NATIONAL FLAG
"The Elderkin are hardly without their own inner turmoils, and more than once a human kingdom has been blamed for all the ills and strife in their societies. Crumbling ruins are all that remain of the human kingdoms that once filled the Emerald Sea, extinguished for no other reason than elvish pride."
- Unknown Scholar, Description of the Three Dynasties
The Three Dynasties of Hvel'Luthnor,, also known as the Empire of Hvel'Luthnor or simply the Three Dynasties are an ancient Elven nation within West-Ciradon, standing as a testament to the enduring power struggles and resilience of the Elven civilizations of Tyrrell.
Established in the aftermath of the Blessed Nightmare, the Three Dynasties emerged from the shattered remnants of Hvel'Luthnor, formed by the noble dragon houses of Krokinfae, Burhos, and Alruinck.
Despite internal strife and occasional separatist movements within individual dynasties, the empire has persevered, with each dynasty taking its turn on the throne of Hvel'Luthnor.
United by a shared history and bound by ancient laws, the Three Dynasties have weathered countless challenges, reforged time and again as a symbol of Elven endurance, pride and unity.
Map of the Three Dynasties during the third age
EARLY HISTORY
The lands of the Three Dynasties are some of the oldest settled throughout Tyrrell, with many scholars and anthropologists placing it as the original homeland of the Elven species. In times prior to the First Age, when the Forgotten ruled the world, the Elves would spread throughout the north and fragment into various villages and towns along West Ciradon's northern coast.
As the mysteries of the Forgotten have been lost to history, it is unknown how much autonomy the Elves of the region maintained. However, surviving records from the time make mention of the settlement of Hvel'Luthnor, proving it at least existed with some degree of independence.
After the events of the Blessed Nightmare and the Forgotten's sealing behind the great Gates, the surviving settlements of the region gradually evolved into petty kingdoms and fiefdoms, each vying for dominance in the wake of the Forgotten's rule. Among these, Hvel'Luthnor would emerge as a prominent power, thanks to being the first to tame and ride the dragons of the Kyrel Mountains.
As the First Age progressed, the eastern fiefdom of Tasse'nor, one of the wealthiest settlements of Hvel'Luthnor, grew in influence and declared independence following a brief war in the 236th year of the First Age. Following the loss of wealthy territories to Tasse'nor, Hvel'Luthnor embarked on a campaign of vassalization and annexation of certain neighbouring Lesserkin tribes.
However, internal turmoil rocked Tasse'nor in the 486th year of the First Age, leading to a coup secretly supported by the ruling Hvel'Luthnor Emperor Milazin Araleus Luthnau V. Six centuries later, Hvel'Luthnor and the newly renamed Tassendrel Empire forged a defensive alliance against the Elruth Empire and the encroaching Dwarven presence in West Ciradon.
In the year 1100 a small population of costal elves from Hvel'Luthnor and Tassendrel followed the Krakenlords to the islands that would later form Hvel'Xiren. This event heralded the beginning of Hvel'Luthnor's expansive expeditions across the world sea, laying the foundation for their future colonial ambitions in the years to come.
THE GOLDEN AGE OF HVEL'LUTHNOR
During the millennia leading up to the dawn of the Second Age, significant developments unfolded within the realm of the Three Dynasties. Expanding their influence beyond their mainland territories, the elves of Hvel'Luthnor established some small colonies in the North sea an the Ruby sea, leveraging their naval prowess and exploration fleets to establish trade routes and diplomatic ties with distant lands who long have been silent since the sealing of the Gates. These colonies, though initially established for resource acquisition and strategic advantages, soon evolved into thriving cultural and economic hubs, fostering the exchange of ideas and goods between Hvel'Luthnor and the diverse civilizations of beyond Ciradon.
Amidst these developments, the courts of Hvel'Luthnor witnessed the rise of the Dragon Lords, elite nobles who boasted ancestral connections to the ancient dragon riders of the Kyrel Mountains. As the guardians of Hvel'Luthnor's military and spiritual heritage, the Dragon Lords wielded considerable influence within the empire, shaping its policies and guiding its expansionist ambitions across the seas. These Dragon Lords formed into different dynasties of dragon riders, breeders and tamers, some Dynasties like the Krokinfae, Burhos, and Alruinck and many other, each vied for supremacy within the imperial court and sought to advance their own agendas on the world stage.
Following the end of the Tassendrel Civil war in 1405 and the re-election of Empress Heveilli of Tassendrel, the Tassendrel Empire and Hvel'Luthnor entered into a personal union when she married Emperor Seran Araleus Luthnau II of Hvel'Luthnor, marking a significant chapter in their intertwined histories. Under this union, the two empires shared a common ruler, as Hvel'Luthnor adopted some parts of the New Tassendreli cast system. The union consolidated their military and political power to confront external threats and expand their dominion over the known world. Together, they embarked on ambitious colonial ventures, establishing settlements and trading outposts in distant lands, particularly in the regions of Elysia and Leide.
The union ended peacefully in 1722 following the death of Empress Heveilli, with the Tassendrel Empire no longer following a hereditary succession law, and she and Emperor Seran Araleus Luthnau I left no offspring the throne of Hvel'Luthnor was left to Seran's nephew the Dragon lord Milazin Araleus Urval
Throughout this period, spanning from approximately 1200 years of the First Age, Hvel'Luthnor experienced a golden age of prosperity and cultural advancement, marked by unprecedented economic growth, artistic innovation, and diplomatic prestige. However, beneath the veneer of unity and splendour, tensions simmered among the ruling elite and along the borders, foreshadowing the disastrous events that heralded the Second Age
THE SECOND AGE AND THE 3RD GATE
The dawn of the Second Age heralded a new era of challenges and upheaval for the Empire of Hvel'Luthnor. With the opening of the First Gate in Midboria, Hvel'Luthnor, along with other Elderkin powers, dispatched troops and dragon riders to aid in the closing of the gate, demonstrating their commitment to maintaining the fragile balance of the world. However, the true test came with the sudden emergence of the Third Gate in the heart of the rugged elven empire of Hvel'Luthnor during the year 506 of the Second Age.
The jagged hills and coastal landscapes, once the bastion of the Dragon Riders who valiantly rode to oppose the Forgotten in the distant north, bore witness to a devastating conflict that reshaped the destiny of the realm. The war to seal the Third Gate exacted a heavy toll lasting 17 years, decimating the royal family and leaving only three noble dynasties standing: Krokinfae, Burhos, and Alruinck. In a desperate bid to preserve their dominion, the remaining sovereigns reluctantly agreed to a fragile pact sealed by blood magics, cementing the Empire of Hvel'Luthnor as the Three Dynasties in the year 523.
Over the millennia that followed, the Three Dynasties navigated a path fraught with internal strife and external threats. Rivalry among the noble houses fuelled a cycle of squabbles, conflicts, and strategic alliances, with power shifting between the dynasties every third decade. Despite their differences, the elves of the western coast remained united by their pride and hunger for power, embarking on campaigns to expand their territories and assert their dominance over nearby Elderkin and Lesserkin states.
Internal politics within the Three Dynasties was characterized by a complex web of espionage, sabotage, and chivalrous duels among the esteemed Dragon Knights. While assassination of fellow lords was deemed dishonourable, disputes were often settled through honourable combat, reflecting the code of honour that governed elven society. As the Three Dynasties grappled with the ongoing threat of gate openings, each dynasty sought to outmanoeuvre the others by gathering personal allies and resources to strengthen their position in the shifting geopolitical landscape of Ciradon.
THE DYNASTIC HOLDINGS AND THE EMERALD SEA
I'm an intro to the subject of this section, so that I can break up the white subheading below so we can better accentuate the sections!
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The modern government of the Three Dynasties of Hvel'Luthnor is a Monarchic Triarchy with semi-democratic elements that is deeply rooted in the Elven traditions of Ciradon. Established in the aftermath of the Blessed Nightmare, the system is designed to maintain a traditional balance of unity and power among the three ruling dynasties: Krokinfae, Burhos, and Alruinck. This intricate structure allows each dynasty to have a voice in the governance of the empire while ensuring that no single prideful or ambitious house can dominate the others.
The Triarchy
At the heart of the Three Dynasties' government is the Triarchy, composed of the heads of the three ruling dynasties ever since the writing of the constitution.
Current Triarchs of Hvel'Luthnor:
Name of Krokinfae (current Empress )
Name of Burhos
Name of Alruinck
Each Triarch takes turns presiding over the council and the nation, becoming the nations Monarch which hold the de jure title of Emperor/Empress of Hvel'Luthnor, with the rotation occurring every third decade, with the National Diet appointing one of the two other Triarchs to become the next Monarch. To maintain balacne this rotation system ensures that power is shared equitably and that no single dynasty can hold onto the throne indefinitely, though a Triarch can be elected any number of times and have no term-limit, they can not hold the throne in two consecutive terms.
The National Diet
The National Diet is the legislative body of Hvel'Luthnor, comprising representatives from each of the three dynasties. It functions similarly to a parliament, where members debate and pass laws, manage internal and external policies, and address the needs and concerns of the empire.
Each dynasty selects a group of senior advisors known as the Aurats . These advisors, who are often seasoned politicians, scholars, and military leaders, represent their respective houses in the National Diet, it is not unheard of that the husbands or wife's of the Triarchs become a Aurat during while they serve as Monarch.
The number of representatives from each dynasty is proportional to the population and land holdings of their respective territories, ensuring fair representation. A strict set of laws ensure that newly acquired vassal states or colonial holdings need to go trough a long and meticulous prosses to be eligible for representation in the Diet. Though the acquisition and successful indoctrination of such holdings often help in the elections, with the dynasty proving themselves worthy trough conquest or bringing wealth and new resources to the empire trough diplomatic means.
The National Diet proposes and votes on new laws, which must receive majority approval from all three dynasties to be enacted. This system promotes collaboration and prevents unilateral decisions.
Succession within each dynasty follows hereditary lines, with the most capable heirs being groomed for leadership. Marriages between dynasties are arranged to solidify alliances and maintain peace, though such unions are often fraught with political intrigue. As such each time the Diet is gathered it is more reminiscent of the shouting, fighting and drama of a extended family gathering than what modern nations would call a peaceful political gathering.
Following the War of the Dawn, the death of many dynastic members on the battlefield saw a new law pass allowing elves that do not share the blood of the dynasties to partake and join in the National Diet as long as they pledged allegiance to one of the three dynasties.
Provincial Governance
The empire is divided into provinces, each governed by local lords who pledge allegiance to one of the three dynasties often staying loyal to one dynasty for generations, or switching allegiances when the opportunity arises. These provinces include:
Dynastic Provinces: Directly controlled by the ruling dynasties, these regions are the heartlands of Hvel'Luthnor, rich in resources and heavily populated.
Outer Provinces: Governed by lesser nobles and vassals, these areas are more remote and often newly integrated colonial holdings or on the borders of conflicts with neighbouring states and other external threats.
Foreign Policy and Military Alliances
The Three Dynasties engage in complex diplomatic relations with other Elderkin powers, Lesserkin states, and human nations, where each dynasty seeks to forge alliances to strengthen their position, often supporting different factions in foreign conflicts to gain an upper hand as each dynasty has a different foreign policy.
The dynasties goals and ambition often only align when they have to work together to defend against threats that threaten the nation and the elven way of life as a whole, be it the opening of a gate, foreign invasions or insurgents, each contribute troops and resources to combat the forces of the Forgotten, the inferior and the bold.
The constitution
The Three Dynasties adhere to a strict code of honour, discipline and balance that shapes the framework of the nations constitution:
The Constitution was written following the sealing of the 3rd Gate by the last leaders of the remaining Hvel'Luthnori Nobility, as the lords of Krokinfae, Burhos, and Alruinck had the same claim to the imperial throne of what remained of the devastated nation. They agreed to share the power instead of going trough another cataclysmic war.
The new Hvel'Luthnori constitution is partly written with magic trough fieldic blood wards, that enforces the laws within upon the bloodlines of the three founding Triarchs and their lines.
Some of the laws within include:
Honourable Combat, Disputes among the nobility are often settled through duels rather than assassination, maintaining the nations founders emphasis on honour and valour.
Espionage and Sabotage: While outright betrayal is frowned upon, espionage, bribes and strategic sabotage are common tactics in the ongoing power struggles among the dynasties.
colonies, sell dragons, aurtie, elderkin trade, lots of food, much sea. lying
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Prideful and Ambitious Hvel'luthnor elves the dynastic ones are the most arrogant, indoctrinated trough maybe magic over time foreign elves, abused and angry lesserkin pressed under a brutal boot if they don't comply. Loyal, culturally assimilated and indoctrinated lesserkin back home who have been manipulated trough generations to be docile.
Each dynasty has their own twist on the common culture, another way of trying to one up eachother on who has the best culture, though all three are still of the Luthnor Culture group like Tassendrel, the elvest of elves
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The Three Dynasties host a gate within their territories and have suffered greatly for it. This facet of their history have shaped their culture such that the nation is heavily militarized by elderkin standards, with all its citizens training every year for the defence of their nation and the world against the return of the forgotten.
Their military relies on the vast size of their conscripted forces, backed by highly trained personal forces of the Dynasties. The Three Dynasties relies heavily on their air force of dragon riders to support their ground and naval forces.
ARMY BRANCHES
The Conscripted army.
Nearly all able bodied citizens of the nation in the countryside or urban centres is summoned for military duty when required by either their Dynasty or their local lord in times of war. Each province is required by law to host regular training of its able bodied men and women for at least 30 hours per year, this time often is increased to a whole month or even years depending on the size and influence of the province in question and the percentage of lesserkin or elderkin living within it. Since the time used should not interfere with the citizens duties, the training might only be a few hours in a week often during summers or winters, or just before national holydays.
The training and equipment varies trough the nation, where lesserkin farmers might train a couple hours clad in their badly maintained rusty hauberks with simple spears and crossbows, a elderkin living near the dynastic centre might serve for many years at a time clad in the sturdiest of light-plate and might even wield a aurasteel blade or wield powerful fielded spells. Though not as finely equipped nor well trained as the Dynastic Guard or the armies of Tassendrel, the conscript armies is still a force to be reckoned with.
The Dynastic Guard
Each dynasty maintains its own private armies, which are used to defend their territories, enforce laws, and expand their influence. These armies include the elite Dragon Knights, Mages and Warships. The dynasties also have their own colonies and overseas holdings, and their great fleets of merchant ships, one of Tyrrells largest is protected by dragons and warships which secure the nations power and dominance.
Many of the colonies are breeding grounds for Dragons, which the nation have since the 2nd age tried to gain a monopoly over to some if little success. The accusation and protection of these holdings might be one of the prime duties of the Dynastic Guard, who relentlessly enforce their dynasties laws and mandates often to a extent that entire cultures or civilization is put to the torch by dragon fire.
The Draconic Magi
Best mind control in town, mind control and tame dragons, people, humans and heck even your cat might be a spy
I'm a bullet pointed list of relevent OOC stuff