The Setting
Merinthia is the greatest and most powerful realm in the world, and it's king the father of all mankind. The Acanti tradesmen, strange foreign folk who frequent the ports of the Southern Sea, have been known to laugh at those who point this out, and allege that Merinthia is simply a remote and barbarous backwater – but everyone knows that Acanti merchants lie easier than they breathe.
Geography and climate
Merinthia is a temperate land, with strongly distinct summer and winter seasons. The towering mountains of the WorldTop range act as a barrier to passage of clouds, meaning that all the rain blown in from the Western ocean is dumped on the sodden people of Merinthia. In the foothills of the mountains this has created a lush and tangled rainforest, in which hundreds of species of trees compete for light beneath towering conifers. The forests are poorly known and largely avoided. Dark things are said to live there, and the only regular travel through the woods are trading caravans heading to Dwarfmoot for trade with Dwarven miners. These caravans stick to the well-known road and usually heavily guarded.
Most of the rest of the kingdom consists of gently rolling hills, leading down to the sparsely populated western coast. The northern boundary of the kingdom is marked by the edge of the Blighted Lands – an mysterious deadland where nothing will grow. No one in their right mind would venture far in the Blighted Lands, and none know what (if anything) lies beyond. Merinthians believe it to be a cursed place, that part of the world that was never touched by the life-giving breath of the Lady Ellantha.
Politics
Merinthia is a feudal society, with the king in Merinth at the top of the social pyramid. The area around Merinth is directly governed by the crown. The rest of the kingdom is governed by three Great Wards who rule in his name – Vesterward, Norward and Dwarward. In theory the king maintains full right to appoint and dismiss the Great Wards, though through long periods of peace the wardships have become firmly established in families. Through intermarriage the Norward reverted to the crown a generation back, and is currently ruled by the king's younger brother. The Vesterward and Dwarward belong to the two other great noble houses of Merinthia.
Below the Great Wards is a layer of local lords who each governs a small area in fief from a Great Ward or the King. The lord is responsible for justice in his area, though serious offences must be referred to the Ward Court. Due to the difficulties of distance in remote villages, the wards appoint Rightkeeps who make annual circuits of the Ward These are judges granted the full rights to decide for the King or Ward in remote areas.
Merinthia has little of a standing army. The larger towns maintain a militia, and the nobles are all expected to serve in times of need. 'Need' consists essentially of dealing with goblins and bandits and occasional conflicts with elves, as it has been more than a century since the last civil war and Merinthia has no foreign enemies. In practice, a noble can forgo his military service by hiring mercenaries in his place, and the few professional soldiers are mostly mercenaries who make their living protecting merchant caravans.
Peoples of Merinthia
Humans – Most people in Merinthia are locals born and bred. The country is primarily an agrarian society, and most of the population are subsistence farmers who rarely travel more than a few miles from their homes. In the north mining is an important source of income, while fishing forms the main economic basis along the coasts. Merchant caravans transport trade goods between cities – the largest and best protected being those taking the dangerous route through the Grimwald to Dwarfmoot, a trading outpost set up for the exchange of agricultural produce for metals and precious stones with the Dwarfs of the mountains.
Most of the population lives in the south, the north being much more sparsely populated. Southerners tend to look down on northern folk as simple provincial folk. The largest population concentrations are along the southern coast, supported by the trade with foreign lands. This is primarily in the hands of Acanti merchants – who bring exotic spices and silks from foreign lands in exchange for valuable metals. The Acanti are the main group of foreign residents in Merinthia, maintaining a factor at Merinth and a small population also in Suthrin. Acanti are widely considered untrustworthy foreigners, and their strange tales of exotic foreign lands are generally discounted.
Religion in Merinthia is based on worship of the Lady Ellantha, a goddess of life and healing who (so they believe) breathed life into the world and created all that is good from the world's primal, dead state. Every village has a shrine to Ellantha, and those of decent size will be maintained by an ordained clergyman who administers the rites. The Chief Temple of Ellantha is of course in Merinth, overseen by the Supreme Matriarch – an influential woman who holds the ear of the King. Merinth also houses the Wisbund – a college of sages dedicated to the search for knowledge in honour of Ellantha's aspect as the font of all knowledge. Though the Wisbund is part of the temple hierarchy, the relationship between it's current Patriarch, Elbrond, and the Supreme Matriach is somewhat tense, since she is suspicious that the Wisbund is descending into heresy.
Merinthians worship only Ellantha, but small temples to foreign gods are found in the Acanti quarters of Merinth and Suthrin.
Magic is rare in Merinthia, and magic is considered a heretical practice – interfering with the divine order of Ellantha (note that clerical magic is not considered 'magic' by the people of Merinthia. This is simply Ellantha's divine action in the world). Those who do practice magic must do so in secret.
The people of Ellantha range from pale to tanned, with paler skin more common in the cooler north. For this reason light blond hair and pale features are associated with simple-mindedness and backwardness, and for this reason there is a trade in tanning creams amongst the wealthy.
Elves
Elves live in many of the wooded areas of Merinthia. Usually they live in small and scattered communities in isolated villages, but there is a larger population persisting in the Middewald. Elves are distrusted by the people of Merinthia, and in some places where conflict has happened in recent times they are forbidden to enter villages, and occassionally shot on sight. Slightly more peaceful relations exist south of the Middewald, and regular trade with Elven merchants takes place during regular festivals in Elvermoot.
Elven religion is druidic in nature, and druids act also as the unofficial rulers in most villages. In Middewald there does live an Elf King, also a druid, who rules with a council of Elder Druids, but political authority in Elven society is loose and informal, and his control over his people is limited.
There are also believed to be elves in the vast stretches of the Grimwald, but little is known of them.
Dwarfs
Dwarfs live only in the mountain fastnesses of the Worldtop Mountains. Relations between Dwarfs and the people of Merinthia are cordial enough, though neither tends to trust the other. Dwarfs are more accepted in human society than elves are, and a few enterprising or outcast Dwarfs have made their homes in human cities. Dwarf caravans are also sometimes seen in Caradorn and even occasionally as far as Merinth, though most of the caravan trade between Caradorn and Dwarfmoot is carried on by human merchants.
Dwarfmoot is a uniquely mixed community of humans and dwarfs. It was created solely as a place to meet and trade with the Dwarves for minerals and this remains its primary purpose, though it has grown into a thriving if fractious community. Justice here is rough – it's rare for a Rightkeep to make the dangerous journey through the Grimwald and the settlement lies outside the control of the Dwarven clans – the place has little formal authority.
Most Dwarfs live in their holds, each hold being under the control of a particular clan and ruled over by a king. Migrations undertaken for economic reasons mean that members of many different clans live in each hold, however, and the fierce clan loyalty common to Dwarfs makes this an often tense situation politically. Members of 'foreign' clans have no political rights, even if they have lived in a hold for many generations. Clan membership is patrilineal.
Amongst the (male) members of a particular hold's ruling clan, the structure of government is fairly democratic, with the king acting only as the executive power – the main decision making authority rests with the general assembly of clansmen. The hold of Krak Ik'var belongs to the High King, but his authority over other kings is purely nominal and ceremonial. Other kings of Clan Ik'var, however, would typically defer to him.
Dwarfs have no innate magical abilities, and typically consider magic an elvish abomination.
Goblins
Goblins live mostly in poorly inhabited areas – they are most common in the forests of the north and east. Goblins seem to have some sort of social and religious structure, but this is poorly understood. They are known principally as raiders of livestock and, upon occasion, unwary children (they tend to avoid adult humans). Crusades to eliminate goblinkind have happened in the past and have been largely successful in the south – but goblins persist in remote areas and breed rapidly.
Goblins are rarely encountered in the south. Strangely, this is true even very near the Grimwald, despite the fact that they are commonly sighted in forests of the north, and that no Merinthian army has ever penetrated the depths of the Grimwald.
Ogres
Ogres are poorly known, but are known to reside in the mountains and are sometimes seen at Dwarfmoot. The locals there have learnt that peaceful interaction with Ogres is possible, and enterprising merchants have even been known to trade with them. This is potentially profitable due to their great stupidity, but an Ogre who suspects it's being cheated has a tendency to crush the head of the cheater. In the rest of Merinthia, Ogres are considered something distant and exotic, or simply a myth with which to frighten children - like the beasties said to occupy the Grimwald.