The Kingdom of Hahfner Hehln

“Hahfner Hehln” translates to “The Kingdom of The Hammer Handed”, from the ancient Human language of the Bronze Age known as “Barath’s Tongue.”

The Current and Past Rulers

  • Hahfner Hehln is ruled by a the noble bloodline of the “Varo Dynasty,” a long line of knights that married strictly into royal mage families. The current king is “The High Mage Knight, Seguri Adamus Afentious Varo VIII”, son of “Adamas Afentious Lesici Varo III”, elderson of “Seguri Adamus Afentious Varo VII”.

His title is “The Scorched Heart King” for he is a strong militaristic ruler that heavily supports the kingdoms armed forces and is known for the burning of his enemies establishments until they are nothing but scorched earth and piles of ash. The ash is the he prefers to expand upon, it is a religious belief that is passed through the generations of this bloodline:
bq). “This ash is the godly substance born of holy fire that has consumed our enemy, their hearts and their walls turn to dust beneath our feet and remain as such beneath our structures, so The Maker and Anut demand it to be as such.”

The previous rulers of the kingdom have mostly come from the late Varo Dynasty. At the dawn of the Hahfner Hehln Kingdom in the bronze age when the “Barath-Men of Old” first established order and began to forge a kingdom, the Reidan Dynasty managed to mantled the first throne erected in the newly built “Hammer Hand Keep” of Hahfner Hold. The first king was the noble Knight Seeker “The Seeker King, Marth Huldus Reidan.”

When the Ruby Blooded dynasty, the Telgard Bloodline challenged the last king of the Reidan Dynasty for the throne over ancient rights to rule that were thought to be lost to time. Scrolls recovered from the tombs of the primitive magisters and warriors that preceded the Reidan Dynasty. These catacombs were beneath the Hammer Hand Keep, they held the Telgard ancestors and their archives that traced the Reidan bloodline back to an ancient nomadic tribe of cannibalistic barbarians that terrorized the newly forming villages. At this time, society was changing and entering the “Iron Age”, social status was becoming overly important and the populace had become increasingly judgmental and snobbish. To the public eye this find, which they immediately believed and thrived on it’s drama, was enough to oppose the Reidan’s right to rule and rebel against the throne. Arch Knight King Halith Meinz Reidan III was left with few supporters and fell victim to a ridiculous social standard and ignorance. He was publicly beheaded and the Reidan Dynasty was shunned out of the kingdom’s territory. The young Mage Knight that ascended to the throne in the wake of the revolution was King Kal Roh Halfius Telgard, the son of a Mage Knight Commander and a Knight Enchantress from the throngs of the first generation of the Mage Knights.

The Telgards pushed the Knight Seekers off of the throne and ushered in a rule of Mage Knights that was going to thrive for generations. Eventually one of the Telgard kings failed to produce a male heir to the throne, he had only daughters and handed over the rights to rule. The Orles prince Kommandus Santor IV married the eldest daughter and became the new king of Hahfner Hehln. The dawn of the Santor Dynasty brought with it a rich cultural blending from the wealthy Orlesian power, the Kingdom of Tharseille Und Duvron.

Territories and Populations
The territories that fall under Hahfner Hehln are ruled by “First Enchanter” Mage Knights of royal descent, they act as lower kings and are granted stone keeps to conduct their rule over the land from. The kingdom and it’s territories are located in the most central point of the continent, it’s location is ideal for it’s quarrying and forestry industries.
Hahfner Hehln has eight territories:

  • Red Wall”, Seat of The High Mage Knight
    -Red Wall is the territory that contains the capital city “Hahfwall” and the seat of the King. The territory is the epicenter for trade and politics within the kingdom, a royal army is spread throughout the thirteen cities, the four major cities of the territory hold a garrison of elite Mage Knights known as The Spell Swords. The military, the noble houses, and the royal families have the strongest presence in this territory.
  • Hurth March”, The Warriors Throne
    -Home of the Spire of Attainment, the head quarters for recruitment and training of the Mage Knight’s Order. Hurth March contains eight large cities and three major cities, they produce refined stones and woods in their factories. The church of The Maker and the Knight Templars have a strong influence in this territory, the largest cathedral in all of the kingdom is located in Hurth March’s capital, “Redran’s Rest.”
  • Gladeark Hold”, The Loggers Land
    -Located in the Northern most reaches of the kingdom’s territory, Gladeark is sparsely populated throughout the thick temperate forest and well established in the valley where it’s only major city and capital, Knothole Road, is located. It’s capital is a spread across a long stretch of road that is populated with a number of saw mills and other establishments. The lesser settlements in the forest are logging towns, each has a strong workforce of axe men that supply the kingdom with wood.
  • Dawn Hehln”, The Citadel’s Landing
    -In the heart of the king’s land looms his great stone spire, reaching the clouds and melding with the ever gloom sky. Rain falls the most in the very center of the kingdom, three great fresh water lakes consume the majority of the land in Dawn Hehln, but it’s capital city Spirefall, is very large and well established. Port towns are located on the coasts of the great lakes and supply the kingdom with fish and other valuables from the lakes. The Citadel in Spirefall is a holy and ancient monument to the Old Gods, it is home of the less popular religion of “The Asathri Pantheon” and their order of fur wearing, great axe swinging, drug raged warriors, the “Templars Odinthis”.
  • Seeder’s Reach”, The Farmlands
    -The grasslands peppering the Western edge of the kingdom is the ideal location for the agricultural establishments of Seeder’s Reach. The seven major cities built in the planes are gems of the kingdom, they are the melting pots of the land. Most that travel to Hahfner Hehln land in one of the cities of Seeder’s Reach due to it’s flat and easy to travel lands. “The roads are the finest and the greens are greenest and the cattle is fattest in The Reach,” is a common phrase used by the “Gold Feathermen” Caravans. This territory sees the most imported goods and foreigners.
  • The Pale”, The Colder Throne
    -The territory furthest to the North, touching the borders of the tundra is The Pale. The smallest territory by far, but one of the most strategical defense points in the kingdom’s history. There is a number of old forts, most of which are abandoned, dotting The Pale’s landscape. It’s cities are spread far and wide and their populations are small. The largest establishments are along the Northern border, which once acted as military defense points from an invading in a long past era. The Pale is also one of the most ancient territories, archaeologists flock to the many dig sites and old forts in search of historical knowledge and artifacts.
  • Shol’s Rift”, Where Gray Stone is Gold
    -Nestled in the mountains is the territory dubbed Shol’s Rift, after the war hero and explorer “Rayen Shol” or “Stone Wall Shol”. He lead an army of mercenaries in an assault on the Mountain Dwarves that threatened the rising kingdoms of man in the Bronze Era. Shol wielded a legendary hammer made of gray stone and giant pointed rubies named “Rift Wrecker,” the weapon became famous after his army destroyed the Dwarvin forces and burned their mountain cities to the ground. After suffering this defeat after initiating a war on humans, the Dwarves receded further East and surrendered. Hahfner Hehln rebuilt the Dwarven cities that were tunneled into the mountain and turned them into great stone quarries and mining encampments. Later, when the mines were exhausted of metals, they were turned into more large cities to house the ever growing population of Hahfner Hehln.
  • Hahfner Hold”, The Holy Land of Hammer Birth
    -The seat of the kingdom’s first throne, erected by the first king, Seeker King Marth Huldus Reidan. This was also the site of the last King Reidan’s rule and the place that kicked off the rise of the Telgard Bloodline. In the beginning of the Iron age, Hahfner Hold was left for Red Wall and the cities of Hahfner Hold were no longer the thriving gems of the kingdom. They diminished in popularity and population until science started to rival religion and path the way for the Age of The Brassium Gear and Ignitium Powder. It became home to a scientific capital and the place of many scientific advancements.

Social Norms and Societal Standards

  • Society governed by Hehfner Hehln is mostly a free industrial society, most territories focus on mining, logging, metallurgy, quarrying, and armor/weapon smithing. They are most renowned for their keep fortifications, their castles are made of large gray stone bricks that are reinforced with a coating of “Paled Iron-Stone”, a unique stone-like metal that has only been found in the mountains of Shol’s Rift. They have a fashion that is unique to their kingdom. The upper class commonly wears vibrant colors of reds and yellows, white and black and reddish furs, gray stone and tinted glass masks, extravagant jewelry made of fine gemstones and precious metals, stone religious symbols, darkened leathers, finely tailored phrygian caps, tricorn hats, fine great coats, and fancy vests.
    The middle to lower classes sports more dull colors such as browns and dark reds, common brown furs, the same gray stone and tinted glass masks as it is a norm of Hehfner Hehln society, lower quality great coats, dark tricorns, cheap jewelry made from low grade gem stones, coppers, bronze-irons, and brassium trinkets, thick leather boots suitable for all sorts of hard labor, stitched vests, long sleeved shirts with brass buttons and pins.
    Adventurers that originate in these lands sport a range of heavy Hahfner Hehln produced plate armors to hardened leather plates placed inside great coats as light reinforcement.
    Social norms include the wearing of the masks mentioned before at all times when outside of ones home and especially while attending social events. The lack of a masks represents either an outlander who is clearly not accustomed to their land, a fresh initiate to the “Mage Knight’s Order” out on an expedition or minor quest (they can also be spotted by the armored robes and red cross painted on their faces), or a simple peasant that has descended into poverty and begs on the streets. An indicator of one’s social class, profession, or nobility is etched into the forehead of the stone class with three separate symbols:
    -The mark centered between the eyes represents noble blood or the lack of with either a circle encased within a triangle that points to the sky for nobility, or a circle with a crescent shape below it to represent a common bloodline.
    nobility_mask_symbol.png
    -Carved on the left temple of the mask is the symbol that represents your families economic status, lower class is a line with a small circle sitting below it, common and middle classes share the same circle with an eye sitting atop a straight line, and upper class is a diamond around an eye that is looking up.
    economic_status_mask_symbols.png
    -Etched into the right temple of the mask is the citizens profession symbol, these symbols usually depict the tool of their trade (Forge hammers for smithys, pick axes for miners, axes for loggers, needle and thread for tailors, deer antlers and an arrow for hunters, a sword, shield, and an eye for Mage Knights, an opened scroll for scholars and teachers, the shape of the kingdom’s territory for politicians and ambassadors, a sack of coins for business owners and merchants, an empty hand for the unemployed or children too young to work, a holy symbol for priests and other members of a church, a sword and coin for mercenaries and adventurers, a plate helm for soldiers, and a crown with three circles for royalty, and a candle with a quill and a small crown for noblemen and members of the royal court.)
    When communicating with one another, a bow of the head and an open palm towards the ceiling is a common and polite gesture for greeting. When addressing authority, royalty, or someone of importance, it is customary to bow with the left hand on your chest and the right hand with the index finger extended and the rest of the hand slightly open beside your head. An additional common gesture is the Hahfnian Embrace, or a simple embrace of the shoulders and a peck on each cheek. These gestures are all considered completely normal when greeting someone, it is really the only social norm they have that is not seen outside of their kingdom. Another social norm of the citizens of the kingdom is to have small mammals or birds as pets and companions, it’s extremely common for a household to own a “Murifi Hound”, small cats, “Riklins”, ravens, “Whispering Sparrows”, or a even a tamed red weasel. These animals accompany their owners mostly everywhere, the Royal Court’s meetings are commonly accompanied by a swath of small, well behaved animal companions.

The Economy

  • The kingdom’s economic strong points are their industrial production of stone and armors. They mass produces heavy plated steel and iron armors, uniquely shaped steel swords, extravagantly decorated polearms, and stone works (statues, bricks, building fortifications, furniture, etc.). The Gold Feathermen are the distributors of the Royal Court’s Mercantile Guild, they are the footmen that travel between the holds with guarded caravans to move goods around and stimulate the economy. They export their stone work and weapons but the Gold Featherment don’t commonly sell their armors outside of their territories without extreme taxation when they do venture beyond the borders to deal with the other powers. Popularly imported items are unrefined Ignitium, raw brassium, iron, copper, raw glass, flint, salt, acidic spices, mountain bison beef, dark mutton, sea food, large leather hides, flintlock weaponry, light armors, hemp, and small domesticated animals.

The Kingdom of Hahfner Hehln

Gears & Boom Powder The_Watcher