Chapter 267: Politics Again? (2/2)
The Count nodded. ”That is the prevailing theory, although I suspect the truth is a bit more complicated. Nevertheless, refusing the invitation or failing in her test will bring you a great deal of trouble. There are a thousand ways that the people of the Riverlands can make you feel unwelcome without ever giving you justification to take action. Attempting to accomplish your goals without their acquiescence will prove difficult, even for one with your power.”
”I see,” Mike muttered. He had no reason to doubt the Count's words, instead trying to figure out what the man could gain from the warning. Perhaps he was simply concerned that, as thing were, Mike would end up in some form of confrontation with the other Tier 4 mage. It was hard to picture the Serpent of Almir being too worried about the well-being of another country, but he supposed that there were probably other factors at work. Finally, he asked, ”What can you tell me about her?”
The Count slid a thing packet of papers towards him. ”Everything you need to know about her is in there, although I will save you some time by summarizing. Despite her long life, she has remained out of the public eye, working mainly through puppets and pawns. The common folk of the Riverlands treat her like some kind of mythical figure, and most discredit her existence. To the ruling elite, she is known simply as The Sable Enchantress, a genius in the use of Illusions and Mental Magic. She is rarely seen outside of her sprawling estate in the forest northwest of Falstad, but her agents nevertheless control the majority of what occurs among the various city-states that compose the Riverlands Alliance. If not for the presence of Anuln the Untamed, the Tier 4 swordsman who makes his home Karnam, she would have sole dominion over the entire region.”
”So, based on what you've told me, she has the upper hand in the undeclared power struggle, and it would be in my best interests to establish friendly relations with her. Is that correct?” Mike asked.
”The situation is complicated. Due to both parties' unique skill sets, they have more or less come to an impasse. The Enchantress cannot intrude upon Anuln's small domain, and the swordsman is unable to hold any of his gains for long. However, that might change should another Tier 4 join the fight. Perhaps, one that is known to be rather young and inexperienced, but with a track record of defeating powerful opponents?”
”You think she plans to use me as leverage against Anuln?”
The Count sipped his drink again, before responding. ”Its possible, but given her predilection for subtlety, it seems out of character. Truthfully, I am unsure of what her true aim is, hence my warning. Your best option is to attend her banquet, promise nothing in regards to her power struggle, and continue on with your business once you've received her blessing. The Oracle you drag around with you should be equipped to help you in that regard, but to be on the safe side, I have taken the liberty of securing a knowledgeable and trustworthy aide to accompany you in your travels.”
”I appreciate the offer,” Mike returned as calmly as he could, trying to not let his irritation show on his face. ”but I will have to decline. I need to be able to trust my companions. A stranger- ”
The door opened suddenly, an irritated looking Morris standing there. As soon as he spotted his father, his gaze hardened. ”By the gods! Will you stop doing that?! I've been trying to find my way out of the back corridors for the last hour!”
Ignoring his son, the Count gave Mike a small smile, ”Ah, but you are already well acquainted with him, are you not?”
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Below is a brief description of the Kingdom of Almir. Readers are welcome to skip to the next chapter. To keep these from becoming too long, I will be discussing three major components: history, society, and political system.
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The Kingdom of Almir
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History
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Founded in the twilight years of the second Pyrathien Empire by the former imperial governor, Tiberius Almir, the Kingdom of Almir has been the dominant political force on the central continent since its inception.
In the early days, they quickly rose to prominence as a trading nation, taking advantage of its geographical location at the center of the Inland Sea Region to become a major stopping point for mercantile shipping once Pyrathien trade restrictions had fallen.
Thanks to friendly relations with the Nirethian elves to the northeast, and the dwarven nation of Galaglacia to the northwest, they enjoyed a long history of relative peace and prosperity, the natural boundaries of both the Forest of Shadows and the Barrier Mountains serving discourage border wars.
For that reason, the greatest dangers faced by the Kingdom for most of its existence came from within. Succession struggles, rebellions, and armed conflicts between powerful nobles repeatedly brought the country to the brink of ruin, and spurred several dynastic changes. Nevertheless, the nation was able to survive more or less intact until a major calamity struck.
The Day of Ashes, as it later came to be called, marked the end of Almiran dominance. In a titanic flash of light, the dwarven nation of Galaglacia was destroyed, vanishing in a wave of heat and death that rendered their former territories uninhabitable. The resulting ash cloud shrouded the central continent for months, leading to widespread famine and disease.
Because of the devastation caused by the calamity, the King of Almir was unable to do anything to prevent the western third of his country from breaking away and forming the independent Duchy of Tenundi. This created a longstanding conflict between the two nations, that has lasted until just recently.
Society
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The Kingdom of Almir is a feudalistic society with a noble class ruling over a much more numerous class of commoners. However, unlike in other regions of the world, frequent civil wars and rebellions have led to the destruction of a large number of noble houses, which in turn has given rise to the tradition of promoting meritorious commoners into the nobility. As such, there is less stigma between the ranks, and abuses of power are less frequent compared to other societies.
The commoners of Almir, for the most part, live in fortified villages dotting the sprawling plains the central continent. Farming and herding are the most frequent occupations, but thanks to the continent's famously fertile soil, agricultural yields are usually quite large, allowing for the existence of a thriving class of merchants and craftsmen. A fair amount of the population is also employed in nautical pursuits, with trading and fishing being prevalent.
Humans make up the vast majority of the population, due in large part to Pyrathien immigration regulations limiting the number of non-humans that could settle there. Nevertheless, a significant number of non-humans have come to live in Almir over the years, and they remain a common sight in most major cities.
Thanks to their relatively small number, and the disproportionately large amount of support they lent the allied war effort during the Great War against Lacot, non-humans enjoy little in the way of overt persecution in Almir. That said, the prospects for advancement are minimal, and only on extremely rare occasions are they promoted into the nobility.
This benign treatment of immigrants has in turn led to a large number of refugees flooding into Almir's port cities. Unfortunately, without guild credentials or sufficient capital to open a pioneering villages, there is little recourse for these desperate individuals save turning to crime. Which is the reason why non-humans are common among the gangs and guilds that manage the Kingdom's criminal underworld.
Political System
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As a monarchical and feudal society, Almir's governmental authority ultimately rests with the crown, and is in turn disseminated in myriad of different ways among a multitude of noble landlords and government officials. In theory, this ensures that there is a stable flow of power extending from the king or queen to the lowliest knight or tax collector. In practice, however, this has led to royal power being strongest around the capital itself, and declining the farther you travel from it.
Although technically all sworn to the service of the reigning monarch, the nobles of Almir are managed through a complicated web of patronage, territory, and familial relationships that only loosely corresponds to political reality. As a result, most regions of the country are typically dominated by a major noble house which maintains enough power and influence to force their lower ranked neighbors into compliance. This system is widely believed to be the cause of the numerous civil wars the country has fought, as it has a tendency to give rise to powerful regional lords.
Cities in Almir are typically run by a combination of a noble overseer and commoner officials, who have a degree of autonomy not seen in other parts of the country. Guilds are the other major pillar of Almiran society, and are known to regulate and control their individual trades with ruthless efficiency.
Currently, the Kingdom of Almir is undergoing a succession struggle, with factions forming around the three possible heirs to the throne. Following the invasion of Skull Lord Kultanis, however, the First Prince Johnathan has emerged as the most likely candidate for the throne thanks to his active involvement in the Skull Lord's eventual defeat.