Negune: The Nation of Stekett

This is the third in a series of posts about the continent of Negune. Negune is the setting for my Ascendant Crusade campaign, as well as The Girl and the Granite Throne series of short stories. Previous posts in this series have provided an overview of the continent as a whole, and a detailed account of the nation of Regalia.

Stekett traces its roots back to a paladin named Grephar Siveren. More than eight hundred years ago, during Grephar’s adventures with his six legendary companions, the group pursued a clan of violent stone giants into the mountains of present-day Stekett. There, the giants regrouped, and called upon other clans to help them in their fight. The adventurers nearly met their end in that battle, but they managed to scatter; Horatiana’s limp form slung over Grephar’s shoulder. What had been an attempt to stop a single giant raid turned into a two year guerrilla war against all the stone giants of that region. During that time, Grephar frequently remarked to his companions that if the giants were clever enough to utilize their natural surroundings properly, the adventuring party wouldn’t stand a chance.

Years later, when the party went their separate ways, Grephar decided to return to Stekett. At heart, he was a solider and a tactician. If he was to found a kingdom, he decided, it would be one that could defend itself from any attack. Even long after he was dead and gone.

Stekett is the second largest autonomous nation on the continent, after Regalia. It is also the most geographically separated from the other nations. Anyone who wishes to travel to or from Stekett must choose either a long and dangerous journey through the wildlands, a long and dangerous journey through the unpredictable island of Argania, or a voyage by sea. Most opt for the latter, and Stekett maintains a thriving trade relationship with the two Regalian provinces of Shield Haven and Centralia by utilizing the small sea that connects the three.

Military life is a major part of Steketian culture. While the law does not require enlistment, nearly every citizen spends at least a few years in military service, and it is regarded as a high honor to defend one’s homeland. Only about 5% of Steketians never serve in the nation’s armed forces, and many of those are simply unable to do so based on physical frailty, or chronic illness. Those who do not spend time in military service are not actively discriminated against, but find themselves cut off from Steketian culture, since they lack an experience which is considered to be fundamental. This causes them to miss out on opportunities available to the majority of their countryfolk.

Due to the relative peace on the continent, the Steketian military focuses its attention on preventing the monstrous races from organizing. There is usually at least one flotilla of ships active on the sea, and two legions of ground soldiers active in the wildlands–though they obey the ancient dictate to never establish permanent bases in that area. Stekett is also the only nation which sends regular expeditions into Argania. These missions are dangerous, and consist entirely of volunteers. It is hoped that in time, a safe method of passing through Argania can be devised.

Given the importance of the military in Stekett, it is perhaps not surprising that military leaders are powerful figures in politics as well. Since the death of Grephar, the nation has been ruled by a triad, the members of which share power equally: the Commander General, the High Admiral, and the Prime Minister. The three represent the Steketian army, navy, and civilian government, respectively. Most decisions require only a majority vote between the three. However, any decision to go to war with another nation requires a unanimous vote, and any single member of the triad may choose to call an end to war.

As Grephar noted, the geography of Stekett is uniquely defensible. Treacherous mountain ranges limit any invading army to a very few avenues of attack. Aside from attempting to cross the dangerous Arganian island, invaders must choose between two paths into Stekett. First, they can travel across the wildlands and attempt to breech the northern boarder, but to do so they must cross the Iron Lake which is defended by numerous barriers, traps, land based weaponry, and an elite flotilla of freshwater ships. The only other option would be attempting to land on the southern Steketian coastline. However, most of the southern coast is formed by high cliffs and rocky waters. There are only four safe places to land ships, and each one is home to either a port city, or a shipyard. Each is defended by the peerless Steketian navy.

Furthermore, nearly a third of Stekett’s total landmass is within a natural encirclement of mountain ranges. The only passage through the ring of mountains is a gorge, roughly 300 feet wide, called Stone Giant Pass. One of Grophar’s first edicts upon founding Stekett was that a great barrier should be built to seal that opening: The Obsidian Gate. It took three generations of Stekett’s most gifted stonemasons, wizards, and iron smiths to fully construct and reinforce the gate. The outward swinging double doors are 20ft thick, and their movement is supported by massive railings built into the ground along their swinging arc. With a full compliment of men and beasts operating them, the doors can be opened or closed in 20 minutes time. While not being used to defend against an oncoming enemy, however, the gates are left open.

Economically, Stekett produces the finest meats, fruits, and armaments anywhere on Negune. A military force in the Wildlands will commonly return bearing its weight in meats from the beasts there, and Steketian methods for preserving and preparing that meat are as advanced as their military forces. Most of the land within Stekett’s boarders is used to cultivate various types of fruit. A few farms even use minor magics to cultivate fruits which would not normally grow in the area–though these farms are generally quite small, and the fruits they produce are considered delicacies.

In the West most region of Stekett, nestled against the mountains, is the city of Anvilholm, known across the continent as the “City of Swords.” This multi-tiered metropolis was built by humans, but incorporates many designs most commonly found in dwarven citadels. The entire township is designed to function as a colossal smithy for masters of arms crafting. The ring of hammers is constant within the city walls, lasting all day and through the night. So single minded is the populace that even food and other basic items must be brought several times a day from nearby settlements, which are sustained entirely by providing support to Anvilholm. The settlement first began as a mining colony, but when a vein of Mithril was discovered, craftspeople flocked to the town in droves. Over the centuries the mine has continued to be a source of materials for Anvilholm. Not only of Mithril, but many other metals as well. It has been speculated that the Anvilholm mine is the richest on the entire continent. A claim which makes the dwarves of Shornholm none too happy.

Stekett’s legal system sometimes appears draconian to outsiders–or at least overly security conscious. The most noted example of this is Stekett’s treatment of arcane spellcasters. While the casting of arcane magics is not prohibited, it is strictly regulated. All such spellcasters are required to register with the ministry of artillery, and are subject to four random inspections each year. These inspections are generally conducted in a friendly and respectful manner, but some wizards understandably object to having their entire spell repertoire, as well as all of their research, tracked by the government. Some spells–including most of the enchantment and divination schools–are strictly regulated, and require a dictate from a military officer of general’s rank or higher. Additionally, while Stekett has never instituted a draft among its general population and allows members of the military to retire at their leisure, arcane spellcasters are always considered to be in reserve. Spellcasters visiting Stekett will need to submit their spellbooks for inspection, and based on their contents, may be required to leave their spellbook in a government office during their stay within the nation’s boarders.

Negune: The Nation of Regalia

The nation of Regalia is by far the largest of the five nations on the continent of Negune. Founded eight centuries ago by the legendary bard Horatiana The Beloved, Regalia is a benevolent monarchy, so named because Horatiana was fond of wordplay, but lacked any talent for it. Regalia controls the entire eastern coast of the continent, providing it with the easiest access to the only other known landmass, the continent of Kalimesh. Regalia also boarders every other nation on the continent, except Ribanko, which has become completely isolationist and refuses to engage with the other nations; and Stekett, which, despite not sharing a boarder with Negune, is still most easily reached from Regalia rather than any of the other nations. Given these two significant advantages, Regalia has become the center of culture and trade on the continent.

Regalia is comprised of seven provinces: Centralia, Volpan, Pyensal, Sextent, Shield Haven, Garvain, and Tonshire. One for each of the seven adventurers who united the peoples of Negune eight hundred years ago. Though the seven continents are not explicitly named for one of the companions, each of the seven capitol cities has a bronze statue of one of the heroes just inside the town gate, along with an inscribed plaque penned by Horatiana herself.

Government
Regalia is a monarchy guided by the traditions put forth by Queen Horatiana. Though no formal constitution has ever been drafted, in true Bardic style, Horatiana had every wall of the sprawling royal palace engraved with lessons she had learned, and her philosophies for leadership. These engravings do not legally bind the monarch. In fact, Monarchs often ignore certain engravings when they do not suit their needs or plans. However, the engravings are respected, and on three separate occasions, monarchs have been removed from power for violating the spirit of these philosophies. The wisest of Regalia’s monarchs, it is said, spend their lives strolling through the halls of the royal palace, carefully studying the engravings left by their ancient forbear. So respected is this wisdom, that it has been disseminated throughout the seven provinces, and “Take wisdom from the walls” has become a common saying among Regalians.

The current monarch, Queen Byethen, is particularly devoted to these teachings. In accordance with them, she has established a council of seven advisers–one from each of the provinces–which are drawn from the town mayors, and cycled out after one year to make room for a new adviser. She has also assembled a council of 33 scholars, wizards, clerics, soldiers, and government clerks whose primary duty is to argue with her. To “Play Asmodeus’ Advocate,” if you will. They may respond to her ideas only with argument, or silence. Though they have no power to overrule her, the walls discourage her from taking any action she cannot defend. Queen Byethen also spends one week of each year living and working in a random town within her kingdom, so that she might never forget the hardships her people face.

Something which the walls are most emphatic about, and which no ruler has yet ignored, deals with the royal succession, and the separation between the nation of Regalia, and the seven provinces which constitute it. At any given time, there must be seven potential successors to the throne. Each of these successors is made the ruler of one of the provinces. The monarch may replace a successor at any time, based on any criteria, or completely arbitrarily. However, so long as the successors have the confidence of the monarch, they should be allowed to rule their provinces as they see fit. When the monarch has died, or otherwise cedes the throne, whatever advisory councils they formed during their reign gathers, and selects one of the seven to take the crown of Regalia.

Economy
Regalia is a fantastically wealthy nation. In terms of resources, it has an ample amount of forested area, plentiful fishing, rich mining, and expansive farmland. Regalia is so rich in natural resources, that no necessary commodity needs to be imported from any other nation–though the provinces themselves do need to trade with one another. The surplus of resources has also made Regalia rich in the gold and platinum of other lands through trade. Regalia’s prosperity has reinforced the native legend that Negune was blessed by the gods to make it a place worthy of heroes. That legend has even spread across the sea, to Kalimesh.

Culture
Though the specific culture varies from province to province, a few common themes unite Regalian culture as a whole. Despite being governed by a monarchy, Regalia fosters a meritocratic culture. The nation’s wealth has allowed education and other opportunities to be offered to most of the people. At present, two of the seven provinces are ruled by people who were born on the lower rungs of society: one a farmer, the other a miller. And as province governors, these two will both be considered as potential monarchs when Byethen leaves power.

Negune: Historical Overview

If you recognize the map above, you may just pay more attention to my posts than I do. I posted it once before (sans political notations) in an October update about methods for generating maps randomly without using a computer. As the sloppy handwriting in the upper right indicates, this is the continent of Negune, location of my Ascendant Crusade campaign. Normally when I start a new game, I start a new game world, and its geography and locals are developed as the players travel further and further abroad from where they start. But Negune is special.

You see, several years back I had no job, no close friends living nearby, and most importantly, no Internet. My TV was broken as well, so I couldn’t play any of my console games. From September through to December of 2009 I did two things: Watch Star Trek The Next Generation over and over again, and work on developing the world of the Ascendant Crusade. It may sound very sad–and truthfully it wasn’t a pleasant time in my life–but I must confess I miss the absolute focus my isolation provided me. It’s remarkable what one can get done without the Internet.

So where am I going with this? Well you see, I miss working on Negune. I had a lot of ideas which I never had a chance to develop beyond concepts. I want to write about this place. Hell, it’s already started seeping into my recent writing. Even while I wrote the Gravewhisper’s Claw post, I knew that the dozen made-up ‘fantasy words’ I was dropping were going to be gibberish to my readers. So from here on I’ll occasionally be doing posts which develop my Negune campaign setting. Maybe we’ll even learn something about creating a living breathing world along the way. Who the fuck knows.

History of Negune

Many thousands of years ago, the god, Valor, looked upon the world of Tyrgaren and saw that it had no heroes to rival those of other worlds. “This will not do!” he bellowed, and struck the oceans with his hammer. Opposite his blow, a new continent rose from the sea. “Here will heroes worthy of me be born! Let any who seek my favor come to Negune, and prove themselves!” To this, Valor’s brother Strife replied “If heroes are to be made here, there must be challenges to test them!” With this, Strife sowed across the land challenges unlike those seen before on the face of Tyrgaren. Hearing her brothers, Abundance approached. “You fools.” she chided “Who will fight for this land? Who will struggle so hard against challenges so great simply for the favor of a distant god?” And Abundance caressed the land of Negune, bestowing it with a fertility and richness seen nowhere else on Tyrgaren. The three gods embraced, proud of their work, and turned their attention away from their creation. It was then that Evil approached, and blew his dark breath over the land of Negune. “And now,” he whispered, careful not to be heard by the three creator gods “my darkness shall always guide this land’s fate.”

–Creation myth, found scribed on an obsidian tablet in the central Arganian forests.

The earliest civilizations of Negune organized themselves into city-states. Not much is known about this period or what came before it. What is clear is that these city states had a variety of cultures, some quite different from each other. During this civilization’s peak, there were several hundred of these city states, frequently warring with one another and vying for land and resources.

It was during this peak that a woman named Eganaptyc arrived in the city state of Oriac. History is unclear on precisely where she came from, and many recovered texts from this period suggest a supernatural origin. However, the people of Negune at this time had not yet managed to construct ships capable of crossing oceans, therefore it is more likely that Eganaptyc arrived on Negune from one of the other continents, which were much more technologically advanced during this period. No effort has yet been made to search the ancient libraries of other lands to discover her origins.

Eganaptyc was a Wizard of not insignificant skill, if tales of her magical demonstrations are to be believed. Though, given that the people of Negune at this time had very limited experience with magic, their accounts are highly suspect. None the less, Eganaptyc’s magical prowess and apparent benevolence quickly elevated her within Oriac, and she was made an adviser to the city’s king. The king had no children, and upon his death the people demanded that Eganaptyc take the throne.

Under her rule, Oriac began to aggressively expand its boarders. First by securing powerful alliances with other city states in the East, then by conquering the city states to the West. Once her control there was established, Eganaptyc turned on her Eastern allies and conquered them. So did Eganaptyc’s wars of conquest continue for many years. Wars which were continued by her son when she became too old to devote her full attention to matters of state. Eganaptyc lived just long enough for all of Negune to be brought under the rule of Oriac during her granddaughter’s reign.

With no enemies left to fight, Eganaptyc’s granddaughter, Retyac the Benevolent, turned her attention to strengthening her empire by spreading education to its furthest reaches. This is the beginning of Negune’s golden age. It was marked by unprecedented prosperity in every corner of the Eganaptyc Empire. Technological advancement and learning accelerated, and within ten generations the once primitive Negune had become one of the most advanced societies in the world. The capital city of Oriac came to be widely known as the greatest city in all the world, stretching out to cover the entire island of Argania.

For three thousand years this unprecedented prosperity continued, and the Eganaptyc Empire flourished. But as Eganaptyc’s descendents became more and more removed from the teachings and philosophies which had made their ancestors great, they began to lose touch with their people. When the people questioned them, these rulers resorted to oppression. And almost suddenly, within twenty years, millennia of good was undone. Oriac was sacked, anyone who had represented law and order was subjected to the rule of the mob, and civilization was lost.

Alternative governments were tried, but the incessant squabbling and vying for power in these governments led to constant wars, which invariably resulted in groups that were even more fractured, and required even smaller forms of government. Within a few centuries, Negune had descended from a continent-spanning empire, to a loose confederation of states, eventually returning to city states, and then descending even further into tribalism, and finally to barbarism. And there it remained for an eon.

Two thousand years after the fall of Oriac, five adventurers came to Negune. Many adventurers had come before them, but all had either returned home or perished. But these seven would prove different. Their names have become legendary: Korrik Anribo, the mighty elven wizard; Shorn Ironteeth, the dwarven axemaster; Horatiana, the human whose songs could soften even a titan’s heart; Grephar, the human paladin; Norak the wild man; Bronsond the elven ranger; and Carrifeist, the half elven rogue.

For over thirty years, these seven traveled to every land of Negune. They slew monsters, saved villages, and bred good will throughout the land. Then, while exploring the Cold Iron Mountains in central Negune, something happened. Not a one of them would ever speak of it during their lifetimes, but when they descended from the mountain Bronsond was not with them, and they immediately parted ways.

Korrik settled in the far North, on a small island which he named Ribanko. He never spoke with any of his compatriots again. Shorn united many disparate and primitive dwarven clans, and settled in the ore-rich mountains in the North, founding the dwarven city he called Shornholm. Grephar traveled far to the West, to the most defensible position in the party had found in all of their travels. He united the people there, and called his nation Stekett. Carrifest settled near the sea. When people came and built a city around her, and begged her to rule it, she named it for her fallen comrade: Bronsond. Horatiana, the party’s public face, had gained the most good will during their travels, and people flocked to her banner when she chose to settle down. So many swore allegiance to her that she had to break her nation, Regalia, into seven provinces: Tonshire, Shield Haven, Garvain, Centralia, Volpan, Sextent, and Pyensal. One for each of her former comrades. Before the group parted ways, Norak asked only that his friends never civilize all the land, and that they leave plenty of space for him to run free.

Eight hundred years have now passed since the Seven Heroes parted company. All have long since died–save Korrik, who still broods on his isle to the North.