Post by Oniryukain on Sept 1, 2006 4:03:34 GMT -5
Geographical Information (and a little extra):[/size]
Pherin ('fir'in)[/size] is the nation that sits in the northwestern region of Fenmyr. The territory, the land portion, extends eastwards from the Fjords of Kira to the Vorrin Mountains in the west and southwards from the Tradecoast (the common name for the collection of settlements at the coast of the Sweet Sea) to the Sillilnyme Forest (more specifically the North Nyme Woods). Water-wise, Pherin's territory extends deeply into both the Western and Sweet Sea, it is also home to the giant lake, Lago Cristal, at whose center is the famed crystal tower Kilotharni. Pherin is also home to a dense forest that wraps about the coast line from just south of the Fjords of Kira all the way around past the Vorrin Mountains to merge with the Myrawood southeast of the city of Azan. In addition to the forests, Pherin contains two mountain ranges, the Mort'kha Mountains known for its rich ore deposits and the Vorrin Mountains that acts as a natural boundary to the nation of Kyrstinaw in the east. The Vorrin Mountains is also known to be home to the Fists of Dauthi, a well known monk order of the Cahnite faith. While numerous streams and rivers exist in Pherin, it is home to only one major river, the Kellin River that flows from the Sweet Sea to Lago Cristal, a portion of the river flows through Azan forming the smaller “West” and “East” rivers before joining with the Trollshank in Myrawood. One last noticeable geographical feature would be Lost Vestige, a large scarred battlefield from the Jaian invasion of Arbon during the Arbon-Jaian war that ended in 1395, it is believe this battlefield still has as many as a five to ten thousand still lost within it.
The region of Pherin, until nearing the very south of the territory, is that of a temperate heat zone that witnesses the entire four seasons, each normally distinctive from the others. The Tradecoast and the Fjord of Kira commonly are host to a series of harsh storms, especially in the winter, due to the strong sea winds. As you approach the North Nyme Forest, it begins to slowly become warmer and warmer, as the border villages of Pherin are the earliest of the tropical heat zone. This area, unlike a normal tropical zone, still witnesses the seasons and not just a dry and wet seasons.
OOC: Pherin's weather, environment, and flora/fauna is similar to that of the northeast US or western Europe until you reach the southern end, and it begins to change, something akin to like entering the southeast US.
Historical Information:[/size]
Pherin started as the village of Pherris when Humans from the walled township of Taeel sought a site to process additional resources, these being sea life and wood. In terms of present-day Pherin, the village would had been located north of the ruined city of Verzhul in the forest near the coast, it has long been engulfed by them now. As Pherris grew, so did its importance, while always in the shadow of Taeel, Pherris was looked upon as an economical center that was one of the leading factors for Taeel's growth. As the years passed, Taeel would become the legendary first kingdom of Mankind, leading to many breakthroughs and cultural changes. Though it would be during this, that Taeel's demands upon Pherris and its sister settlements finally were too much and they revolted. This series of civil wars weakened the state of Taeel enough to where it eventually fell.
Freed of Taeel, Pherris remained an independent city trading with its sister cities until a loose federation formed and then a republic over the next several centuries, and Pherris's individuality faded it was now part of Arbonia. Arbonia, was a very large republic stretching from the Western Sea to the Eastern Sea, though it was far from an utopia. Arbonia had many issues even from the beginning, trade relation conflicts, political control issues, and such – no one wish to repeat the Kingdom of Taeel but the government enacted was unable to keep the peace. Eventually, much like its predecessor, Arbonia fell into a violent civil war ending in a split, Arbon (East) and Jaia (West), whose bad blood would remain for over a millennium.
Pherris would become part of Jaia, which had become a monarchy, as a controlled territory known as Pherin. It was once again used as an economical center by the Jaians, especially when warring with Arbon, Pherin was extremely useful in siege weapon crafting. This remained the case for a great period of time, an army under Quain Dracheklinge's rule invaded and conquered Jaia, assimilating it into his “Empire of Sol”. This is when Quain, himself, turned on and conquered Arbon, a nation that made him a hero when the Orcs arrived in Sillilnyme. By the end, Quain would have conquered all of the Human controlled lands of Fenmyr including portions of the Shadowluren and Sillilnyme forests. Quain, unlike many of his predecessors, did not rename territories but made important cities, such as Pherin, “capitals” of territories of which the Empire ruled.
It would be during the rule of the third Emperor of Sol that the Ark of Quain incident would occur, destroying massive amounts of Fenmyr and changing life forever. Pherin was not spared of this fate, it became lost, only remembered by those who survived and in tomes but Man in his attempts to recover, grasped at other memories. Arbon (West) and Jaia (East) were reestablished and their bad blood continued to flow, though Arbon would be the victor in this and conquer Jaia, forming the “new” Empire of Arbon. Though Jaia would be able to free itself during a civil war much later, Pherin still remained merely a province in Arbon, the city having been destroyed during the Ark of Quain incident. It would be sometime during the next few centuries that Kyrstinaw would be formed from Jaia, Jaia's reconquering and than its final rebirth.
During the final Arbon-Jaia war, both nations would lead to one another's utter destruction, leaving the fragments of ruined nations to be rebuilt. Jaia would be rebuilt into the Free States of the Grasslands, a loose trade federation of independent cities on the eastern coast of Fenmyr. Arbon's ruins were picked up by survivors of Arbon, Jaians who did not return to their lands, and people from the northern Moonsea of Faerûn – people also breed from stocks of warriors and adventurers. A name, found in a tome found in the vast city of Verzhul, was used, as the reader found it fitting, Pherin. Over the years since the founding of the Republic of Pherin in 1400, it has strived to become a great nation, but war seems in the blood of the Pheric ('fir-ik), as it always has.
Generalized Cultural Information:[/size]
The Pheric people are made up of Arbonians, Jaians, and north Moonsea folk – in reality Arbonians and Jaians are typically considered to be of the same stock despite the bad blood, they are the same people though culturally the two groups have created something of a strong appreciation of law. The north Moonsea folk, are of their own unique bloodlines many were of the Dalefolk, Cormyrians, Amnish, and such – of these groups, the Dalefolk are especially well know for their ability to fight, extremely in cases against those who wish to rule over them without their consent. Though, despite their affinity to battle, they are not those who would ignore knowledge, many libraries and schools exist within the region.
Pherics are experienced sailors, knowing much about the sea they have lived to some degree off it. Salt gathering is a common business alongside fishing, whaling, and naval based trade. The oil produced from the ironband whales is a common product found in the Tradecoast, it is used all over Fenmyr in things such as lanterns to firebombs. In addition to fishing, Pherics are capable miners and metalworkers in their own right. Having been taught much about the art from the Lodestones, the Pherics have mastered their own variations, the iron and blue steel from Lascan are among the finest produced in all of Fenmyr. They are unlike their ancestors, they are far more conscious about the possibility of lost resources, and constantly plant new trees as they forest to produce many of their goods – there is a significant number of Pheric born rangers as either result or enforcement of this. Cattle and sheep ranchers are common in Pherin, though they do not export any of the meat or milk. Farmers are also known for their hearty spring wheat they grow.
To be put simply, the Pheric people are a group of modern learned warriors with a sense of honor and law, having put much stock in their faiths to give them strength to battle those who would reign tyranny upon them. Knowledgeable about the sea, mining, forestry, and farming; they are able to produce many resources which they require without the constant aid of outside powers. Pride and hardworking, the Pheric believe it is their duty to make sure their work and names are not once again lost to history.
Governmental Information:[/size]
Following the founding of Pherin as a nation in 1400 DR a two house legislative branch was formed to develop laws for the newborn nation. This two house system was made up of the Trademasters and the Commoners. The Trademasters were the wealthy, and often powerful, merchants found within Pherin, especially the Tradecoast – they would eventually be considered Pherin's nobles. The Commoners were representatives of the common folk, there were so many from each city based on its size. There was no central executive officer in this government, this was to prevent Pherin from being compared to Arbon in terms of its leader, the God Emperor Ensis. This lasted until the twelve year civil war between 1422 and 1434, where the Winnts faction (of the Trademasters) and the Steins (of the Commoners) collided over various fundamentals of the government.
During the reconstruction period the government was restructured with a High Lord who rules with a council of Lords to assist and keep in check. The High Lord rules with nearly absolute power, only the Lords' Council acts as sort of a balance to his power. The following paragraphs will go into more details about the two groups.
The High Lords, after the first, were traditionally picked from the existing Lords' Council and rule for life. High Lord is not restricted to sex, race, gender, religion (well save for obviously “evil” ones) or age but these factors obviously do come into play when the Lords' Council selects one. Traditionally it has always been a Human male usually in his thirties-forties from former Arbon, Jaia, Northern Alliance of the Moonsea (NAM), or Pherin that worships Adonis, Toria'Kel, Tempus, or Helm. The High Lord rules New Pherin directly as his “territory”, this is done so everyone at the Lords' Council has a territory to represent. The High Lord has the power to veto any law, movement, or whatnot from the Lords' Council, though in return all his laws (not movements, troop deployment, etc.) must earn 50% of the council votes to pass – though his is hardly an issue. The High Lord does not continue through heritage, even despite the strange fact only the most current High Lord has fathered children, children of former High Lords, however, are always considered potential members for the Lords' Council should there be no heirs to a current Lord. When a High Lord dies, their body is prepared by a Cahnite for a special cremation, their ashes are normally poured into the Lords' Gardens in New Pherin – statues are erected in their honor. This is done to prevent a High Lord's body from being used for any sort of necromancy.
There has been four High Lords since 1435: High Lord Winnts 1435-1440 (Died of a poison induced heart attack), High Lord Vario 1440-1460 (Died in battle), High Lord Aroth 1460-1480 (Died of old age), and High Lord Darathorn 1480-?.
The Lords' Council is the modern version of the Trademasters, though they are not always linked to merchants any longer. Many Lords are war heroes from the various conflicts common in Pherin's history though many are actually just powerful merchants. Lords rule for life and their positions are inherited by their children, in the case of no heir, a High Lord's child may fill the role permanently. In the extreme rare case of the High Lord having no heirs, or no capable heirs (as in already in a position or refuses the lordship) an election is held by the commoners to elect one. As with High Lords, Lords are not restricted to sex, race, gender, religion (well save for obviously “evil” ones) or age though similarly they are Human males in their later fifties and are faithfuls of Adonis or Toria'Kel. Each of the more major towns/cities of Pherin has a Lord ruling and representing them, currently there are nine Lords. They are in order of importance: New Pherin (special case), Lascan, Ivelfrost, Azan, Leona, New Mith, Forlan, Kenphion, Syrix, and Kiran (special case).
New Pherin: Is a special case as the High Lord rules this city directly, therefore its High Lord Darathorn.
Lascan: Currently ruled by Lord Phangul Laslar (nicknamed Lord Skysteel)
Ivelfrost: Currently ruled by Lord Ivan Velfust (nicknamed Lord Frost)
Azan: Currently ruled by Lady Ariel Mascio (nicknamed Lady Luck)
Leona: Currently ruled by Lord Otis Kellin (nicknamed Lord Riverman)
New Mith: Currently ruled by Lord Arthinedhel Faragnindor (nicknamed Lord Art)
Forlan: Currently ruled by Lord Farris Enamrea (nicknamed Lord Seadog)
Kenphion: Currently ruled by Lord Roian Kenotap (nicknamed Lord Ro)
Syrix: Currently ruled by Lady Arwen Llast (nicknamed Lady Redmoon)
Kiran: Is a special case, technically it is not large enough to be considered powerful enough to warrant a Lord in the Lords' Council but due to the presence of the Gateway, the village is seen as important enough to permit a committee headed by a spokesman. The spokesman of this committee currently is Jayson Mistirio, son to Yao and Nasha.
[/blockquote]
One final point on government is the viewpoint on the ruined city of Verzhul. Technically it is a territory of Pherin, however, it is controlled by the church of Adonis and normally the laws of Pherin would not apply. But, any Pherin citizen that enters is still held legally by the laws of Pherin due to agreement between the Church and the Lords' Council. However, even despite this, the government of Pherin cannot send in military to extract criminals without first obtaining permission from the Church of Adonis. It is a sore spot in the otherwise great relationship the Church of Adonis and Pherin have.
Military Information:[/size]
The Pheric military is one of Fenmyr's strongest, primarily due to the heavy focus on military development perhaps in part due to its history. In terms of “rank” Pherin has the strongest/largest infantry, second strongest/largest siege weaponry units, second strongest/largest navy, third strongest/largest wizardry combatants, third strongest/largest cavalry, and the fourth strongest/largest special operations division.
The military makes up roughly one third the total population of Pherin.
The Legion: The famous (infamous to some) Legion of Pherin, being made of up one hundred separate divisions. Each Legion division goes by both its division number, for example the Twenty-Second (22nd) is currently stationed in Kiran, as well as their nicknames such as the Blue Steel Legionaries of Lascan. Each Legion is ultimately lead by a single Commander who than answers to a Quarter Commander who then answers to the Grand General (also known as the East and West Commanders) and finally the Supreme Genera (also known as the Pheric Crusader) who only answers to the High Lord. So in other words: 100 answer to 4 who answer to 2 who answers to one for a total of 106 commanders for the Legion. Of the Legions eighty-eight make up the powerful infantry, while ten make up a portion of the cavalry, and two make up a portion of the special operations division.
Pheric Marines, The Seadrakes: Considered to be part of both Pherin's infantry and naval forces. These soldiers are trained to be able to adapt to both sea and land battle, they are some of the best trained fighters Pherin has.
The Pheric Naval Forces, The Leviathan: Pherin's naval forces, also known as, The Leviathan, is a well organized force. It is believe the skill of the navy is a direct result of Arbonian and NAM influences – Arbonian had a massive navy during the Arbon-Jaian war and were known to be rather effective while NAM has very few ships but often bested Arbon's forces. They have many ships, often most are in active use to due to pirates such as the Celestial Leylines.
The Pheric Infantry, The Ironknights: The non-legion portion of Pherin's infantry includes light, heavy, archers, and siege gunners. Sometimes called the Iron Grunts.
The Pheric Wizardry Units, The Battle Magi: As direct result of the Veluan Academy, these well trained wizards are among Fenmyr's best. They are often used to guard specific regions and assist in long campaigns.
The Pheric Cavalry, The Riders of Kira: Skilled horsemen who are capable of fighting from the top of a steed. Though not nearly as trained as the Kyrstinaw Cavalry or the similar Shadowluren Forestriders.
The Pheric Special Operations Division, The Plainswalkers Heavily trained soldiers for various specific tasks that requires just as much guile as brute force.[/blockquote]
Miscellaneous Information:[/size]
Armed Services of Pherin not controlled by the government: Sol's Lumière, The Wandering Bulwarks, The Association of Rogue Wizard and Sorcerer Hunters (Mage Hunters), Fists of Dauthi, and Windrunners (Pirate Hunters).
Symbol/Flag: A white sword, with usually no detail, vertically held downwards (point at the bottom, hilt at top) on a red background where on either side sword lies a green leaf.
Primary Religions: Adonis, Toria'Kel, Helica, Krage, Jylia, and Cahn
Chief Exports: Salt, Seafood, Ironband Whale Oil, White Kiran Oak, Lascan Blue Steel, Weapons/Armor crafted from Blue Steel, Wheat
Chief Imports: Sugarcane, Glass, Coffee, Spices, various Fruits/Vegetables
Population Density: Human 72%, Elven 12%, Dwarves 10%, Half-Orc/Orc 2%, Half-Elf 2%, Halfling 1%, Gnome 1%
Popular Occupations: Guard/Legionnaire, Sailor/Fisher, Trader, Wizard/Arcane Researcher
This will be updated, corrected, and modified as needed.
Pherin ('fir'in)[/size] is the nation that sits in the northwestern region of Fenmyr. The territory, the land portion, extends eastwards from the Fjords of Kira to the Vorrin Mountains in the west and southwards from the Tradecoast (the common name for the collection of settlements at the coast of the Sweet Sea) to the Sillilnyme Forest (more specifically the North Nyme Woods). Water-wise, Pherin's territory extends deeply into both the Western and Sweet Sea, it is also home to the giant lake, Lago Cristal, at whose center is the famed crystal tower Kilotharni. Pherin is also home to a dense forest that wraps about the coast line from just south of the Fjords of Kira all the way around past the Vorrin Mountains to merge with the Myrawood southeast of the city of Azan. In addition to the forests, Pherin contains two mountain ranges, the Mort'kha Mountains known for its rich ore deposits and the Vorrin Mountains that acts as a natural boundary to the nation of Kyrstinaw in the east. The Vorrin Mountains is also known to be home to the Fists of Dauthi, a well known monk order of the Cahnite faith. While numerous streams and rivers exist in Pherin, it is home to only one major river, the Kellin River that flows from the Sweet Sea to Lago Cristal, a portion of the river flows through Azan forming the smaller “West” and “East” rivers before joining with the Trollshank in Myrawood. One last noticeable geographical feature would be Lost Vestige, a large scarred battlefield from the Jaian invasion of Arbon during the Arbon-Jaian war that ended in 1395, it is believe this battlefield still has as many as a five to ten thousand still lost within it.
The region of Pherin, until nearing the very south of the territory, is that of a temperate heat zone that witnesses the entire four seasons, each normally distinctive from the others. The Tradecoast and the Fjord of Kira commonly are host to a series of harsh storms, especially in the winter, due to the strong sea winds. As you approach the North Nyme Forest, it begins to slowly become warmer and warmer, as the border villages of Pherin are the earliest of the tropical heat zone. This area, unlike a normal tropical zone, still witnesses the seasons and not just a dry and wet seasons.
OOC: Pherin's weather, environment, and flora/fauna is similar to that of the northeast US or western Europe until you reach the southern end, and it begins to change, something akin to like entering the southeast US.
Historical Information:[/size]
Pherin started as the village of Pherris when Humans from the walled township of Taeel sought a site to process additional resources, these being sea life and wood. In terms of present-day Pherin, the village would had been located north of the ruined city of Verzhul in the forest near the coast, it has long been engulfed by them now. As Pherris grew, so did its importance, while always in the shadow of Taeel, Pherris was looked upon as an economical center that was one of the leading factors for Taeel's growth. As the years passed, Taeel would become the legendary first kingdom of Mankind, leading to many breakthroughs and cultural changes. Though it would be during this, that Taeel's demands upon Pherris and its sister settlements finally were too much and they revolted. This series of civil wars weakened the state of Taeel enough to where it eventually fell.
Freed of Taeel, Pherris remained an independent city trading with its sister cities until a loose federation formed and then a republic over the next several centuries, and Pherris's individuality faded it was now part of Arbonia. Arbonia, was a very large republic stretching from the Western Sea to the Eastern Sea, though it was far from an utopia. Arbonia had many issues even from the beginning, trade relation conflicts, political control issues, and such – no one wish to repeat the Kingdom of Taeel but the government enacted was unable to keep the peace. Eventually, much like its predecessor, Arbonia fell into a violent civil war ending in a split, Arbon (East) and Jaia (West), whose bad blood would remain for over a millennium.
Pherris would become part of Jaia, which had become a monarchy, as a controlled territory known as Pherin. It was once again used as an economical center by the Jaians, especially when warring with Arbon, Pherin was extremely useful in siege weapon crafting. This remained the case for a great period of time, an army under Quain Dracheklinge's rule invaded and conquered Jaia, assimilating it into his “Empire of Sol”. This is when Quain, himself, turned on and conquered Arbon, a nation that made him a hero when the Orcs arrived in Sillilnyme. By the end, Quain would have conquered all of the Human controlled lands of Fenmyr including portions of the Shadowluren and Sillilnyme forests. Quain, unlike many of his predecessors, did not rename territories but made important cities, such as Pherin, “capitals” of territories of which the Empire ruled.
It would be during the rule of the third Emperor of Sol that the Ark of Quain incident would occur, destroying massive amounts of Fenmyr and changing life forever. Pherin was not spared of this fate, it became lost, only remembered by those who survived and in tomes but Man in his attempts to recover, grasped at other memories. Arbon (West) and Jaia (East) were reestablished and their bad blood continued to flow, though Arbon would be the victor in this and conquer Jaia, forming the “new” Empire of Arbon. Though Jaia would be able to free itself during a civil war much later, Pherin still remained merely a province in Arbon, the city having been destroyed during the Ark of Quain incident. It would be sometime during the next few centuries that Kyrstinaw would be formed from Jaia, Jaia's reconquering and than its final rebirth.
During the final Arbon-Jaia war, both nations would lead to one another's utter destruction, leaving the fragments of ruined nations to be rebuilt. Jaia would be rebuilt into the Free States of the Grasslands, a loose trade federation of independent cities on the eastern coast of Fenmyr. Arbon's ruins were picked up by survivors of Arbon, Jaians who did not return to their lands, and people from the northern Moonsea of Faerûn – people also breed from stocks of warriors and adventurers. A name, found in a tome found in the vast city of Verzhul, was used, as the reader found it fitting, Pherin. Over the years since the founding of the Republic of Pherin in 1400, it has strived to become a great nation, but war seems in the blood of the Pheric ('fir-ik), as it always has.
Generalized Cultural Information:[/size]
The Pheric people are made up of Arbonians, Jaians, and north Moonsea folk – in reality Arbonians and Jaians are typically considered to be of the same stock despite the bad blood, they are the same people though culturally the two groups have created something of a strong appreciation of law. The north Moonsea folk, are of their own unique bloodlines many were of the Dalefolk, Cormyrians, Amnish, and such – of these groups, the Dalefolk are especially well know for their ability to fight, extremely in cases against those who wish to rule over them without their consent. Though, despite their affinity to battle, they are not those who would ignore knowledge, many libraries and schools exist within the region.
Pherics are experienced sailors, knowing much about the sea they have lived to some degree off it. Salt gathering is a common business alongside fishing, whaling, and naval based trade. The oil produced from the ironband whales is a common product found in the Tradecoast, it is used all over Fenmyr in things such as lanterns to firebombs. In addition to fishing, Pherics are capable miners and metalworkers in their own right. Having been taught much about the art from the Lodestones, the Pherics have mastered their own variations, the iron and blue steel from Lascan are among the finest produced in all of Fenmyr. They are unlike their ancestors, they are far more conscious about the possibility of lost resources, and constantly plant new trees as they forest to produce many of their goods – there is a significant number of Pheric born rangers as either result or enforcement of this. Cattle and sheep ranchers are common in Pherin, though they do not export any of the meat or milk. Farmers are also known for their hearty spring wheat they grow.
To be put simply, the Pheric people are a group of modern learned warriors with a sense of honor and law, having put much stock in their faiths to give them strength to battle those who would reign tyranny upon them. Knowledgeable about the sea, mining, forestry, and farming; they are able to produce many resources which they require without the constant aid of outside powers. Pride and hardworking, the Pheric believe it is their duty to make sure their work and names are not once again lost to history.
Governmental Information:[/size]
Following the founding of Pherin as a nation in 1400 DR a two house legislative branch was formed to develop laws for the newborn nation. This two house system was made up of the Trademasters and the Commoners. The Trademasters were the wealthy, and often powerful, merchants found within Pherin, especially the Tradecoast – they would eventually be considered Pherin's nobles. The Commoners were representatives of the common folk, there were so many from each city based on its size. There was no central executive officer in this government, this was to prevent Pherin from being compared to Arbon in terms of its leader, the God Emperor Ensis. This lasted until the twelve year civil war between 1422 and 1434, where the Winnts faction (of the Trademasters) and the Steins (of the Commoners) collided over various fundamentals of the government.
During the reconstruction period the government was restructured with a High Lord who rules with a council of Lords to assist and keep in check. The High Lord rules with nearly absolute power, only the Lords' Council acts as sort of a balance to his power. The following paragraphs will go into more details about the two groups.
The High Lords, after the first, were traditionally picked from the existing Lords' Council and rule for life. High Lord is not restricted to sex, race, gender, religion (well save for obviously “evil” ones) or age but these factors obviously do come into play when the Lords' Council selects one. Traditionally it has always been a Human male usually in his thirties-forties from former Arbon, Jaia, Northern Alliance of the Moonsea (NAM), or Pherin that worships Adonis, Toria'Kel, Tempus, or Helm. The High Lord rules New Pherin directly as his “territory”, this is done so everyone at the Lords' Council has a territory to represent. The High Lord has the power to veto any law, movement, or whatnot from the Lords' Council, though in return all his laws (not movements, troop deployment, etc.) must earn 50% of the council votes to pass – though his is hardly an issue. The High Lord does not continue through heritage, even despite the strange fact only the most current High Lord has fathered children, children of former High Lords, however, are always considered potential members for the Lords' Council should there be no heirs to a current Lord. When a High Lord dies, their body is prepared by a Cahnite for a special cremation, their ashes are normally poured into the Lords' Gardens in New Pherin – statues are erected in their honor. This is done to prevent a High Lord's body from being used for any sort of necromancy.
There has been four High Lords since 1435: High Lord Winnts 1435-1440 (Died of a poison induced heart attack), High Lord Vario 1440-1460 (Died in battle), High Lord Aroth 1460-1480 (Died of old age), and High Lord Darathorn 1480-?.
High Lord Darathorn: Darathorn Leonsol Velfust III is from New Pherin, born there in 1448 DR to the noble house of Velfust (the Lord's house who rules Ivelfrost). Darathorn was introduced to the politics of Pherin at an extremely early age by his uncle Lord Argram Velfust who would often take him to the Lords' Council to watch and study the way. Argram did this as he was grooming Darathorn to replace him at the Lords' Council, as he was without an heir and considered himself too old to father one – the man was in his early seventies when Darathorn became twenty. Some years later, Argram died in the summer of 1469 DR and his handwork paid off as Darathorn went willingly into the Lords' Council to replace his beloved uncle, he was twenty-one at the time. Being the Lord representing the city of Velfust, Darathorn was in control of the third most powerful city in Pherin and he took the job extremely seriously – often visiting the common people in Velfust to see what he could try to do to help them. He served during High Lord Aroth's term, a man known to be extremely conservative, so many of Darathorn's attempts to better life in Velfust, and other parts of Pherin, were met with annoyance and often vetoed. Though it would be in 1480, when Aroth was found dead by his wife in their summer home in New Mith, that the Lords' Council had to vote on a new High Lord. Due to his numerous improvements, including the vetoed attempts, earned him great respect from the other members of the council, and despite him being the youngest of them, he was voted in as High Lord in 1480 DR. His rule is considered so far as decent despite the troubled relations with Kyrstinaw renewing, the costly Ilmnfeml Conflict, and the strange occurrences throughout Pherin as result of the Faerûnians traveling through the portal.
The Lords' Council is the modern version of the Trademasters, though they are not always linked to merchants any longer. Many Lords are war heroes from the various conflicts common in Pherin's history though many are actually just powerful merchants. Lords rule for life and their positions are inherited by their children, in the case of no heir, a High Lord's child may fill the role permanently. In the extreme rare case of the High Lord having no heirs, or no capable heirs (as in already in a position or refuses the lordship) an election is held by the commoners to elect one. As with High Lords, Lords are not restricted to sex, race, gender, religion (well save for obviously “evil” ones) or age though similarly they are Human males in their later fifties and are faithfuls of Adonis or Toria'Kel. Each of the more major towns/cities of Pherin has a Lord ruling and representing them, currently there are nine Lords. They are in order of importance: New Pherin (special case), Lascan, Ivelfrost, Azan, Leona, New Mith, Forlan, Kenphion, Syrix, and Kiran (special case).
City/Town and its current Lord[/size]
New Pherin: Is a special case as the High Lord rules this city directly, therefore its High Lord Darathorn.
Lascan: Currently ruled by Lord Phangul Laslar (nicknamed Lord Skysteel)
Ivelfrost: Currently ruled by Lord Ivan Velfust (nicknamed Lord Frost)
Azan: Currently ruled by Lady Ariel Mascio (nicknamed Lady Luck)
Leona: Currently ruled by Lord Otis Kellin (nicknamed Lord Riverman)
New Mith: Currently ruled by Lord Arthinedhel Faragnindor (nicknamed Lord Art)
Forlan: Currently ruled by Lord Farris Enamrea (nicknamed Lord Seadog)
Kenphion: Currently ruled by Lord Roian Kenotap (nicknamed Lord Ro)
Syrix: Currently ruled by Lady Arwen Llast (nicknamed Lady Redmoon)
Kiran: Is a special case, technically it is not large enough to be considered powerful enough to warrant a Lord in the Lords' Council but due to the presence of the Gateway, the village is seen as important enough to permit a committee headed by a spokesman. The spokesman of this committee currently is Jayson Mistirio, son to Yao and Nasha.
[/blockquote]
One final point on government is the viewpoint on the ruined city of Verzhul. Technically it is a territory of Pherin, however, it is controlled by the church of Adonis and normally the laws of Pherin would not apply. But, any Pherin citizen that enters is still held legally by the laws of Pherin due to agreement between the Church and the Lords' Council. However, even despite this, the government of Pherin cannot send in military to extract criminals without first obtaining permission from the Church of Adonis. It is a sore spot in the otherwise great relationship the Church of Adonis and Pherin have.
Military Information:[/size]
The Pheric military is one of Fenmyr's strongest, primarily due to the heavy focus on military development perhaps in part due to its history. In terms of “rank” Pherin has the strongest/largest infantry, second strongest/largest siege weaponry units, second strongest/largest navy, third strongest/largest wizardry combatants, third strongest/largest cavalry, and the fourth strongest/largest special operations division.
The military makes up roughly one third the total population of Pherin.
Military Divisions[/size]
The Legion: The famous (infamous to some) Legion of Pherin, being made of up one hundred separate divisions. Each Legion division goes by both its division number, for example the Twenty-Second (22nd) is currently stationed in Kiran, as well as their nicknames such as the Blue Steel Legionaries of Lascan. Each Legion is ultimately lead by a single Commander who than answers to a Quarter Commander who then answers to the Grand General (also known as the East and West Commanders) and finally the Supreme Genera (also known as the Pheric Crusader) who only answers to the High Lord. So in other words: 100 answer to 4 who answer to 2 who answers to one for a total of 106 commanders for the Legion. Of the Legions eighty-eight make up the powerful infantry, while ten make up a portion of the cavalry, and two make up a portion of the special operations division.
Pheric Marines, The Seadrakes: Considered to be part of both Pherin's infantry and naval forces. These soldiers are trained to be able to adapt to both sea and land battle, they are some of the best trained fighters Pherin has.
The Pheric Naval Forces, The Leviathan: Pherin's naval forces, also known as, The Leviathan, is a well organized force. It is believe the skill of the navy is a direct result of Arbonian and NAM influences – Arbonian had a massive navy during the Arbon-Jaian war and were known to be rather effective while NAM has very few ships but often bested Arbon's forces. They have many ships, often most are in active use to due to pirates such as the Celestial Leylines.
The Pheric Infantry, The Ironknights: The non-legion portion of Pherin's infantry includes light, heavy, archers, and siege gunners. Sometimes called the Iron Grunts.
The Pheric Wizardry Units, The Battle Magi: As direct result of the Veluan Academy, these well trained wizards are among Fenmyr's best. They are often used to guard specific regions and assist in long campaigns.
The Pheric Cavalry, The Riders of Kira: Skilled horsemen who are capable of fighting from the top of a steed. Though not nearly as trained as the Kyrstinaw Cavalry or the similar Shadowluren Forestriders.
The Pheric Special Operations Division, The Plainswalkers Heavily trained soldiers for various specific tasks that requires just as much guile as brute force.[/blockquote]
Miscellaneous Information:[/size]
Armed Services of Pherin not controlled by the government: Sol's Lumière, The Wandering Bulwarks, The Association of Rogue Wizard and Sorcerer Hunters (Mage Hunters), Fists of Dauthi, and Windrunners (Pirate Hunters).
Symbol/Flag: A white sword, with usually no detail, vertically held downwards (point at the bottom, hilt at top) on a red background where on either side sword lies a green leaf.
Primary Religions: Adonis, Toria'Kel, Helica, Krage, Jylia, and Cahn
Chief Exports: Salt, Seafood, Ironband Whale Oil, White Kiran Oak, Lascan Blue Steel, Weapons/Armor crafted from Blue Steel, Wheat
Chief Imports: Sugarcane, Glass, Coffee, Spices, various Fruits/Vegetables
Population Density: Human 72%, Elven 12%, Dwarves 10%, Half-Orc/Orc 2%, Half-Elf 2%, Halfling 1%, Gnome 1%
Popular Occupations: Guard/Legionnaire, Sailor/Fisher, Trader, Wizard/Arcane Researcher
This will be updated, corrected, and modified as needed.