[hider=Kingdom App] [b]Name of the Kingdom:[/b] The Northern Reaches [b]Current Ruler:[/b] King Eyvindr II [b]Dynasty:[/b] The Ragnvaldr dynasty [b]Flag:[/b][img=http://fc04.deviantart.net/fs71/f/2011/225/9/b/norse_flag_by_fenn_o_manic-d46ehob.png] [hider=History] Founded approximately 1000 years ago by the Hrothgar of the Felbjorn dynasty, the Northern Reaches has long established itself as masters of the ocean, conducting vital interkingdom trade through their large number of ships. Exiled with his household and supporters from the region of Chalewiel after an attempted uprising due to cultural differences and Hrothgar's lust for power, the exiles arrived in the lands of Wund. Encountering an apparently bleak land, filled with foreboding at the fact that omens along the voyage had not been king, he nevertheless persevered and began to establish his kingdom where he disembarked (the large claim area), naming the place Valheim. Having arrived just as spring was starting, the populace was fortunate enough to have scavenged seeds before leaving, allowing them to sow the fields with crops that would be ready by the time winter came. To their surprise, the land's fertility surpassed that of their home in Chalewiel despite the apparent barren state of the land. By the time winter came, construction of many buildings approached completion. Desperate, the worked faster, scavenging most of their remaining ships to finish the construction before the snows came. If the decision had gone differently, the exiles would have been claimed by the fierce blizzards that roared constantly during the winter, breaks far between yet of length enough to allow work. Looking longingly back to the sea, construction began once again on the fleet which had been destroyed in their ploy to survive. Slowed by the winter, ships were built slowly, the first few being completed the following autumn. With not enough time left for any journey of length, ships were sent up and down the coast, exploring the land. Villages were founded in fertile areas, spreading the burden of the population. Seasons came and went, and within a hundred years the Northmen had spread through much of the peninsula, even discovering an island off to the northwest. The Felbjorn dynasty grew in power, but as power comes, so do those that covet or despise it. In the Year after Founding 157, a group of nobles banded together and forced the king to abdicate. Despite earlier agreements to form a council of nobles, they fell to fighting amongst each other. While such chaos was occurring on the mainland, one of the nobles on the settled island, Arnnor the Wise of Wodanz, solidified his position, ensuring that those others on the island were behind his lead firmly. Advancing with an army behind him, Arnnor swiftly defeated the remaining nobles, executing them for treason against the king. No member of the Felbjorn dynasty was left alive, leaving the position open. Arnnor claimed it as his own, beginning the rule of the Wodanz dynasty. A fair ruler in most matters, he became beloved by the people for his compassionate nature, yet was hated by the surviving relatives of the rebellious nobles and their allies. Discontent remained in the land as they lived yet the faith of the people was unshakable so long as Arnnor lived. Upon his death, a series of weak kings followed, landing the kingdom in debt and reducing much of the fleet to destitution. At this point, YF 601, another uprising took place once again, this one more covert in nature. Assassinations and bribery became common. a silent war in the midst of the people. The jarl of Valheim, Asmund of Ragnvaldr, maneuvered his way into the graces of many of the noble families, establishing himself as a friend to many, enemy to few. Upon the death of the king, as no viable heir was left, tensions threatened to break into a civil war. Using his strings, Asmund secured the throne for himself through a series of opportune marriages, trade contracts, and bribes of his own. Gaining the throne in YF 609, the Ragnvaldr dynasty worked to become friends of both the people and the nobles so as to ensure the continued support of the entire nation. In the current year, YF 900, Eyvindr II sets his sights on expanding the borders of the Northern Reaches into southern territory, the first proposed large foreign excursion since the inception of the kingdom. Such plans are kept secret among a few people, yet a tension rests in the air that is difficult to ignore if focused on. With the full support of the people behind him, Eyvindr hopes to establish a Northmen hegemony over much of the world. Having access and general control of the world's premier naval force, Eyvindr plans to exploit this fact in both a military and economic fashion, the Northmen having already established themselves as deadly raiders and sought-after cargo bearers due to their famous ships.[/hider] [hider=Traits] [list] [*]Beloved by the People: The Ragnvaldr dynasty has long spent building faith with the people through the general abolition of serfdom in favor of paid labor, large festivals and other events, and very low taxes.[/*] [*]Friends with the Nobles: Through dynastic marriages early in the rule of the Ragnvaldr dynasty, along with continued appropriations of land and royal support in times of need, the nobles have come to view the king with respect, in addition to a growing sense of nationalism.[/*] [*]Knowledge of War: The life of a Northman raider is a dangerous one. Ever since the kingdom recovered its sailing capacities, parties have ventured out to other lands, looting what they could to survive and bring back for the prosperity of their families. Due to their location, access to equipment of good quality was rare and not as many men could be raised for war. This led to the establishment of a military school late in the Wodanz dynasty, allowing aspiring warriors to learn the art of war. Taught by veterans too old to continue battle yet not old enough to be inactive, soldiers graduating from the academy are well-learned in matters of strategies of all kinds, a useful skill for an army with less variety than most. In addition, this skill complements their mastery of ambush, allowing post-attack formations to be formulated quickly. Improvisation is a key skill taught at the school for no plan survives contact with the enemy.[/*] [*]Masters of Ambush: Raiding is a very risky business, depending greatly on being able to come upon the targeted settlement or group without being spotted beforehand. With an extensive raiding history, the Northmen have come to develop stealth to an art, able to come upon villages and towns without having been detected beforehand. Such an element of surprise allows loot to be claimed and defenders to be overwhelmed without great interference. Adding to this is the preference of light armor, allowing ambushes to be set up quickly and without much noise.[/*] [*]Light armor: Ores were difficult to come by in the northern lands and as such had to be prioritized for other purposes. This resulted in lack of armor development. Most armor is usually leather or padded cloth, with only a few of the richer having chain armor. Also, as occasional raiders, it helps to be able to escape from a situation quickly.[/*] [*]Trained Troops: Combat tournaments, along with the experience provided by raiding and training provided by some jarls to their soldiers, has propagated the development of combat readiness among the Northern Reaches. A jarl is looked down upon if they cannot assemble a skilled war band should the need arise, adding social pressure to this fact.[/*] [*]Ships: Separated from other nations and originally a sea-faring group, the Northern Reaches has come to hold the largest fleet of ships in the world in terms of pure numbers.[/*] [*]Riding the Waves: Separated from other nations by large gaps of water and requiring speedy ships to get away after a raid, Reach ships have focused on speed rather than bulk carrying capacity.[/*] [*]Seaworthy: Having mastered the construction of ships over a thousand years, Northern Reach longboats and galleys are made to withstand some of the strongest storms in the world. In addition, their innovative compartmentalization adds to the sturdiness of the boats.[/*] [*]Agriculture: Despite the northerly status of the terrain, old volcanic systems have made the soil fertile, allowing the production of food. In addition, food has become specialized to growing in cold climates. The warmer areas in the south are dedicated to growing massive amounts of wheat for the other areas of the kingdom.[/*] [/list][/hider] [hider=Flaws] [list] [*]Even your horses look weak: When the Northmen were exiled from Chalewiel, no horses were brought with them. Due to the detrimental terrain, cost of purchase, and time spent without them, horses have been generally phased from warfare.[/*] [*]Your arrows fly like dung: Due to the Northmen's reliance on fishing and agriculture rather than hunting to survive, archery was not kept alive by civilians. In addition, many warriors view the bow as an inferior weapon, not worthy of a true fighter.[/*][/list][/hider] [b]Vassals[/b] [hider=Ingmarssons] [img=http://s29.postimg.org/yumosk1hf/VASSALSIGIL7.png] . . . Finlaugur Ingmarsson. This jarl is a cruel, unlikable man. But a legendary warrior and commander. Several time had the Cardinals of the East called for him to appear at his trial for the crimes he did in battle, such as torture impalement of an enemy lord, and his family afterwards. Indeed, while strongly loyal to your family, he's seen by many as a horrible savage, a baresark barbarian - and many dislike you for having such a man in your service. [img=http://s8.postimg.org/cpa4ab8b9/vassalface6.png] His family is ancient, though its' power withered over the years as having to keep armies while not having men to work the fields left a toil on their land, as well as killed much of the population. The Ingmarssons are rather few at the moment, and the lord is not married, nor does he any heir aside from his younger sister. It is a small family, managed by a ruthless and reckless noble. His younger sister, Dorothea Ingmarsdottir, doesn't show much promise either. She is said to be feebleminded, and is locked away in a dungeon at the tender age of seventeen.[/hider] [hider=Claim on the map][img=http://i50.photobucket.com/albums/f307/SirVesuvius/qL0CxMj_zps85e41f6a.png][/hider]