Fleid

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Country Description:
Fleid is one of the only countries where arcane magic is somewhat accepted. This started during the unification, where first Duke Dergian and then his enemies began to use arcane spell casters to wage war. High prices were offered and magic users who had kept themselves hidden began to flock to Fleid. One particularly powerful wizard came to serve as an adviser to Duke Dergian and after his unification of Fleid the practice became common for Dukes and other high nobility. It is now common for the Dukes to use arcane spell-casters in their armies, giving them an edge over many of their opponents. Doing so has strained relations with Raul’zil in particular but also Mal’tara and Beranok who all harbor deep distrust of magic users and that distrust has rubbed off on the nobility of Fleid.

Old History:
The lands of Fleid were once a loose collection of warlords fighting for control of choice lands. People were soldiers or serfs and slaves, with a few craftsmen being the exception. Eventually the most skilled warlords managed to conquer and hold larger and larger regions until there were only 6 left: Mardis, Galcine, Lerwein, Reslin, Iraklion, and Halych. These were stable until 150 years ago when Duke Dergain of Mardis co-opted Galcine through marriage and allowed him to conquer the other Dukedoms one by one. He proclaimed himself Arch-Duke of Fleid and his family has ruled since.

History:
Fleid is ruled by a hereditary feudal nobility, until recently with the Arch-Duke of Mardis at the top. Answerable to the Arch-Duke are the Dukes of Lerwein, Reslin, Iraklion, and Halych. Each of these five rule over enormous territories and command the loyalty of many vassals. Lords of various rank manage towns or large stretches of land for their Dukes and provide Knights other retainers for military service. Non-Nobility may not own land, but are either granted the right to work it in exchange for payment or a percentage of yield (as is the case for farmers) or they are directly paid in food or coin for their work. Peasants are allowed to migrate as they choose, but the expense of relocating for them and the difficulty of finding new workers for their overseers generally ends in mutually beneficial terms. All citizens have equal protection under the law, but generally anyone with rank or coin can take advantage over those without.

Recent History:
Arch-Duke Edwin Mardinis of Mardis was killed and his title usurped by Duke Darrel of Lerwein after killing off the other Dukes and replacing them with newly appointed loyal nobles from those regions. With his newfound power he waged war against Beranok Alliance, the Riverlands of Mal’tara, and the Empire of Raul’zil. His actions instigated the Great War and his death and the fall of Lerwein heralded the end of the Great War. 30 years and a full generation later Fleid is just starting to recover from the losses it suffered during the war, and has regressed to a loose collection of Nobles and Warlords fighting over land and resources. Lerwein itself lies in ruins and is covered by the Blight, which spreads each year.

Relations:
Mal’tara: Conflicted Relations (minimal trade partner)(recent and past wars)(fear of arcane magic)(wandering Fleid mercenaries)
Beranok: Very Conflicted Relations (minimal trade partner)(recent and past wars)(fear of magic)
She’Sua: No Organized Contact ( wandering Fleid mercenaries)
Raul’zil: Very Conflicted Relations (no trade) (hatred of arcane magic)

Leadership:

More than a dozen lords hold enough land or command armies large enough to boldly claim the tittle of duke. Conflict zone between these lords are common and the wise stear clear.

Fleid

Keldren fasteraubert