Obrith
Obrith (pronounced: OH-brith or OH-BER-ith, the latter more commonly by foreigners) is a nation of men, located in the lands of the Morrowood and The Gates. Its capital of Orendon was once Oathkeep, and this has a large impact on the nation's identity. It is also noteworthy for being a frontier between the lands of Man, Elf, Dwarf, and Dragon, no accident given the purposeful placement of Oathkeep in this location. Its capital is home to the Abbey of St. John, headquarters of the Church of the One.
Obrith's government is a curious affair; technically, her people are subjects of the King of the Sword, although no one has borne that name in many centuries. In fact, the realm has no single political leader. Instead, the highest lords of the realm, through their faith, entrust the Church of the One to administer the realm's non-militaristic needs, in trust of the King, and the Church in turn trusts the high lords to join forces to defend the realm from threats as needed. This arrangement has worked for centuries, with varying success--the lack of a powerful, central figure wielding military power has occasionally led to clashes between the Dukes.
The nation is notably diverse--while predominantly human, her racial demographics include many dwarves, elves (mostly dark elves), and even dragons. Two of the realm's highest lords are non-human, including both of the realm's most militant duchies, who together command the majority of her armies.
Obrith enjoys tepid to warm relations with virtually all nations of Man, thanks in no small part to the fact that they are represented by the leader of the faith said nations predominantly ascribe to. The realm maintains diplomatic channels, however narrow and fragile, to the Undying Kingdom and the Nation of Dragons, as well as numerous dwarven realms, making it one of the only human realms to maintain diplomatic ties with other great races. In this way, Obrith is sometimes said to be the ambassador of the kingdoms of Man to the rest of the world.
Geography
The largest part of Obrith lies in the Morrowood, or it might be called the former Morrowood, as it has been highly deforested to make room for farmlands. Said region is typically defined as the lands between the Amandine and the Sorodine south of the Thundercaps and not extending into the Misted Vale. Indeed, in the north, those great rivers form the realm's east and west borders.
The southern half of the realm is defined by the region of The Gates, a land conquered by Mennu in the eighteenth century BGC. So named for the massive bridges spanning the Sorodine and the Amandine, linking both to the Arnroc, this region comprises a broad sweep of land east and west of both rivers, some of which corresponds to Mennu's gains in his ancient kingdom, others of which are gains by the lords of Vostum and Menendras.
The nation is effectively terminated at the south by the cliffs of the Blue Water,a and on the north by the Ghostwall.
Duchies and Regions
The Holy See organizes the realm into six Duchies, each headed by a Duke or Duchess (or in the local tongue, Vojvode/Vojvoda). The duchies closely match the traditional lands granted to the High Lords of old. In practice, the names of duchies and lordly fiefs are often used interchangeably, as are the titles Duke and High Lord, but there are subtle differences and contexts any Obrin native can pick up.
Duchy | Lands | Seat | Family | Lord | Heir | Colors | Symbol | Motto | Population |
---|---|---|---|---|---|---|---|---|---|
Orendras |
The Morrowood | Orendon (once Oathkeep) | Argard |
HrG Rulenka Argard |
Gold on Crimson |
Sunrise |
"Dawn has come" |
318,000 | |
Menendras |
The Gates | Menendara/the Arnroc | Mennos |
HG Gjor Mennos |
None |
Blue on White |
The Gates |
"Foundation of stone" |
344,000 |
Ostruck |
The Amman Vale | Flurburg, the City of Flowers | Flurmar/Helndun |
Gold on Blue |
|
"" |
186,000 | ||
Vallgard |
The Ghostlands | Alvanhalt (Elvenhold) | Wagnar |
HG Soren Wagnar |
HrL Sera Nell Wagnar OSS |
Black on Green |
Bear |
"Wake not the sleeper" |
98,000 |
Uthbren |
The Thunder Ridge | Uthbrenhol | Gennost |
HL Ser Lucian Gennost OR |
Silver on Black |
Griffon |
"No oath forsaken" |
64,000 | |
Vostum |
The Vast | Kurngard | Ozress |
HrG Malre Ozress |
HrL Sera Yseni Ozress OSA |
Gold on Brown |
Steed |
"We stand guard" |
121,000 |
Government
Official Government
The official government of the realm of Obrith is that of the Kingdom of the Sword--the realm considers itself the remainder of that empire, and should a new King of the Sword arise, it would seamlessly connect the Auld Empire with the new.
Of course, in the eight centuries since the death of the last king Orendil, this power structure has entirely collapsed--what vestiges of the govenrment of the Kingdom of the Sword that remain have been appropriated by the Church of the One.
De Facto Government
Each lord of Obrith's six realms owes his fealty to the King of the Sword, whoever that may be, and owes it to said liege to maintain the peace with his brother and sister lords. In practice, the lords do as they will, uniting only when called upon by the Church, or when convinced to by some great external need. They wield supreme executive power in their own lands, and all head a more or less secular government, handling most aspects of common governance, except as noted below.
The Church of the One, represented by the Supreme Potentate of the Ordo Valentia, holds in trust the power of the King of the Sword. For ceremonial purposes, such as the anointing of knights and new lords, and the weddings, funerals, and judgments of the high lords, the Supreme Potentate conducts the duties the King would otherwise.
The Church also administrates the civic functions of the absent official government, including the maintainence of major roads and walls, the management of trade between duchies and with foreign partners, and the education of common folk in the holy ways. To this end, the Ordo Valentia lends its considerable bureaucratic expertise, using the power of coin to implement their solutions.