Name: Kingdom of Griffsmaw
Flag/Banner: Kingdom flag: (WIP, will be finished by the time I form it if I do) / Dynasty flag:
https://i.imgur.com/aKdqMez.pngGovernment Type and Features: Mercantilistic Heredical Kingdom with late-tribal influence
Royal House: House Thryssed
Starting Ruler and Family: Krachar Thryssed, king-claimant of Griffsmaw. At 46 years old, he's an experienced, hardened, and unwavering leader who considers the voices of his family and subjects in his actions. He's worked hard to advance his realm, having sailed far around the world (as far as his ships and crews could realistically take him), researching the ways of life of foreigners, and slowly introducing foreign influence into his own realm. His wife, Hildar, was the daughter of Krachar's most powerful vassal, and they've sired three children: two twin sons, Jormund and Trachar (20), and a daughter, Yosilda (18), before she died. While the sons are equally tough, wily, and adventurous, Yosilda is delicately diplomatic, mirroring her mother, though she, too, possesses the adventurous attitude of Krachar. Jormund, having been born first, is the designated heir by right of law, but Trachar will likely remain influential in the politics of his brother's realm. Krachar also has a brother, Yorto, who is a well respected druid in Krachar's realm. The Thrysseds have managed to retain a sizable portion of the kingdom due to their history, strength, influence, and their possession of lands once belonging to the first King of Griffsmaw.
Aspects of Culture, Religion, Way of Life, and other Attributes: The Kingdom of Griffsmaw was formed by Garon the Griffin, a near-mythological figure in their culture, after he united the tribes of his would-be realm. His line ruled the kingdom for generations, but when it eventually died out, so did the bond that kept the kingdom together. The tribes separated, and have mostly forgotten their brotherly bonds, with House Thryssed inheriting the empty seat of the Griffin's line, High Roost, due to a fortunate marriage to a daughter of a Griffsmaw king.
The earliest traditions of the Griffsmaw tribes is built upon three principles for survival: the hunt, the catch, and the feast. Thus, the society has a focus on tools, weapons, and sailing, and their feasting is boasted as a result. The more modernized tribe of Thryssed has begun forging simple swords alongside axes, and sees equal importance in bow and spear. Though they are primarily provided for from the wilds of woods and seas, which their religion has partly been influenced by, Krachar Thryssed wishes to introduce farming to Griffsmaw, seeking hardy crops that can withstand the winters. Additionally, he wishes to bring organized military formations to his realm, as the warriors of Griffsmaw are historically disorganized, with sword, spear, and bow standing heel and toe, and has spent several years seeking foreign military officers to help revolutionize their means to fight. Though disorganized, fighting warriors of the Griffsmaw region are extremely hardy, having spent years of their life in the forests, tamed and untamed, and at sea. Even the women of Griffsmaw are skilled fighters, with the best archers removing the breast of their bow arm after they have several children, as to better defend themselves while their husbands hunt and fish.
Long ago, the people who would settle the Griffsmaw followed the God of their eastern neighbors, Eru Ilúvatar. However, the beliefs of the Griffsmaw settlers and of the Atlmarish ancestors differ in a crucial way: Eru Ilúvatar, after creating all, vanished completely, leaving his domain to different aspects, each entrusted to rule over their portion of Eru Ilúvatar's creation. These gods are of the forests, the mountains, the skies, and the seas, some merciful and others diabolical. There are many gods, chiefly, Grayr (Grey-or), the God of the Sky, a great draconic griffin who lives in the sun and hunts in the clouds; Makthutile (Mak-thu-ti-lay), the Woman of the Waters, a great siren who rules over all seas and serves her husband and king, Neptralyr (Nep-tra-leer), the Forgotten Lord of the Deep; and Tragol (Tra-goal), the Man of Rock, who rules over the mountains, forever seeking precious metals and gems. There are dozens other gods, though these are among the most celebrated. Additionally, a spirit known as the Leshyr (Lesh-er) rules over the forests, and punishes villagers who do not keep the forest bed tidy and healthy, and who rewards their good actions with bountiful hunt. Religious ceremony is conducted by druids, or wise men, who are respected by the people and feared by their enemies. Legends state that druids possess the direct power of the gods as a result of ritual animal sacrifices, and as thanks for guiding their people to the Griffsmaw. As killing another man during peacetime is seen as an offense to the gods, grudges are settled with fist fights at most, and table games at least, and the sacrifice of another man is seen as a direct insult to the gods, and as the worship of dark beings, like Neptralyr, who warped the mind of Makthutile to wage war on the world.
Most tribes of Griffsmaw believe in the Stride of Garon, the belief that man is above beast in only one way: they have the power to influence the worlds of both. Thus, it is the goal of followers of the Stride to better their homes and their own well being while preserving the homes and well being of animal life.
Location: https://i.imgur.com/ttBsquZ.png