Politics of Faalor
The most stable, yet in many ways aloof, governments on
Faalor is that of Mourningthain. King Huluk Jhaerl has been in
power for nearly 125 years. He is known through out the human
lands as a fair and just king, who balances the needs of his
own people against those of the newcomer humans. His kingdom
rests on the three pillars of commerce, reverence, and
defense. Mourningthain is the economic backbone of the Island,
producing great quantities of ore, precious metals and
finished good (weapons, silverware, art objects, and tools).
Without Mourningthain's production, all of Faalor would slip
back into a primitive state. Jhaerl is a religious king, one
dedicated to the preaching of Adrahil's ways. Mourningthain is
known for it's great underground shrines and cathedrals many
of which no human has ever seen. Mourningthain is also the
anchor of a defense against the orcs. At one time, before the
coming of man, the orcs ruled the entire island. All that
stood against them was Mourningthain. Even to this day, the
orcs have never once been able to breach any of the city's
defenses and dwarven armies still march forth to combat the
evils in the mountains. Jhaerl is a cautious ruler though,
carefully keeping his cards close to his chest. He is quite
pleased to deal openly with the humans.
Gnomes are ruled by a Council of Elders which meets west of
Napscomb. Older than the Elven Court, this Council oversees
all affairs of the gnomish people. The council though is still
subject to Gravemist's oversight, but it generally is allowed
to maintain it's own sovereignty and dignity. The council
mostly concerns itself with the dealings of gnomes in the
northwest area of the island, though, technically it has
jurisdiction over all gnomes everywhere. It's current leader,
Gulwaky, called the Transparent, has of late begun to assert
his position as ruler of the gnomish people. He is a popular
old gnome who at times makes Gravemist more than a little
nervous.
While the city of Faalor may be the economic capital of the
human lands, Gravemist is the political and spiritual capital.
Just under 250 years ago, this small hilly meadow was the site
of the last battle in the First Wars. The orcs were defeated
and King Alfred, the Great was lain to rest here. Soon after
the descendants of the kings built a large castle to operate
out of near the grave of Alfred, and the Church of Adrahil
began work on a large temple. Naturally enough Gravemist
became the center of government on the Island.
The Monarchy is based primarily on blood relations. Father
passed the kingship down to his eldest or most competent son.
Only two times in the past has blood not been the deciding
factor in appointment of a new king (Padral, Jash II). In
theory, the Church alone has the right to appoint a new king,
though generally speaking it only ratifies whomever is next in
line for succession.
The most important political entity is the corporation. The
more powerful the corporation the more power the group will
have in royal politics. For example, most landowners fall
under the Thornson Compact (a corporate entity set down in 121
which gives landowners certain rights over non-landowners
including the assembly of a parliament to advise the king).
Several large trade guilds also exert a great deal of
influence on local and royal politics, most notably the
traders guilds of Faalor and Duath. Merchants usually wield
considerable influence on local politics through their
contracted corporate standings with the king, township or
other corporate entities.
Each township has in it's Writ of Corporation (see the Law
section for more details) relevant clauses detailing how it
will be governed. Usually, a mayor will head each township
with the help of a 3 to 12 member Council. Town Councilors are
usually the heads or appointed representatives of the most
important guilds, military units, Church officials, merchant
interests and other corporations within the township.
Occasionally, a popular lower class or disenfranchised member
of the township will take a seat on the Council (usually a
hero, teacher or spiritual leader).
An advisor council to the king, the Parliament, convenes at
Gravemist once a year for a month or two starting the
fifteenth day of February. It has no power to tax or make
binding decisions, but it does have a great deal of influence
on the king. Land-owners and townships are allowed to send
delegates. The army, the Church, nobles,
even major guilds send their own delegates, but primarily the Parliament
is made up of rich nobles. The Parliament
sets its own agenda and divides itself into various committees
(which could take several weeks to do). Each committee is
responsible for creating at least one Opinion to send to the
king. As one can imagine, sometimes the Parliament is simply
an exercise in futility (which usually pleases the king in the
end).
Recently, the King has created a new council comprised of
elected Governors to help create new laws. This Council
meets on the whim of the King and is allowed to bring up
specific issues that the King is encouraged to address
directly. Some have pushed to make this an established
part of the government.
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