
The Fealties of Drummond
“You think it is my duty to balance in the east what they do in the west. My people think it is my duty to stand in guardianship and honourable leadership. My duke thinks my duty is to kiss his ring and stab his back. My husband thinks my duty is to raise his children and guard his honour. All are right in parts but wrong in the majority. My duty is to myself, my duty is to grow powerful, and rob that chance from everyone else.”
Once bound by a royal crown, the Fealties of Drummond are a wealthy and powerful nation of feudal nobility that controls large swathes of mountainous terrain on the continent of Hildeblanc that lies to the East of Esterra over the Explorers Sea. An insular nation consumed with the politics of noble houses, Drummond none-the-less reaches out through the commercial, militaristic and magical ambitions of these same noble houses.
Known History and Geography
Northern Hildeblanc is a tangle of stout mountain ranges and deep forested Valleys. The Drummondite artist Michel Holdevier once said
“My homeland is the washcloth of the gods, crumpled and thrown to the floor, its rising and falling form replete with a divine refuse called humanity.”
Over thousands of years of inhabitation, these valleys have become a patchwork of farms, townships, old-growth forests and fine stone keeps. The history of Drummond is that of petty warlords and violence writ large. Knowledge of Drummond prior to its current incarnation is commonly held in simple folk tales and nursery rhymes with much of its actual knowledge being held only in those of learned scholars. What is known is that it was a tumultuous time for the common folk that regularly shifted large populations around the region through warfare and conquest, resulting in fractured but culturally similar people spread over mountains and valleys.
How the Kingdom of Drummond grew out of this violent past depends on who you ask. A Bordevarian scholar would point to the righteousness and strength of heart held by House Drummond, a commonfolk would say that the most cunning and lucky group rose to the top, a Duke of Drummond would say that it was shared fellowship and blood between the powerful groups allowed peace to reign. Regardless of Mythos, nearly six hundred years ago a number of powerful clans, warlords and mercantile lords in the region were connected by complex webs of alliances, contracts and intermarriage. The influence of the powerful Lord of Drummond, Gall Drummond forged these interconnections into a feudal system, naming these powerful groups as noble houses and enforcing peace through the threat of communal destruction. King Gall Drummond the Unifier, first of his name became the namesake for this widespread but now united people.
Over the ensuing years, the number of Noble houses grew and the great houses of the Kingdom created their own webs of fealty and control. The wars of the past gave way to the schemes of the present and Drummondites sharpened their knives as their swords rusted in their scabbards. The bloodline of the royal house shifted and waned, eventually transferring to House Kalvay for a single Queenship before being transferred to House Bordevar through obscure legal means. House Bordevar would rule until the dissolution of the monarchy in 34AE, a new Ducal Council rising in its place. This Ducal council continues to rule through to the current day, albeit with occasional changes to its membership. It is during this time that the Drummond people adopted the Church of the Divine Spheres, with the divine knowledge of Niccolo replacing a half dozen local religions. Although rumour remains that some houses still hold strange and heretical beliefs. The Drummondite Church of the Divine Spheres is separate to the Church in Artebazzan but does owe fealty to the original Church. Based in the city of Emeraldhaven(once known as Drummond), the Clerical Orders of Drummond name their own paragons of the faith, elect their own Grand Clerics and have some differences in Dogma.
The total lands of The Fealties of Drummond are thought to be comparable to the landmass of Southern Esterra. Largely dominated by low mountain ranges, deep forest and lake filled valleys that rise gently towards rocky heights. The holdings of Drummond to reach the western coast where numerous port cities rest on the Explorers Sea (Crownsport being the most notable and the largest) but it is known that the Drummondite Houses do not hold sway over the southern and Northern edges of Hildeblanc. Eastern Hildeblanc is a land unknown to Esterrans and even many Drummondites. All that is known is that it contains ‘The Hunger of Drummond’.
Recent History
Since the establishment of The Concord there has not been any official contact from Drummond to The Concord as a whole. Sailors flying Concordian colours have found no difficulties docking in Crownsport or other settlements along the coast and traders have had no issues venturing deeper into the various Fealties. It remains to be seen what relationship will develop between the two nations if any.
Look and Feel
Much like the Kingdom of Bordevar, The Fealties of Drummond draws inspiration from the high medieval period of history, particularly the War of the Roses period. Mid-length tunics, hose, simple shoes and hats in a wide variety of styles are appropriate. Nobles are covered in heraldry which not only denotes their own house but also the relationships that house holds with others. Each house will also have a set of colours central to its identity.
However, where Bordevar colours this historic inspiration with Arthurian heroism, Drummond tempers it with greed and violence. Drummondite house colours tend to be darker (navy instead of blue, burgundy instead of red etc) and there is a more notable divide between the commonfolk and their noble lords. Despite a predilection towards tournaments and honour duels, Drummondite arms and armour are never ceremonial but are exceedingly well made. Fine smithing to produce patterns in metal or the inclusion of words of symbols within the metal are found in heirloom pieces, but softer metals and jewels are not.
The Fealties of Drummond in Play
The Fealties of Drummond are a distant nation to the Concord, across the sea with a travel time measured in weeks, although not as far as a nation such as Artebazzan. Drummond represents a large but fractured regional power. Drummond rarely shifts en masse towards a particular cause, but the meddling of its various houses can be felt, particularly in Eastern Esterra.
Characters can represent connections to Drummond through either a Naval Investment taking the ‘Trade with Foreign Ports’ action or a Business that deals in ‘Imported Drummondite Goods’, this would work particularly well if the Business diversifies with Forgesteel, something Drummond produces in large amounts. Characters who trade with Drummond should expect to receive Forgesteel, Suns Iron, Hartswood and sometimes Artisan arms and armour.
The information here should be enough to present a character whose background ties to Drummond, although a character who is closer than a single generation removed from Drummond is unlikely to be approved.