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Grumpy, yet verbose.

Monday, April 2, 2012

Kelvernia: Jerimet


Jerimet is a relatively young kingdom. It had long been a loose amalgamation of petty baronies and princedoms, each with petty rivalries and frequent skirmishes with their neighbors. All that changed a little over twenty years ago, when the old lord of Kasjar (a small coastal province) died, leaving his son Drew to rule. 

Drew, though a young man, proved a capable leader. When his southern neighbor encroached upon Kasjar farmlands, Drew took his troops and pushed the southerners back. Not content with this, the young lord continued his advance and defeated the entire province. 

Thus began a ten year campaign of conquest. Drew proved a fearless general and a capable warrior in the field. In the end, the entire peninsula bent the knee to Drew I, king of Jerimet (called thus for the old imperial name of the land). 

King Drew is now a middle-aged man. A greater warrior than ruler, he is nonetheless conscientious enough to appoint good advisors and the kingdom runs smoothly enough. He married a Doge's daughter several years ago, and has an heir of his own now. The crown prince is only a boy, but should be more than old enough to take the crown before the king would die of old age. 

In the meantime, much of the crown's energies are spent keeping the old rivalries between the provincial lords from flaring up. As a result, Drew I wonders if a unifying cause might not be useful. He eyes expanding eastward into Cramond, and tests his neighbor's resolve occasionally. 

In a further attempt at unification, King Drew has made the Church of the Five the official state religion, and the patriarch is on the royal council. The king hopes that the presence of the official church in every province will preach fealty and loyalty to his subjects.

Jerimet is not friendly toward the Changed or the Metalmen. Those found among the populace are sent to Berkut, a "settlement" on the shores of Lake Rabine to the north. Foreign mutants or androids are required to carry papers at all times, and can expect to be stopped frequently by the town watch.  Many establishments will not serve them. Outside the cities, it's usually worse, where "papers" mean little to nothing and a mob may turn ugly if a mutant come to their village. 

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