Faalor, a NWN campaign world
Faalor mists

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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