The Kingdom of Concordia did not blossom overnight. It grew its roots deep beneath the land over many centuries, spreading its life-giving branches far and wide. Like all gardens that house ancient family trees, the smattering of counties that make up the sprawling landmass required a patient hand for them to bloom into what they are today. Not to mention, temperate weather and an abundance of fresh water.
Houses of the Kingdom
Lord Gelid of House Rime rules, far North, in the unforgiving lands of Everwinter. They say the Rime family was thawed from ancient glacial ice and have braved the snow and cold ever since. Wealthy merchants after years of trading scarce commodities, namely ice and rare furs, House Rime consider themselves self-sufficient. Often described as frosty, and a hard people, they have survived blizzards and snowstorms, there is little they fear from the soft Southlanders.
Lord Koll of House Somber wears his Family name with a proud and quiet pragmatism. Nestled as they are on the other side of the Stem of the World, they are starved of light for most of the day. Many refer to them as the Gloomed. They are slow to smile, but no less full of love and lust for life. House somber has adapted naturally to their conditions; their armies and lone warriors are feared the continent over for their skill and propensity to strike at night.
Lord Luc of House Lustre, tucked neatly on the Eastern side of the Vertabrade mountains, wakes with the full majesty of the sun rising. Aptly named the Brightborne family for their sunny disposition, House Lustre are full of an optimism that is infectious. They are known for their excellence in the fields, quite literally, of botany and agriculture. Nowhere else in the plains of Concordia will you find more arable land, nor more knowledgeable gardeners.
Lord Tormon of House Veneer commands the base of the Brades, where rocky ridges meet lush forests and deep Lochs. The Veneer family have solidified themselves as prolific builders, expert stonemasons; there isnβt a granite sculpture, or fortified castle, that wasnβt built by them. Carved from stone, they are known as unyielding negotiators, blunt in their speech. A famous Rite of Passage for their Knights is a lone Pilgrimage into the mountains.
Lord Amun of House Zephyr enjoys temperate weather and well-stocked waters in the South. The Eastern coast is home to sleepy fishing villages which make up one of their largest exports. The other being bows and arrows. Archers trained by House Zephyr are second to none, and their expert fletchers manage to craft weapons that defy physics. Despite this, the people are known to be fickle⦠Blown about by the wind, and their words full of air; not oft-trusted.
Lord Phoenix of House Emberlain holds the South-West heel of Concordia, sandwiched between the heat of the sun this far South, and the angry Mount Ickor; a violently active volcano in their midst. Much of his territory is swathed in vineyards, their fortified wine is prized throughout the Houses. Closer to the rumbling of the nearby volcano, there are industrial forges manned by the finest blacksmiths in all the land. There is no sharper iron or harder steel than Emberlain.
Lord Cai of House Maelstrom stands as Chieftain of a seafaring folk who spend as little time on the mainland as possible. Their homes are built on the Roaming Isles to the East of Concordia, but most of their adult life is spent sailing the Sapphic Sea; manning the ships they are famous for. Their navy is unmatched, and their Merchant Ships relied on by many to transport goods up and down the vast connent. They are a liberated people, progressive, and more open minded than most.