Nobility

Nobility in Brandobia

The ruling monarchs of former Brandobia are accustomed to a strong central government, with the power residing not in archdukes and princes, but in ministers appointed by the king based on proven ability. Background and family do come into play, but not as much as in other nations. Player characters can gain great political and social power without the necessity of a grant of land and oath of personal loyalty that accompanies accepting a noble title. On the other hand, poor execution of a position might result in severe or even lethal punishment.

The kings of Eldor, Mendarn and Cosdol demand that all princes, dukes and most counts renew their oath of fealty at a special holiday in the early spring. The date of the holiday changes, but typically falls around the 15 of Renewal in Eldor and two weeks later, near the beginning of Sowing in Cosdol and Mendarn. Besides the principal purpose of reminding the nobility where their loyalties lie, this gathering gives the monarchs the opportunity to drag the nobles out of their castles for a few weeks. This conveniently keeps them away from their own power bases and forces them to travel across the kingdom at their own expense.

Nobility in the Kalamaran Empire

Emperor Kabori has made two things quite clear: he expects competence, and he has no loyalty to any family – including his own. While the traditional familial powers find this lack of adherence to custom a serious insult, few dare argue the point in public. On the other hand, the attitude has created an entire new layer of nobility that is young, motivated and full of fresh ideas. The invigoration of the staid nobility has certainly had a positive impact on the Empire. And it has reversed the degeneration that has gone on since the departure of so many Kingdoms.

While the new nobility is mostly comprised of soldiers who have proven themselves in battle, enough of these new nobles rose from the ranks of adventures that a wide variety of folk have moved into the Kalamaran kingdoms, hoping to earn themselves a title. If opportunities do not fall in the laps of these would be elite, the less patient bring about trouble, hoping to be noticed by the right lord.

Nobility in Reanaaria Bay

Reanaaria Bay differs from most of Tellene in that the oldest continuous monarchies rule smaller, nonhuman “nations.” Halfling and gnome settlements report to a “king” who rules a clan of only a few hundred. The human and mixed settlements are usually independent cities ruled by elected mayor and appointed aids. Successful adventures with excellent diplomatic skills could rise to power here.

Another type of nobility can be found in Skarrna, which is culturally Fhokki. Sharrina follows the Fhokki traditions of powerful rulers with close personal contact with their vassals, and loyalty reinforced by frequent cultural and social activities. The eight Skarrnid leaders, called “Skryalkkers’” or “battle lords” have formed a bond of mutual protection (both military and economic). Each Skryvakker has a council seat (one of eight total) to which he traditionally sends a representative (though he attends important meeting himself). Aside from the battle lords, there is no nobility in Skarrna. The best a player character could hope for in Skarrna would be a position as aide to a Skryvakker, although in times of upheaval anything could be possible for a mighty warlord in the right place at the right time.

Nobilitiy in Svimohzia

The same closely related families that have ruled since Meznamish’s brief empire comprise the current nobility of Svimohzia, and gaining access to this tight fraternity is extremely difficult. The situation is somewhat more lax in Zazahni, whose royal family was eradicated some time ago. The nobles, marry solely for political reasons, changing their alliances as often as they change their wives. Since nearly all nobles in Zazahni keep concubines or mistresses, nominal heirs are born of commoners more often than not. Outsiders who prove their loyalty to extremely suspicious lords might be able to gain a small amount of trust in Zazahni.

Ul-Karg is the exception. Hobgoblin lords keep their position only as long as they maintain it. The king does not care who pays the taxes, as long as they get paid. Additional taxes or more like bribes are encouraged, if not actively solicited.

Nobility in the Wild Lands

Nobility in the Young Kingdom

Source Note: KoK Player's Guide