The Kingdom of Valoria is the most powerful and populous nation in western Aethelgard, controlling much of the Emerald-Plains and Silver-Coast. Founded 1050 years ago in the aftermath of the Cataclysm, it has grown from a collection of refugee settlements into a dominant military and economic power.

Geography and Territory

Valoria’s territory spans approximately 200,000 square miles, divided into four provinces:

  • The Heartland - The fertile central region containing the capital and major agricultural areas
  • The Silver-Coast - Trade ports and fishing communities along the Azure-Sea
  • The Iron-Marches - Borderlands adjacent to the Great-Rift, heavily fortified against eastern threats, and adjacent to the contested Weeping-Marches
  • The Southern Reaches - Agricultural lands extending to the Ash-Wastes

Capital City: Valoria-City

Valoria-City, population approximately 150,000, is built along the banks of the River-Aethon. The city features:

  • The Royal Palace - A massive stone fortress-palace overlooking the river
  • The Arcane Quarter - Home to mages, scholars, and the University-Of-Valoria
  • The Merchant’s District - Bustling trade center with markets, warehouses, and inns
  • The Lower City - Working-class neighborhoods where most citizens live

Government and Leadership

The Monarchy

Valoria is ruled by a hereditary monarchy, currently under King-Alaric-Iii, who ascended to the throne 15 years ago after his father’s mysterious death. The King holds absolute power but is advised by:

  • The Council-Of-Seven - Nobles representing the great houses
  • The Royal Mages - Leading arcane practitioners who serve as advisors
  • The Merchant’s Guild - Representatives of trade interests

The Seven Great Houses

  1. House Valorian - The royal family, rulers of the Heartland
  2. House Silverwind - Controls trade along the Silver-Coast
  3. House Ironhold - Dwarven allies who manage mining operations in the Iron-Marches
  4. House Moonshadow - Elven advisors and diplomats (rare for elves to ally with humans)
  5. House Stormborn - Naval commanders and coastal defense
  6. House Flameheart - Masters of arcane research and magical innovation
  7. House Stonebridge - Engineers, builders, and infrastructure managers

Military

Valoria maintains the largest standing army in western Aethelgard:

  • 50,000 regular troops - Professional soldiers trained in modern warfare
  • 10,000 cavalry - Mounted forces renowned across the continent
  • 5,000 mages - Arcane practitioners deployed as force multipliers
  • Naval Fleet - 100 warships controlling the Silver-Coast

The military is commanded by General-Marcus-Thorne, a veteran of the Border Wars against eastern threats.

Economy

Valoria’s economy is diverse and robust. See Economy-And-Trade for broader economic systems.

  • Agriculture - The Emerald-Plains produce grain, vegetables, and livestock
  • Trade - Port cities generate wealth through commerce with other nations
  • Mining - Iron, copper, and rare metals from the Iron-Marches
  • Magic Industry - Production of magical items and training of mages

Foreign Policy

Valoria maintains a cautious stance toward the Great-Rift, investing heavily in fortifications along the Iron-Marches. Relations with:

  • Dwarven-Holds - Strong alliance, though trade disputes occasionally flare
  • Elven-Enclaves - Complex relationship; elves provide magical expertise but remain largely isolated
  • The Shadow-Council - Unknown, though intelligence reports suggest they pose a threat

Culture and Society

Valorian culture emphasizes:

  • Ambition and Progress - The drive to rebuild and expand after the Cataclysm
  • Magic and Learning - High value placed on arcane knowledge and education
  • Military Strength - A society prepared to defend against eastern threats

The people of Valoria are generally proud and confident, though underlying tensions exist regarding the mysterious forces gathering beyond the Rift.

Notable Locations

The Founding

The Kingdom emerged from the chaos following the Cataclysm. When the First-Empire shattered and the great chasm tore through the continent, millions of refugees fled westward. The founding of the kingdom is attributed to General-Valorian, a First-Empire military commander who rallied disparate refugee camps, wandering bands, and ruined settlements into a cohesive political entity around 200 years after the Cataclysm.

The founding settlement — a fortified encampment along the River-Aethon — grew into what is now Valoria-City. The original “Charter of Settlement” established the principles of collective defense, shared resources, and mutual obligation that still inform Valorian law.

The Church-State Alliance

Valoria’s political model is inseparable from the Sun-Temple. The alliance between crown and church was forged during the early Consolidation Wars, when Sun-Temple’s priests provided not just spiritual guidance but practical healing and logistical support to Valorian armies. In exchange, the kingdom granted the Sun-Temple authority over moral law, education of commoners, and oversight of religious practice across the realm.

This alliance has shaped Valorian society profoundly. The Radiant-Guard operates with royal sanction, and Sun-Temple clergy hold seats on provincial councils. The Inquisition-Of-Light maintains jurisdiction over crimes involving forbidden magic or Umbra worship. Critics argue this arrangement gives the church too much political power, while supporters note it has provided over a millennium of relative social stability.

The alliance has also created friction with the University, whose scholars sometimes push theological boundaries that the Sun-Temple considers dangerous. The historical accommodation — that the University handles theoretical research while the Sun-Temple governs practical religious application — has been tested repeatedly, most severely during the Mage-Wars.

Valorian law is based on three pillars:

  • The King’s Law - Statutes decreed by the monarch, covering criminal matters, taxation, military obligations, and land rights. The King’s Law supersedes all other legal authority.
  • The Temple Code - Moral and religious law enforced by the Sun-Temple, governing marriage, burial, worship, and crimes against faith. The Inquisition of Light operates under this code.
  • The Common Charter - Ancient rights derived from the founding Charter of Settlement, guaranteeing property ownership, freedom of movement, and the right to petition the crown. These rights apply to all free citizens regardless of social status.

Legal disputes are adjudicated by magistrates appointed by the Council-Of-Seven, with appeals possible to the crown. In practice, wealthy families and merchant guilds often negotiate settlements outside formal courts, creating a parallel system of justice that privileges the powerful.

Social Structure

Valorian society is stratified but not rigid:

  • The Nobility — The Seven Great Houses and their vassals, who control land and hold political power. Nobility is hereditary but can be stripped by royal decree.
  • The Gentry — Wealthy merchants, master craftspeople, and minor landowners who form the backbone of the economy. Gentry can purchase minor titles but rarely enter the inner circles of power.
  • The Commons — Farmers, laborers, soldiers, and skilled workers who make up the vast majority of the population. Commons are free citizens with rights under the Common Charter, but limited political influence.
  • The Scholarly Class — A distinct social category unique to Valoria. University graduates, Sun-Temple clergy, and Royal Mages enjoy privileges typically reserved for nobility, reflecting the kingdom’s emphasis on learning.

Social mobility exists but is slow. A wealthy merchant’s grandchild might enter the gentry; a talented mage might earn noble patronage. The system’s rigidity has increased under King-Alaric-Iii, whose consolidation of power has reduced the influence of both the Council and the merchant class.

The Seven Great Houses in Detail

The Seven Houses have evolved significantly over the kingdom’s millennium:

  • House Valorian — The royal house has occasionally changed branches through succession crises, but the name has persisted. The current Valorian line descends from General-Valorian himself, though genealogists debate whether unbroken bloodline actually connects them.
  • House Silverwind — Originally shipwrights, the Silverwinds leveraged their coastal holdings to become the wealthiest house outside the royal family. They maintain a private fleet and have historically been the crown’s strongest check on excessive taxation.
  • House Ironhold — An unusual dwarven-allied human house, the Ironholds control the mining concessions in the Iron-Marches. Their intermarriage with dwarven clans makes them the kingdom’s primary liaison with Khazad-Dum.
  • House Moonshadow — The most controversial house. An elven line that allied with Valoria during the Consolidation Wars, the Moonshadows serve as diplomats to the Elven-Enclaves. Traditionalists question their loyalty; progressives see them as a bridge to elven magic.
  • House Stormborn — Naval dynasty controlling the kingdom’s war fleet. The Stormborns derive their name from an ancestor supposedly blessed by Velos, and their admirals maintain close ties with the Port-Haven merchant marine.
  • House Flameheart — Masters of arcane arts. The Flamehearts have produced more Royal Mages than any other house and maintain a private research compound near the University. Their magical expertise gives them outsized influence in court.
  • House Stonebridge — Engineers and builders who maintain the kingdom’s infrastructure — roads, bridges, fortifications, aqueducts. The least politically ambitious house, but universally respected for their practical contributions.

Internal Tensions

Beneath the kingdom’s stability lie several fault lines:

  • Crown vs. Council — The Council-Of-Seven was designed to advise and constrain the monarch. Under King-Alaric-Iii, the Council’s role has diminished, with the king making unilateral decisions on Rift policy, taxation, and foreign affairs.
  • Church vs. University — The Sun-Temple’s oversight of magical practice clashes with the University’s desire for academic freedom. This tension has been managed through compromise for centuries but could fracture if external pressures mount.
  • Military vs. Merchant class — General Thorne’s expanded military budget has come partly at the expense of trade investment, straining relations with the merchant guilds and House Silverwind.
  • Rift-Touched integration — The growing Rift-Touched population in Valorian cities challenges existing social categories. They are neither nobility nor commons, their magical abilities exceed most trained mages, and their status remains legally undefined.
  • Succession questionsKing-Alaric-Iii has no named heir. The Seven Houses are quietly maneuvering, and the lack of clear succession could trigger a crisis the kingdom has not faced in centuries.

Open Questions

  • What actually happened to King Alaric II? His death remains officially unsolved.
  • Will the Council-Of-Seven assert itself against the current king’s consolidation of power?
  • How will Valoria respond if the Shadow-Council makes a more overt move?
  • Can the church-state alliance survive growing secularization among the scholarly class?
  • Is the kingdom’s military expansion sustainable given Rift-Watch commitments?

See also: Geography, Politics, Magic, Great-Rift, Cataclysm, First-Empire, General-Valorian, Sun-Temple, Solara, Radiant-Guard, Elven-Enclaves, Dwarven-Holds, Khazad-Dum, Emerald-Plains, Silver-Coast, River-Aethon, Port-Haven, Valoria-City, Shadow-Council, Economy-And-Trade, Rift-Touched, Velos, University-Of-Valoria, University-Of-Valoria, Moon-Circle, Ash-Wastes, Wildlands