Komfre

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Revision as of 23:09, 6 July 2025 by Morrisj18 (talk | contribs) (Created page with "{{InfoboxCountry | name = Alkland | flag = AlklandFlag.png | city = KomfreCity.png | capital = Alkelf | government = Martial Monarchy | population = 8.8 million | languages = Human | currency = Essence Gems, metal coins | founded = 299:Conquest }}Alkland is a nation steeped in control and domination. Alklanders have other races working in their forts, mines, and fields to do the hard labor so that the average citizen can focus on other things. Despite their obvi...")
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Alkland
Capital Alkelf
Government Martial Monarchy
Population 8.8 million
Language(s) Human
Currency Essence Gems, metal coins
Founded 299:Conquest

Alkland is a nation steeped in control and domination. Alklanders have other races working in their forts, mines, and fields to do the hard labor so that the average citizen can focus on other things. Despite their obviously xenophobic views against the other inhabitants of Tuyin, they are always quick and open to trade with their neighbors.

During the Age of Discord, Alkland attempted to subdue and conquer Elori in the Knife-Ear War, but was defeated and accepted a truce.

The supreme monarch of Alkland is descended from the original king and only one dynasty has been in power. It is rumored that the kings of Alkland have been increasingly involved with the worship of Feincru.

The average Alklander diet is primarily game meat, root vegetables, dark bread, and mead. The children of Alkland are raised to be excellent combatants and frequently engage in war game-related play or other activities designed to increase their leadership abilities.

Diplomacy has never been Alkland's strong suit as they generally resort to violence before anything meaningful can be discussed. The nation is generally seen as being on barely cordial terms with most nations, with the exception of Pirtair at times.

Alkland Legal System

Government Structure

The supreme monarch of Alkland has absolute rule and is required to best their peers and siblings in combat and war games before ascending to the thrones - if they fail, another sibling may be picked over them. The supreme monarch has an advisory council of nobles and generals who are supposed to be the best in their respective fields. Similar to Elori, all laws are recorded in a book called the Codex of Honor and Order. Oaths are also important, council members, judges, and justicars must take an oath and even the slightest violation can result in immediate dismissal or execution at the supreme monarch's will.

Law Enforcement

Courtrooms and military tribunals dominate the justice field in Alkland, with judges making the decision on punishments and disputes. Justicars function as guards and traveling judges and may enact a "court session" in any place if they believe that they need to get involved - and the session can last less than a few minutes and result in an execution. Trial by combat is common as well, should the accused speak up fast enough.

Magimancy Laws

The Magimancy in Alkland tends to treat mages as indentured servants and misuse of magic has zero tolerance, and even an injured animal results in execution on the spot. Mages attend a state-run school and receive a license after a decade of formal training. Research and learning is restricted to only those still serving within Alkland's Magimancy or the military, effectively forcing those who leave either to give up their practice of magic.

Alkland Locations

  • Alkland
  • Extili Forests
  • Pondmanor
  • Secoa
  • Trilhee
  • Woodton
  • Fort Anair
  • Fort Anor
  • Fort Antro