attacks against enemy rear formations. They complement the Nistrian Cataphracts by providing a faster and more mobile element capable of operating independently from the main army.&lt;br /&gt;
&lt;br /&gt;
Light cavalry commonly carry [[Skirmisher Shield|shields]] for protection against arrows and other ranged attacks encountered during battlefield maneuvering.&lt;br /&gt;
&lt;br /&gt;
==== Skirmish Light Infantry ====&lt;br /&gt;
Skirmish Light Infantry are used primarily as ranged and mobile support troops. Archers form a significant portion of these forces and are typically positioned behind the main infantry formations.&lt;br /&gt;
&lt;br /&gt;
Their primary role is to reduce enemy numbers through sustained missile fire. Other light infantry units are capable of maneuvering across the battlefield to exploit weaknesses and harass enemy formations.&lt;br /&gt;
&lt;br /&gt;
==== Geomancer ====&lt;br /&gt;
Geomancers are specialized magic-users serving within the Nistrian military. Although Agemons and senior commanders are commonly trained in basic [[Geomancy (skill tree)|Geomancy]], dedicated Geomancers possess significantly greater magical capabilities.&lt;br /&gt;
&lt;br /&gt;
Nistrian Geomancers are capable of using spells such as Runic Boulder and Earthquake, which can be used against enemy troops, fortifications, and buildings. Their destructive capabilities make them particularly valuable during sieges. Their abilities were notably demonstrated during the Nistrian siege of [[Aldwynn]].&lt;br /&gt;
&lt;br /&gt;
==== Varangs ====&lt;br /&gt;
The Nistrian military, like its rival Aldor, makes extensive use of mercenaries. These forces include northern brigands as well as the renowned Varang mercenaries originating from the Fjall clans.&lt;br /&gt;
&lt;br /&gt;
Nistra&#039;s long-standing employment of Varang mercenaries has resulted in the adoption of several foreign weapons and practices. Among these is the [[Nistrian Bardiche|bardiche]], a weapon introduced to Nistrian forces through their Varang auxiliaries who borrowed it from the [[Skadia|Skadian]] military traditions.&lt;br /&gt;
&lt;br /&gt;
=== Military Doctrine ===&lt;br /&gt;
Nistrian military doctrine is characterized by a combination of traditional Axonian warfare and gradual adaptation to foreign military practices. Heavy infantry, armored cavalry, ranged support, magic, and mercenary forces are commonly employed together rather than as independent elements.&lt;br /&gt;
&lt;br /&gt;
The continued use of ancient weapons and armor serves both a practical and symbolic purpose. Militarily, many traditional weapons remain effective against contemporary opponents, particularly the heavily armored forces of Aldor. Politically and culturally, their preservation reinforces Nistra&#039;s claim to the legacy of Ancient Axonia and the Great Axonian Empire.&lt;br /&gt;
&lt;br /&gt;
As a result, the Nistrian army maintains a distinctive military identity in which centuries-old traditions coexist with tactics and technologies developed in response to the changing nature of warfare on the Continent.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Nistra inspired heavily with the history of Byzantine Empire which how they proclaimed themselves as the successor of Axonian Empire which might be referenced Roman Empire.&lt;br /&gt;
* The many people in Nistra also transpired from Byzantine diverse ethnicity which at some point also include Slavs, Armenian, Syria, Southern Italy, Anatolia, and many more.&lt;br /&gt;
* Their box formation referenced Roman Empire testudo formation and square formation.&lt;br /&gt;
&lt;br /&gt;
== Notable Nistrians NPC/Character ==&lt;br /&gt;
&lt;br /&gt;
* [[Leosthenes]]&lt;br /&gt;
* [[Rigo Nevic]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Fjall&amp;diff=77004</id>
		<title>Fjall</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Fjall&amp;diff=77004"/>
		<updated>2026-09-15T00:29:30Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Jorgrim.png|right|Jorgrim]]&lt;br /&gt;
[[File:Hilda.png|right|Hilda]]&lt;br /&gt;
{{quote|The mountains of Fjall is the land of the Dwarves. These stern, half-barbarous people earned themselves a bad reputation in Aldor due to constant raids. They do not believe in the &amp;quot;Host&amp;quot; of Aldor, instead considering the shrines of Aldor those of false gods.}}&lt;br /&gt;
&lt;br /&gt;
Fjall is a mountainous territory inhabited primarily by dwarven clans. The region is characterized by extensive mountain ranges, harsh weather, and a large population of dangerous beasts and monsters. Fjall is divided among several major dwarven clans, alongside numerous smaller clans and independent raider bands.&lt;br /&gt;
&lt;br /&gt;
Unlike most eastern and southern civilizations, the people of Fjall generally reject the worship of the Host Indivisible and continue to practice an ancestral form of paganism. Fjall society is heavily influenced by clan loyalty, raiding, hunting, warfare, and the pursuit of personal and familial glory.&lt;br /&gt;
&lt;br /&gt;
== Geography and Economy ==&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
Fjall consists primarily of mountainous terrain, with portions of the territory extending into high-elevation regions and frozen tundra. Its extensive mountain ranges form natural borders with several neighboring countries. Nistra lies to the southwest, Aldor to the south, Maaf to the southeast, and [[Skadia]] to the east. The northern regions of Fjall consist largely of tundra and extend toward the cold Northern Sea.&lt;br /&gt;
&lt;br /&gt;
The geography of Fjall presents significant challenges to its inhabitants. In addition to the harsh climate, numerous beasts and monsters inhabit the mountains, caves, and surrounding wilderness. These creatures occasionally enter dwarven settlements, while raids and conflicts between the Fjall clans are also common.&lt;br /&gt;
&lt;br /&gt;
Despite these conditions, Fjall&#039;s dwarven population has survived and, in some regions, thrived. Agriculture is difficult to sustain in the colder regions, while hunting large game generally provides enough food for only a limited period of time. As a result, many Fjall dwarves seek wealth and employment outside their homeland.&lt;br /&gt;
&lt;br /&gt;
Raiding, pillaging, and mercenary work are common ways for Fjall dwarves to acquire wealth. Some clans and individuals conduct raids against neighboring settlements, while others travel abroad to serve as mercenaries for foreign kingdoms.&lt;br /&gt;
&lt;br /&gt;
Not all Fjall dwarves participate in raiding. Some hunters trade animal trophies, preserved meat, and locally produced weapons and equipment for crops, manufactured goods, and luxuries that are difficult or impossible to obtain within Fjall.&lt;br /&gt;
&lt;br /&gt;
==Government and Religion==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
Fjall society is organized primarily around a clan system. Individual clans are generally governed by chieftains who exercise authority over their territory and the people living within it.&lt;br /&gt;
&lt;br /&gt;
Four major clans are commonly recognized as controlling significant portions of Fjall:&lt;br /&gt;
&lt;br /&gt;
* Skarhogg Clan — Controls much of the southeastern mountains.&lt;br /&gt;
* Norrheim Clan — Occupies the northeastern tundra near the Northern Sea.&lt;br /&gt;
* Halveig Clan — Controls territory in the northwestern region.&lt;br /&gt;
* Eim Clan — Occupies the mountains along the Nistrian border.&lt;br /&gt;
&lt;br /&gt;
Little reliable information exists regarding the extent to which these clans have historically cooperated or shared a common political identity. Some accounts suggest that the clans have traditionally operated independently, while others describe frequent warfare and raiding between them in competition for territory, wealth, and influence.&lt;br /&gt;
&lt;br /&gt;
In addition to the four major clans, Fjall contains numerous smaller clans and independent groups. Some have separated themselves from the larger clans, while others exist as independent bands of raiders. Notable examples include the followers of Haakon the Garybeard and the gang of Tyr the One-Eyed.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
The Fjall dwarves are among the few major peoples on the Continent who continue to practice a predominantly pagan religion centered around ancestor worship. They generally reject the teachings of the Host Indivisible and do not recognize its religious authority.&lt;br /&gt;
&lt;br /&gt;
Fjall belief places particular importance on the ancestors, who are regarded as figures worthy of reverence because of their deeds, courage, and pursuit of honor and glory. Many dwarves believe that their ancestors continue to influence and protect the living.&lt;br /&gt;
&lt;br /&gt;
The Host Indivisible is generally regarded by Fjall dwarves as a false or unworthy collection of gods. Their rejection of the Host and its teachings has contributed to their cultural separation from neighboring civilizations, most of which have adopted some form of Hieronist belief.&lt;br /&gt;
&lt;br /&gt;
== History and Culture ==&lt;br /&gt;
Very little written history survives from Fjall or its dwarven inhabitants. Most knowledge of Fjall history comes from accounts of raids, migrations, and conflicts recorded by neighboring civilizations. The dwarves themselves traditionally rely more heavily on oral traditions, tales, and sagas than on written historical records.&lt;br /&gt;
&lt;br /&gt;
As a result, many historical events have been lost or altered over generations. Stories passed down through clans are often embellished by storytellers, making it difficult to distinguish historical events from legendary accounts.&lt;br /&gt;
&lt;br /&gt;
Despite the dangers associated with traveling through Fjall, the region has attracted numerous travelers, scholars, and academics interested in studying dwarven society and culture.&lt;br /&gt;
&lt;br /&gt;
=== Trophies ===&lt;br /&gt;
One of the most distinctive aspects of Fjall culture is the widespread use of trophies. Dwarves frequently decorate clothing, weapons, armor, jewelry, and personal charms with objects taken from defeated enemies or slain beasts.&lt;br /&gt;
&lt;br /&gt;
Animal trophies may include bones, claws, teeth, and other remains from dangerous creatures hunted by the dwarves. More extreme [[trophies]] may include human scalps, fingers, ears, hands, and other body parts taken from enemies.&lt;br /&gt;
&lt;br /&gt;
These trophies can serve several purposes. They may represent an individual&#039;s accomplishments, commemorate a particularly dangerous hunt or battle, or simply indicate that the wearer has successfully defeated an enemy. The practice is particularly common among warriors and hunters.&lt;br /&gt;
&lt;br /&gt;
=== Cuisine ===&lt;br /&gt;
Fjall cuisine is generally simple and heavily influenced by the region&#039;s climate and limited agricultural resources. Unlike the elaborate cuisines of wealthier southern civilizations, Fjall cooking makes relatively little use of expensive spices or delicate condiments.&lt;br /&gt;
&lt;br /&gt;
Meat is the primary component of many traditional dishes and is commonly cooked immediately after a successful hunt or salted and preserved for the long winters. Fjall dwarves generally attempt to make use of as much of a hunted animal as possible, with parts considered undesirable elsewhere sometimes regarded as delicacies.&lt;br /&gt;
&lt;br /&gt;
Examples include dishes made from animal tongues, including [[Wolf Tongue|wolf tongue]]. Fjall cooking also includes various animal parts that would generally be considered inedible by the culinary standards of Brynn.&lt;br /&gt;
&lt;br /&gt;
This contrasts with Brynnian cuisine, where unusual ingredients are often heavily processed and incorporated into elaborate dishes. Fjall cooks generally favor simpler preparation methods that preserve the natural characteristics of the meat.&lt;br /&gt;
&lt;br /&gt;
=== Military and Weaponry ===&lt;br /&gt;
Fjall military culture places particular importance on axes. A common saying describes Fjall dwarves as appreciating three things above all else: booze, looting, and a good axe. The reputation of Fjall axes has spread throughout the Continent, despite the generally low quality of the steel and inconsistent smithing techniques used by many dwarven smiths.&lt;br /&gt;
&lt;br /&gt;
According to some historical accounts, Fjall once possessed an exceptional tradition of axe-making, with the craftsmanship of its smiths reportedly being regarded as among the finest on the Continent.&lt;br /&gt;
&lt;br /&gt;
Foreign militaries have gradually adopted and modified several Fjall weapons. Skadia, for example, developed the bardiche partly as a response to Fjall raids. Fjall warriors subsequently adopted the weapon, which was later introduced to Nistrian forces through their use of Varang mercenaries. Aldorian forces have likewise increasingly incorporated [[Footman Longaxe|longaxes]] and poleaxes into the equipment of their nobility, with some accounts attributing their adoption to dwarven influence.&lt;br /&gt;
&lt;br /&gt;
Fjall warriors are also renowned for their skill with axes. Numerous accounts describe individual dwarves capable of using large axes with sufficient skill and strength to cut through infantry formations or kill large beasts with a single strike.&lt;br /&gt;
&lt;br /&gt;
Although the axe is the most characteristic Fjall weapon, dwarves also employ [[Norse Blade|blades]], [[Norse Spear|spears]], [[Norse Bow|bows]], and s[[Dwarven Staff|taffs]]. Blades are traditionally associated with wealthier or noble dwarves, while staffs are commonly carried by shamans. Spears are frequently used by hunters, and bows are often favored by younger or less experienced warriors who have yet to become accustomed to frontline combat.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
Fjall warriors generally rely on relatively light armor. The harsh climate has encouraged the use of animal fur, hides, and bones, which provide protection against the cold while remaining suitable for movement through mountainous terrain.&lt;br /&gt;
&lt;br /&gt;
Some dwarves produce [[Fjall Armor|armor]] from low-quality iron. Although the material is generally inferior to the armor produced by more advanced civilizations, Fjall smiths are capable of forging it into functional chest pieces and other protective equipment.&lt;br /&gt;
&lt;br /&gt;
Because of their relatively light armor, Fjall warriors frequently use [[Dwarven Shield|shields]] to protect themselves against arrows and direct attacks. Protective charms, runes, and magical enchantments provided by shamans are also important elements of Fjall defensive equipment.&lt;br /&gt;
&lt;br /&gt;
=== Warfare ===&lt;br /&gt;
Fjall warfare is strongly influenced by the values of clan loyalty, freedom, wealth, and personal glory. Dwarves generally place little importance on the formal rules of warfare practiced by civilizations such as Aldor. In particular, the knightly traditions of Aldorian society, which emphasize combat etiquette and honorable conduct, are often viewed by Fjall warriors as unnecessary or meaningless.&lt;br /&gt;
&lt;br /&gt;
Fjall warriors are willing to employ deception, ambushes, and other unconventional tactics when doing so increases their chances of victory. Their military culture is often summarized by the principle of &amp;quot;all or nothing&amp;quot;, representing ideals such as freedom or death, wealth or ruin, and glory or dishonor.&lt;br /&gt;
&lt;br /&gt;
During raids, Fjall warriors are known for their aggressive pursuit of wealth and plunder. When defending their homes and clans, their fighting is often described as exceptionally violent and uncompromising. The intensity of Fjall attacks has reportedly unsettled even experienced soldiers from other nations.&lt;br /&gt;
&lt;br /&gt;
Fjall raiding parties generally favor targets that are unable to mount effective resistance. Settlements weakened by prolonged warfare are particularly vulnerable, especially when their governments can no longer maintain sufficient patrols, soldiers, or mercenaries.&lt;br /&gt;
&lt;br /&gt;
Despite the reputation of Fjall warriors for uncontrolled aggression, organized defensive formations and disciplined armies can effectively counter their attacks when given sufficient preparation.&lt;br /&gt;
&lt;br /&gt;
== Military and Weaponries ==&lt;br /&gt;
&lt;br /&gt;
=== Berserks ===&lt;br /&gt;
Berserks are elite shock warriors known for their extreme aggression and use of paired axes. They commonly wear little armor, often relying primarily on bear pelts for protection.&lt;br /&gt;
&lt;br /&gt;
Before battle, Berserks consume a special alcoholic or herbal brew intended to induce a state of heightened aggression. The exact recipe is closely guarded by Fjall traditions. Accounts claim that the mixture contains henbane flowers and unidentified mushrooms.&lt;br /&gt;
&lt;br /&gt;
The brew is highly toxic to most humans and dwarves and can cause severe physical distress. Berserks, however, are known to consume it willingly before battle.&lt;br /&gt;
&lt;br /&gt;
=== Huscarl ===&lt;br /&gt;
Huscarls serve as the personal bodyguards of Fjall chieftains and other members of dwarven nobility. They are expected to remain prepared for sudden attacks, including ambushes and attacks by wild beasts.&lt;br /&gt;
&lt;br /&gt;
Huscarls traditionally sleep with their [[Huscarl Shield|shield]] and weapons nearby, allowing them to respond immediately to threats against their masters.&lt;br /&gt;
&lt;br /&gt;
=== Seidr ===&lt;br /&gt;
Seidr are Fjall shamans who practice the traditional pagan magic of the dwarves. Their abilities primarily involve protective and strengthening magic.&lt;br /&gt;
&lt;br /&gt;
Seidr commonly accompany warriors before battle and may provide magical protection or enhance the physical abilities of warriors preparing for combat.&lt;br /&gt;
&lt;br /&gt;
=== Raiders ===&lt;br /&gt;
Fjall Raiders are among the most infamous warriors originating from the region. Their reputation is largely based on their attacks against settlements throughout neighboring countries.&lt;br /&gt;
&lt;br /&gt;
Raiders generally prioritize wealth and plunder and have developed a reputation for extreme violence during their attacks. Their willingness to attack vulnerable settlements has made them a persistent threat to the communities surrounding Fjall.&lt;br /&gt;
&lt;br /&gt;
=== Varangs ===&lt;br /&gt;
Varangs are Fjall dwarves who have chosen to work as mercenaries outside their homeland. They serve foreign states and armies willing to pay for their services.&lt;br /&gt;
&lt;br /&gt;
The widespread employment of Varangs has contributed to the exchange of weapons, tactics, and military traditions between Fjall and other civilizations. Their service abroad has also helped spread the reputation of Fjall warriors throughout the Continent.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notable Fjall Character/NPC==&lt;br /&gt;
*[[Jorgrim]]&lt;br /&gt;
*[[Hilda]]&lt;br /&gt;
*[[Ormi]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Fjall&amp;diff=77003</id>
		<title>Fjall</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Fjall&amp;diff=77003"/>
		<updated>2026-09-15T00:10:57Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Jorgrim.png|right|Jorgrim]]&lt;br /&gt;
[[File:Hilda.png|right|Hilda]]&lt;br /&gt;
{{quote|The mountains of Fjall is the land of the Dwarves. These stern, half-barbarous people earned themselves a bad reputation in Aldor due to constant raids. They do not believe in the &amp;quot;Host&amp;quot; of Aldor, instead considering the shrines of Aldor those of false gods.}}&lt;br /&gt;
&lt;br /&gt;
Fjall is a mountainous territory inhabited primarily by dwarven clans. The region is characterized by extensive mountain ranges, harsh weather, and a large population of dangerous beasts and monsters. Fjall is divided among several major dwarven clans, alongside numerous smaller clans and independent raider bands.&lt;br /&gt;
&lt;br /&gt;
Unlike most eastern and southern civilizations, the people of Fjall generally reject the worship of the Host Indivisible and continue to practice an ancestral form of paganism. Fjall society is heavily influenced by clan loyalty, raiding, hunting, warfare, and the pursuit of personal and familial glory.&lt;br /&gt;
&lt;br /&gt;
== Geography and Economy ==&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
Fjall consists primarily of mountainous terrain, with portions of the territory extending into high-elevation regions and frozen tundra. Its extensive mountain ranges form natural borders with several neighboring countries. Nistra lies to the southwest, Aldor to the south, Maaf to the southeast, and Skadia to the east. The northern regions of Fjall consist largely of tundra and extend toward the cold Northern Sea.&lt;br /&gt;
&lt;br /&gt;
The geography of Fjall presents significant challenges to its inhabitants. In addition to the harsh climate, numerous beasts and monsters inhabit the mountains, caves, and surrounding wilderness. These creatures occasionally enter dwarven settlements, while raids and conflicts between the Fjall clans are also common.&lt;br /&gt;
&lt;br /&gt;
Despite these conditions, Fjall&#039;s dwarven population has survived and, in some regions, thrived. Agriculture is difficult to sustain in the colder regions, while hunting large game generally provides enough food for only a limited period of time. As a result, many Fjall dwarves seek wealth and employment outside their homeland.&lt;br /&gt;
&lt;br /&gt;
Raiding, pillaging, and mercenary work are common ways for Fjall dwarves to acquire wealth. Some clans and individuals conduct raids against neighboring settlements, while others travel abroad to serve as mercenaries for foreign kingdoms.&lt;br /&gt;
&lt;br /&gt;
Not all Fjall dwarves participate in raiding. Some hunters trade animal trophies, preserved meat, and locally produced weapons and equipment for crops, manufactured goods, and luxuries that are difficult or impossible to obtain within Fjall.&lt;br /&gt;
&lt;br /&gt;
==Government and Religion==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
Fjall society is organized primarily around a clan system. Individual clans are generally governed by chieftains who exercise authority over their territory and the people living within it.&lt;br /&gt;
&lt;br /&gt;
Four major clans are commonly recognized as controlling significant portions of Fjall:&lt;br /&gt;
&lt;br /&gt;
* Skarhogg Clan — Controls much of the southeastern mountains.&lt;br /&gt;
* Norrheim Clan — Occupies the northeastern tundra near the Northern Sea.&lt;br /&gt;
* Halveig Clan — Controls territory in the northwestern region.&lt;br /&gt;
* Eim Clan — Occupies the mountains along the Nistrian border.&lt;br /&gt;
&lt;br /&gt;
Little reliable information exists regarding the extent to which these clans have historically cooperated or shared a common political identity. Some accounts suggest that the clans have traditionally operated independently, while others describe frequent warfare and raiding between them in competition for territory, wealth, and influence.&lt;br /&gt;
&lt;br /&gt;
In addition to the four major clans, Fjall contains numerous smaller clans and independent groups. Some have separated themselves from the larger clans, while others exist as independent bands of raiders. Notable examples include the followers of Haakon the Garybeard and the gang of Tyr the One-Eyed.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
The Fjall dwarves are among the few major peoples on the Continent who continue to practice a predominantly pagan religion centered around ancestor worship. They generally reject the teachings of the Host Indivisible and do not recognize its religious authority.&lt;br /&gt;
&lt;br /&gt;
Fjall belief places particular importance on the ancestors, who are regarded as figures worthy of reverence because of their deeds, courage, and pursuit of honor and glory. Many dwarves believe that their ancestors continue to influence and protect the living.&lt;br /&gt;
&lt;br /&gt;
The Host Indivisible is generally regarded by Fjall dwarves as a false or unworthy collection of gods. Their rejection of the Host and its teachings has contributed to their cultural separation from neighboring civilizations, most of which have adopted some form of Hieronist belief.&lt;br /&gt;
&lt;br /&gt;
== History and Culture ==&lt;br /&gt;
Very little written history survives from Fjall or its dwarven inhabitants. Most knowledge of Fjall history comes from accounts of raids, migrations, and conflicts recorded by neighboring civilizations. The dwarves themselves traditionally rely more heavily on oral traditions, tales, and sagas than on written historical records.&lt;br /&gt;
&lt;br /&gt;
As a result, many historical events have been lost or altered over generations. Stories passed down through clans are often embellished by storytellers, making it difficult to distinguish historical events from legendary accounts.&lt;br /&gt;
&lt;br /&gt;
Despite the dangers associated with traveling through Fjall, the region has attracted numerous travelers, scholars, and academics interested in studying dwarven society and culture.&lt;br /&gt;
&lt;br /&gt;
=== Trophies ===&lt;br /&gt;
One of the most distinctive aspects of Fjall culture is the widespread use of trophies. Dwarves frequently decorate clothing, weapons, armor, jewelry, and personal charms with objects taken from defeated enemies or slain beasts.&lt;br /&gt;
&lt;br /&gt;
Animal trophies may include bones, claws, teeth, and other remains from dangerous creatures hunted by the dwarves. More extreme trophies may include human scalps, fingers, ears, hands, and other body parts taken from enemies.&lt;br /&gt;
&lt;br /&gt;
These trophies can serve several purposes. They may represent an individual&#039;s accomplishments, commemorate a particularly dangerous hunt or battle, or simply indicate that the wearer has successfully defeated an enemy. The practice is particularly common among warriors and hunters.&lt;br /&gt;
&lt;br /&gt;
=== Cuisine ===&lt;br /&gt;
Fjall cuisine is generally simple and heavily influenced by the region&#039;s climate and limited agricultural resources. Unlike the elaborate cuisines of wealthier southern civilizations, Fjall cooking makes relatively little use of expensive spices or delicate condiments.&lt;br /&gt;
&lt;br /&gt;
Meat is the primary component of many traditional dishes and is commonly cooked immediately after a successful hunt or salted and preserved for the long winters. Fjall dwarves generally attempt to make use of as much of a hunted animal as possible, with parts considered undesirable elsewhere sometimes regarded as delicacies.&lt;br /&gt;
&lt;br /&gt;
Examples include dishes made from animal tongues, including wolf tongue. Fjall cooking also includes various animal parts that would generally be considered inedible by the culinary standards of Brynn.&lt;br /&gt;
&lt;br /&gt;
This contrasts with Brynnian cuisine, where unusual ingredients are often heavily processed and incorporated into elaborate dishes. Fjall cooks generally favor simpler preparation methods that preserve the natural characteristics of the meat.&lt;br /&gt;
&lt;br /&gt;
=== Military and Weaponry ===&lt;br /&gt;
Fjall military culture places particular importance on axes. A common saying describes Fjall dwarves as appreciating three things above all else: booze, looting, and a good axe. The reputation of Fjall axes has spread throughout the Continent, despite the generally low quality of the steel and inconsistent smithing techniques used by many dwarven smiths.&lt;br /&gt;
&lt;br /&gt;
According to some historical accounts, Fjall once possessed an exceptional tradition of axe-making, with the craftsmanship of its smiths reportedly being regarded as among the finest on the Continent.&lt;br /&gt;
&lt;br /&gt;
Foreign militaries have gradually adopted and modified several Fjall weapons. Skadia, for example, developed the bardiche partly as a response to Fjall raids. Fjall warriors subsequently adopted the weapon, which was later introduced to Nistrian forces through their use of Varang mercenaries. Aldorian forces have likewise increasingly incorporated longaxes and poleaxes into the equipment of their nobility, with some accounts attributing their adoption to dwarven influence.&lt;br /&gt;
&lt;br /&gt;
Fjall warriors are also renowned for their skill with axes. Numerous accounts describe individual dwarves capable of using large axes with sufficient skill and strength to cut through infantry formations or kill large beasts with a single strike.&lt;br /&gt;
&lt;br /&gt;
Although the axe is the most characteristic Fjall weapon, dwarves also employ swords, spears, bows, and staffs. Swords are traditionally associated with wealthier or noble dwarves, while staffs are commonly carried by shamans. Spears are frequently used by hunters, and bows are often favored by younger or less experienced warriors who have yet to become accustomed to frontline combat.&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
Fjall warriors generally rely on relatively light armor. The harsh climate has encouraged the use of animal fur, hides, and bones, which provide protection against the cold while remaining suitable for movement through mountainous terrain.&lt;br /&gt;
&lt;br /&gt;
Some dwarves produce armor from low-quality iron. Although the material is generally inferior to the armor produced by more advanced civilizations, Fjall smiths are capable of forging it into functional chest pieces and other protective equipment.&lt;br /&gt;
&lt;br /&gt;
Because of their relatively light armor, Fjall warriors frequently use shields to protect themselves against arrows and direct attacks. Protective charms, runes, and magical enchantments provided by shamans are also important elements of Fjall defensive equipment.&lt;br /&gt;
&lt;br /&gt;
=== Warfare ===&lt;br /&gt;
Fjall warfare is strongly influenced by the values of clan loyalty, freedom, wealth, and personal glory. Dwarves generally place little importance on the formal rules of warfare practiced by civilizations such as Aldor. In particular, the knightly traditions of Aldorian society, which emphasize combat etiquette and honorable conduct, are often viewed by Fjall warriors as unnecessary or meaningless.&lt;br /&gt;
&lt;br /&gt;
Fjall warriors are willing to employ deception, ambushes, and other unconventional tactics when doing so increases their chances of victory. Their military culture is often summarized by the principle of &amp;quot;all or nothing&amp;quot;, representing ideals such as freedom or death, wealth or ruin, and glory or dishonor.&lt;br /&gt;
&lt;br /&gt;
During raids, Fjall warriors are known for their aggressive pursuit of wealth and plunder. When defending their homes and clans, their fighting is often described as exceptionally violent and uncompromising. The intensity of Fjall attacks has reportedly unsettled even experienced soldiers from other nations.&lt;br /&gt;
&lt;br /&gt;
Fjall raiding parties generally favor targets that are unable to mount effective resistance. Settlements weakened by prolonged warfare are particularly vulnerable, especially when their governments can no longer maintain sufficient patrols, soldiers, or mercenaries.&lt;br /&gt;
&lt;br /&gt;
Despite the reputation of Fjall warriors for uncontrolled aggression, organized defensive formations and disciplined armies can effectively counter their attacks when given sufficient preparation.&lt;br /&gt;
&lt;br /&gt;
== Military and Weaponries ==&lt;br /&gt;
&lt;br /&gt;
=== Berserks ===&lt;br /&gt;
Berserks are elite shock warriors known for their extreme aggression and use of paired axes. They commonly wear little armor, often relying primarily on bear pelts for protection.&lt;br /&gt;
&lt;br /&gt;
Before battle, Berserks consume a special alcoholic or herbal brew intended to induce a state of heightened aggression. The exact recipe is closely guarded by Fjall traditions. Accounts claim that the mixture contains henbane flowers and unidentified mushrooms.&lt;br /&gt;
&lt;br /&gt;
The brew is highly toxic to most humans and dwarves and can cause severe physical distress. Berserks, however, are known to consume it willingly before battle.&lt;br /&gt;
&lt;br /&gt;
=== Huscarl ===&lt;br /&gt;
Huscarls serve as the personal bodyguards of Fjall chieftains and other members of dwarven nobility. They are expected to remain prepared for sudden attacks, including ambushes and attacks by wild beasts.&lt;br /&gt;
&lt;br /&gt;
Huscarls traditionally sleep with their armor and weapons nearby, allowing them to respond immediately to threats against their masters.&lt;br /&gt;
&lt;br /&gt;
=== Seidr ===&lt;br /&gt;
Seidr are Fjall shamans who practice the traditional pagan magic of the dwarves. Their abilities primarily involve protective and strengthening magic.&lt;br /&gt;
&lt;br /&gt;
Seidr commonly accompany warriors before battle and may provide magical protection or enhance the physical abilities of warriors preparing for combat.&lt;br /&gt;
&lt;br /&gt;
=== Raiders ===&lt;br /&gt;
Fjall Raiders are among the most infamous warriors originating from the region. Their reputation is largely based on their attacks against settlements throughout neighboring countries.&lt;br /&gt;
&lt;br /&gt;
Raiders generally prioritize wealth and plunder and have developed a reputation for extreme violence during their attacks. Their willingness to attack vulnerable settlements has made them a persistent threat to the communities surrounding Fjall.&lt;br /&gt;
&lt;br /&gt;
=== Varangs ===&lt;br /&gt;
Varangs are Fjall dwarves who have chosen to work as mercenaries outside their homeland. They serve foreign states and armies willing to pay for their services.&lt;br /&gt;
&lt;br /&gt;
The widespread employment of Varangs has contributed to the exchange of weapons, tactics, and military traditions between Fjall and other civilizations. Their service abroad has also helped spread the reputation of Fjall warriors throughout the Continent.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notable Fjall Character/NPC==&lt;br /&gt;
*[[Jorgrim]]&lt;br /&gt;
*[[Hilda]]&lt;br /&gt;
*[[Ormi]]&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
	</entry>
	<entry>
		<id>https://stoneshard.com/wiki/index.php?title=Barcia&amp;diff=77002</id>
		<title>Barcia</title>
		<link rel="alternate" type="text/html" href="https://stoneshard.com/wiki/index.php?title=Barcia&amp;diff=77002"/>
		<updated>2026-09-14T19:19:15Z</updated>

		<summary type="html">&lt;p&gt;Questionable bowel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&#039;&#039;&#039;Barcia&#039;&#039;&#039; is a theocratic kingdom located in the easternmost region of the Continent. It is the last major eastern country to remain outside the control of the Jacinth Kingdom, which has conducted numerous military campaigns throughout the region. Barcia&#039;s mountainous geography, isolation, and strong religious identity have contributed to its continued independence despite repeated conflicts with neighboring peoples.&lt;br /&gt;
&lt;br /&gt;
== Geography and Economy ==&lt;br /&gt;
&lt;br /&gt;
=== Geography ===&lt;br /&gt;
The Theocracy of Barcia is situated in a region of high elevation and is characterized by extensive mountain ranges. Much of its territory consists of steep and difficult terrain, with many of its cities built among or upon high mountains. Several Barcian settlements are considered difficult to reach due to the surrounding geography.&lt;br /&gt;
&lt;br /&gt;
Despite the harsh climate and mountainous environment, the people of Barcia have adapted to their surroundings and developed settlements capable of sustaining themselves in the region. The limited amount of accessible land has contributed to the relatively small territorial extent of the kingdom.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
Barcia has maintained its independence despite being surrounded by the Jibean and Maaf tribes, both of which have conducted frequent raids and incursions into Barcian territory.&lt;br /&gt;
&lt;br /&gt;
Little information exists regarding formal trade agreements between Barcia and the Jacinth Kingdom or the major civilizations of the West. This is generally attributed to Barcia&#039;s geographic isolation and the mountains surrounding much of its territory. The kingdom&#039;s access to the Azure Thread also contributes to its ability to remain economically self-sufficient without extensive reliance on foreign trade.&lt;br /&gt;
&lt;br /&gt;
== Government and Religion ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
Barcia is governed as a theocracy in which religious authority and political power are closely interconnected. The kingdom&#039;s population follows the teachings of the Host Indivisible, with the clergy serving as both religious authorities and members of the nobility.&lt;br /&gt;
&lt;br /&gt;
The highest-ranking clergy and nobles are known as Sarcavags. Sarcavags govern individual cities and territories throughout Barcia and are responsible for both the administration of their domains and the religious affairs of their populations.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
The dominant religion of Barcia is Orient Hieronism, also known as the Path of Purity, which is centered around the worship of the Host Indivisible. Religious belief plays a central role in Barcian society, influencing its government, culture, military traditions, and everyday way of life.&lt;br /&gt;
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The strong religious identity of the Barcian population is considered one of the major factors behind the kingdom&#039;s resistance to Jacinth expansion. Despite their isolation, Barcians have maintained their religious traditions for centuries and have largely resisted cultural assimilation by neighboring powers.&lt;br /&gt;
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Orient Hieronism shares several similarities with Gnostic Hieronism practiced in Aldor, although the two traditions differ in their doctrines and religious practices. It is more closely related to the religious traditions of the eastern regions than to the beliefs surrounding Eraffa and Alrayi.&lt;br /&gt;
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Communities following the Orient Hieronist tradition can also be found in parts of Yohara and in smaller areas of the Jibei Kingdom. Unlike Barcia, however, these communities have come under the rule of the Jacinth Kingdom.&lt;br /&gt;
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== History and Culture ==&lt;br /&gt;
Very little reliable information regarding the history, heritage, and culture of Barcia exists outside the kingdom itself. One of the most notable surviving accounts comes from the writings of the Aldorian traveler Barbador the Lame, whose folios provide much of the known information regarding Barcian society.&lt;br /&gt;
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=== Appearance ===&lt;br /&gt;
Historical descriptions of the Barcian population commonly distinguish between the appearance of men and women. Barcian men are generally described as stout and dark-skinned, with curly hair and long, well-maintained beards. Beards are often decorated as part of traditional male attire.&lt;br /&gt;
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Barcian women are described as bearing a greater resemblance to Elven maidens, particularly in their facial features. They also share the tradition of covering their hair, which forms an important part of traditional Barcian dress.&lt;br /&gt;
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=== Religion and Society ===&lt;br /&gt;
Faith in the Host Indivisible forms the foundation of Barcian society. The teachings of Orient Hieronism influence both the personal lives of its people and the political organization of the kingdom.&lt;br /&gt;
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The Sarcavags serve as both religious leaders and political rulers, governing cities and settlements throughout the kingdom. This system has allowed religious institutions to retain considerable authority within Barcia and has contributed to the preservation of many ancient churches and religious structures.&lt;br /&gt;
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Barcians place particularly high importance on those who die while defending their homeland or fighting in the name of the Host Indivisible. Fallen warriors are considered martyrs, and their names are preserved by the Sarcavags in a special record known as the March-Az-Gezi.&lt;br /&gt;
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The March-Az-Gezi serves as a historical and religious record of those who died in battle. The names and deeds of fallen warriors may be remembered for generations, with their deaths regarded as acts of sacrifice for both Barcia and the Host Indivisible.&lt;br /&gt;
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Another common form of commemoration is the construction of stone steles depicting the faces and lives of martyrs. These steles are frequently placed along roads leading toward Barcian cities. Large numbers of them can be found along certain roads, and their arrangement is said to provide shade for travelers while simultaneously commemorating the dead.&lt;br /&gt;
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== Military and Weaponry ==&lt;br /&gt;
The religious devotion of the Barcian population is also reflected in its military traditions. In times of crisis, particularly during Maaf raids or Jibean invasions, the Sarcavags are responsible for raising local militias to defend their territories.&lt;br /&gt;
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Little is known about the exact organization, equipment, or tactics employed by the Barcian militias. The kingdom&#039;s geographic isolation has limited outside knowledge of its military institutions. However, accounts of Barcian resistance consistently describe its soldiers and civilian population as fiercely opposed to foreign occupation.&lt;br /&gt;
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Barcian militias are generally raised locally under the authority of individual Sarcavags. Rather than maintaining a large permanent military force, Barcia is believed to rely heavily on its population to provide soldiers during periods of war.&lt;br /&gt;
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Death in battle is considered an honorable sacrifice among Barcian warriors. Fallen soldiers are recorded in the March-Az-Gezi and are subsequently remembered as martyrs. Their stories and deeds are preserved through written records and commemorative steles throughout the kingdom.&lt;br /&gt;
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This tradition distinguishes Barcian warfare from that of the Fjall clans. While Fjall warriors are known for defending their clans with extreme and often bestial aggression, Barcian warriors are characterized by religious fervor and a strong sense of duty toward their homeland and faith.&lt;br /&gt;
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The combination of religious conviction, difficult terrain, and widespread willingness among the population to resist foreign occupation has contributed significantly to Barcia&#039;s continued independence from the Jacinth Kingdom.&lt;br /&gt;
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== Trivia ==&lt;br /&gt;
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* Barcia referenced medieval Caucasus, mainly Armenia and Georgia.&lt;br /&gt;
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== Notable Barcian NPC/Character ==&lt;/div&gt;</summary>
		<author><name>Questionable bowel</name></author>
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