Falkaar

Kingdom of Falkaar

“The invaders will come reaching for the Crown, but they will leave without their hands.”

– Aravin Korsar, Crown Prince of Falkaar

Falkaar was formed a thousand years ago from clans of seven of the Urdaggar tribes, joined together by the political acumen and charisma of Jorav Korsar.  Korsar envisioned a world where his people stopped fighting internally and concentrated on developing a healthy and prosperous civilization like some of those in distant lands.  He knew that as long as his people stayed involved in constant internecine power struggles and petty conflict they would never be great.  He convinced, cajoled and coerced six other tribal leaders to join him in conquering enough land for them all to live in comfortably.

The First War, as it is now called, carved out a great tract of land along the Moonshadow Mountains, south to the tip of the Florion and west to the sea.  The remnants of the old Traazorite provinces to the south were no match for Korsar’s powerful confederation.  He divided up their new territory amongst his men and made their leaders hereditary rulers.  With great foresight he presided over the construction of a revolutionary type of monarchy and set aside land for future growth.

The Falkaaran people are Faelers.

Government

Falkaar can best be described as an enlightened monarchy.  While the king is the ruler of the entire land, the principal nobility has a great say in major governmental decisions.  These decisions are debated at a semiannual Falkaaran Council.  In winter it is held in the royal capital of Baramar, and in the spring it rotates among the castles and cities of the dukes and barons.  For controversial decisions, a vote is taken, each noble placing a number of special coins, commensurate with his or her rank, in one of two bowls.  The king or crown prince has the largest number of these coins and breaks ties.  This system is not used in times of war, for at their core, the Falkaarans are a warrior people who know not to leave military decisions to a committee.

Another interesting reform initiated by Korsar was the prohibition against diplomatic marriages.  This, coupled with the ability of women to serve as high nobility when lacking a male heir, has kept the Korsar family on the throne for 1000 years.

King:
Head of State and Commander-in-chief. Rules from Baramar.
Duke:
Rules a city and surrounding land.
Baron:
Rules a castle and surrounding land.
Sheriff:
Rules a manor and surrounding land.

In 1008, Jerissa Korsar is Queen of Falkaar.

Heraldry

Platinum crown on blue field. The crown of the King of Falkaar is known as the Crown of the West.

Military

Falkaar’s military is composed of four elements.  First, the king maintains a permanent guard of knights and men-at-arms.

Second, each baron maintains a small contingent of specialty troops.

Third, each duke drills and maintains a regular militia consisting of lightly armored knights and pike-armed footmen.  Ducal troops comprise the majority of the Falkaaran army in the field.

Fourth, each sheriff drills and maintains a levy of archers.

In times of war, the royal foresters who patrol and maintain the Florion and Arlian form an effective military unit under direct command of the King.

Falkaar is also blessed with owning a wing of Peraks, flying saurians left behind when the Traazorites fled the land.  Perakkir, or perak-riders, give Falkaar a superb scouting ability.

The navy is comprised of three parts.  The Baron of Falthar maintains a fleet of warships that patrol Falkaar’s coast and escort merchants.  In war, the Duke of Lormouth is ready to contribute the balance of the ships and marines to expand the fleet to full size.  Finally, the Duke of Tarenna maintains a small fleet on the Inner Sea.

Religion

The Falkaarans are Faelers and worship the Faeler pantheon of gods.  This pantheon consists of gods ruled over by Vidunar, the god of war and his wife Ailea, the goddess of peace.  Temples to these gods exist throughout the Faeler countries (Falkaar, Haradel and Thormenal).  These gods are all aspects of the creator and are believed to reside in Varan (‘heaven’), an idyllic and utopian retreat above and beyond the reach of mortal men.  The Varanic religion was in a fledgling state at the time of the First War, but Jorav Korsar and his followers embraced it, sheltered its priests and built its temples in their conquered cities.

Name Aspect Domain Main Temple
Vidunar Lion War, Courage, Sun Hercourt, Haradel
Ailea Eagle Truth, Peace Lormouth, Falkaar
Valar Wolf Moon, Learning Tlhar, Falkaar
Valia Owl Moon, Wisdom Altanus, Thormenal
Jeyna Horse Earth Tarenna, Falkaar
Orva Dolphin Sea Orvlaan, Thormenal
Tahnar Falcon Sky Starhold, Haradel
Modo Stag Forests, Hunt Erladan, Haradel
Syldron Serpent Deception [hidden]
Sylvia Raven Luck Free City of Tehradim
Barek Boar Mountains Baramar, Falkaar
Glareyn Bear Protection Raalin, Thormenal

View of Outsiders

Falkaarans are very open towards outsiders, some would say too open.  They are trusting and expect others to act honorably and are sometimes caught off guard if they do not.  Falkaarans like to travel and explore.  Falkaaran schools in the larger cities teach foreign languages.  They do not hold grudges and while they will fiercely defend what they believe to be their own, they are otherwise a live and let live people.

Mating Rituals and Customs

Falkaarans are monogamous and marry in formal ceremonies through the Varanic church.  Bastard children are not mistreated and every attempt is made to give them a good home, but they have no legal right to a noble parent’s name.

Any man and woman of legal age (16) may marry as long as they recognize the basic requirements of the church.  Nobles, however, who choose to marry someone not a native Falkaaran who has no hereditary ties to any other land, forsake their title.  This law was Jorav’s third once crowned and is known as the Third Decree.  Students of politics rave about its genius, cynics vilify it and a hundred poets have woven it into their love stories.  But a Korsar still rules.

Entertainment

Falkaarans love sport.  Fairs and holy days are marked by competitions of all kinds across the Kingdom.  Jousts, archery contests, feats of strength and endurance are all popular.  Enjoyment of the arts is primarily the realm of city dwellers.  Minstrels bring some refined music into the countryside, but their bawdier repertoire is more popular.

What is valued by this society?

Falkaarans value honor and a fair deal above all else.  They are plain spoken and straightforward in their dealings and expect, often unrealistically, that others will do the same.

Economy

Falkaar exports lumber, beef, and steel.

Currency

Royal gold 15 grams
Mark silver 15 grams
Penny bronze 15 grams
Farthing copper 15 grams

Climate

Falkaar has a temperate climate, with four distinct and moderate seasons.

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