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Tempokai

The Overworked One
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I'm here writing but uninspired.

The Three Hundred Years of Ellenda


A commemorative history published in the tricentennial year, 1941


By Master Ilyon Varess, Lecturer of Constitutional History at the Royal-Free University of Lenda​




Preface: The Country That Would Not Kneel


In this year of 1941, as bells ring from the white towers of Lenda to the storm-posts of the western frontier, Ellenda celebrates three centuries since her foundation. Three hundred years have passed since the first lawful settlement was declared upon the continent of Aregia in 1641. In those years, Ellenda has been colony, fortress, battlefield, refuge, principality, republic, federation, and myth.


No other state in the known world wears so many faces and yet remains so unmistakably itself.


Foreigners call us a monarchy because we have a Prince. Revolutionaries call us a republic because our Prince reigns only by consent. Lawyers call us a federal commonwealth. Soldiers call us the Shield of the Eastern Sea. Traders call us the River of Gold. Scholars call us the first truly meritocratic state of the modern magical age.


But the old settlers had a simpler name for it.


They called it the country that would not kneel.




I. The Discovery of Aregia, 1623


The continent now known as Aregia entered the maps of the old world in 1623, when the explorer-settler Areg Valcaryn, later remembered as Areg the Great, crossed the Tempest Belt and landed upon the southern coast near what is now Cape Firstlight.


The name Aregia was not given by kings, scholars, or imperial mapmakers. It came first from the mouths of sailors.


They said, “Areg’s Land.”
Then, “Aregia.”


Areg was not the first living soul to step upon the continent, nor even the first foreigner to glimpse its shores. Earlier fishing vessels, wrecked fleets, and wandering mages had brought back broken rumors of a western land beyond the storm walls. But Areg was the first to return with maps, river samples, monster-bone charts, and, most importantly, a chest of raw river gold and three fragments of clear mana crystal of such purity that the academies of the old world declared them impossible.


Aregia was not empty. It was worse than empty.


It was rich.


Its rivers carried gold dust. Its mountains held silver-blue mana veins. Its forests contained alchemical woods. Its coastal ruins suggested civilizations older than any kingdom then living. And its monsters, when slain, yielded the purest mana crystals known to the world.


The old continent did not see a wilderness.


It saw a prize.




II. The Gold Fever and the Monster Coast


Within five years of Areg’s return, every major power in the old world sent ships westward.


The Crown of Valemont sent soldiers and royal surveyors.
The Luthene Trade League sent factors and private fleets.
The Caranthian Empire sent priests, engineers, and artillery mages.
The Duchies of Sorell sent mercenary captains.
The Mirevan Sea Houses sent smugglers before they sent ambassadors.


Their first mistake was believing Aregia could be colonized like an ordinary land.


The coastline was infested with monsters. Wyvern flocks nested in the cliffs. Glass-shelled leviathans stalked the shallows. Bloodmire beasts emerged from tidal marshes. Inland forests were patrolled by antlered giants, corpse-vines, mana-warped wolves, and worse creatures for which no old-world language had names.


In the early years, colonies vanished overnight. Forts went silent. Gold camps were found empty except for red mud and torn mail. One Caranthian mission at Saint Ordran Bay lasted eleven days. A Luthene stockade at the River Vey burned blue for a week after striking a buried mana vein.


The old powers fought one another, but the greater war was against the continent itself.


It was in this chaos that Ellenda began.




III. The Hurried Colony of 1641


The settlement that became Ellenda was founded in 1641, not from noble vision, but from panic.


Three Valemont fleets had been wrecked by storm and monster attack. Survivors from rival expeditions—Valemont soldiers, Luthene miners, Sorell mercenaries, Mirevan sailors, free mages, priests, debtors, escaped apprentices, and fortune-seekers—were trapped along the mouth of the Ell River.


They could not return home. They could not safely scatter. They could not wait for rescue.


So they built walls.


The first settlement was called Ellenda, meaning, in the mixed camp speech of the time, “the place by the Ell.” Later patriotic writers gave it nobler meanings, but the oldest documents are blunt. Ellenda was a stockade, a harbor ditch, a supply camp, and a graveyard.


Its first governor, Marshal Odran Kel, was not appointed by any king. He was elected by surviving captains because he was the only commander whom soldiers, miners, and mages all trusted. Yet the settlement soon came under the authority of the Crown of Valemont, for one practical reason: Valemont had the largest surviving fleet, the best naval supply chain, and the only mainland crown willing to send enough troops to hold the harbor.


Thus, by accident more than design, Ellenda became a stable colony under one crown.


This stability saved it.


Had the rival powers continued fighting openly, the settlement would have died. Instead, Valemont imposed order, seized the harbor, licensed the gold rivers, and declared Ellenda a royal colony. The other powers protested, but they were too weakened by loss and distance to dislodge the Crown.


Valemont did not truly conquer Ellenda.


It merely arrived in time to claim what survivors had already built.




IV. The Hero Companies and the Clearing of the Coast


The Crown quickly learned that ordinary armies could not pacify Aregia. Heavy infantry died in forests. Cavalry panicked at monster scent. Siege engines sank in marshland. Court-trained mages exhausted themselves against beasts that fed on spellfire.


So began the age of the Hero Companies.


From every corner of the old world came parties of extraordinary persons: monster hunters, spellblades, rune priests, beast-speakers, alchemists, exiled knights, duelists, scouts, shield-sisters, and nameless wanderers with impossible talents.


The Crown paid them. Merchants sponsored them. Towns begged for them. Songs exaggerated them.


Among the most famous were:


The Seven Lanterns, who cleared the southern cliff nests.
The Ashen Table, who burned the first corpse-vine forest.
The Black Gull Company, sailors who hunted reef leviathans.
The Red Saint’s Fellowship, who founded the first hospital-fort.
The Company of the Veiled Star, whose roster remained partly secret even after the Revolution.


By 1675, the worst monsters had been driven from the main coastline. Ports became safer. River traffic expanded. Mines opened. Mana crystals flowed eastward. Ellenda grew from survival camp to wealthy colony.


But victory brought a new problem.


The people who had saved Ellenda were not obedient peasants. They were hardened settlers, armed citizens, frontier captains, contract mages, monster hunters, and self-made leaders. They had survived years when the mainland could barely help them.


They began to ask why a distant crown should command them at all.




V. The Crown Tightens Its Hand


The Crown of Valemont made its fatal error after the coast became profitable.


While Ellenda was poor and desperate, Valemont allowed broad local autonomy. Settlers elected town councils. Hero companies negotiated their own contracts. Frontier forts chose emergency commanders. Miners formed armed river leagues. Local courts adapted laws to frontier conditions.


But once the gold and mana crystal trade became reliable, the Crown remembered its authority.


Beginning in the 1680s, Valemont issued the Reduction Edicts, a series of royal decrees intended to bring Ellenda under tighter mainland control.


The edicts restricted private monster contracts.
They placed mana crystal exports under royal monopoly.
They required settlement charters to be approved by mainland ministers.
They replaced elected colonial officers with royal appointees.
They taxed frontier militias.
They limited local courts.
They banned unsanctioned expeditions beyond the Crown Line.


These laws were reasonable to men who sat in marble offices across the sea.


In Ellenda, they were received as betrayal.


The settlers argued that the Crown had not cleared the forests, had not held the walls during monster nights, had not buried the children of the First Winter, and had not earned the right to bind men and women who had saved the colony by their own blood.


The most famous protest was delivered by Talia Venn, a river advocate and daughter of a gold washer, before the Lenda Assembly in 1688:


“We were subjects when the ships arrived. We became citizens when the monsters came.”

Those words were copied on tavern walls, militia banners, and court petitions for the next eleven years.




VI. The Hidden Prince


At the same time, the mainland Crown was weakening.


Valemont’s old king had many sons, grandsons, nephews, and claimants. The line of succession became poisoned by intrigue. Court factions formed around rival heirs. Foreign states prepared to intervene. What later historians call the Velorian Succession Crisis had begun.


Into this confusion stepped the strangest figure in Ellendan history: Prince Caelren Valemont, sixth in line to the mainland throne.


Caelren had vanished from court years earlier. Officially, he was said to be traveling for education. In truth, he had joined the Company of the Veiled Star under the false name Cael of Greyford.


He fought monsters along the Aregian coast for nearly a decade. He saw frontier towns ignored by royal officials. He saw hero companies cheated by mainland tax agents. He saw settlers die defending mines whose profits went overseas. He saw the Crown’s governors treat Ellenda as a treasure chest, not a country.


By the time his identity became known, he was already beloved by many frontier militias.


Caelren was not first, second, or even third in line to the Crown. In Valemont, he was expendable. In Ellenda, he was useful.


That made him dangerous.




VII. The Revolution of 1699


The spark came in 1698, when Royal Governor Maurel ordered the arrest of several frontier captains for refusing to surrender their mana crystal stores to crown inspectors. One of the arrested men, Joric Hale, had been a hero of the Black Marsh Campaign. His imprisonment caused riots in three towns.


When royal troops fired on protesters in Lenda Square, the colony moved from anger to rebellion.


The Lenda Assembly declared the Reduction Edicts unlawful. River militias seized customs houses. Hero companies broke open royal arsenals. Frontier forts lowered the Valemont banner and raised the silver-and-green standard of Ellenda.


At first the rebellion seemed doomed. Valemont still had the strongest navy. The colony had wealth, fighters, and courage, but not international recognition.


Then Prince Caelren revealed himself.


On the 14th day of Frostwane, 1699, he stood before the Assembly wearing no crown, only the weathered cloak of the Veiled Star, and declared:


“I was born of the blood that claims to rule you. I have lived among the people who have earned the right to rule themselves. If blood must serve a purpose, let mine be the knife that cuts the chain.”

This speech, often called the Knife of Frostwane, changed everything.


Caelren’s rebellion split the mainland succession crisis wide open. Rival powers saw an opportunity. If they supported Ellenda, they could weaken Valemont and break its monopoly over Aregian gold and mana crystals.


The Luthene League supplied ships.
Caranthia recognized Ellendan belligerency.
Sorell mercenary houses sent “volunteers.”
Mirevan smugglers became privateers overnight.
Even rival Valemont princes secretly funded Caelren to damage stronger claimants.


Thus Ellenda survived not because foreign powers loved liberty, but because they hated monopoly.


The war lasted less than two years, but it transformed the world.


In 1699, Ellenda declared independence.
In 1701, Valemont recognized it under the Treaty of Lenda Roads.
In exchange, foreign powers received limited trade access to Aregian resources, but no foreign crown received sovereignty over Ellendan soil.


The colony had become a country.




VIII. Why Ellenda Kept a Prince


The revolutionaries could have abolished monarchy entirely. Many wanted to.


The river towns favored a republic.
The frontier militias favored elected captains.
The hero companies favored contract government.
The merchants favored a trade commonwealth.
The provinces wanted autonomy.


Yet Ellenda kept a prince.


The reason was practical. Caelren had given the rebellion legitimacy abroad, unity at home, and a legal bridge between old-world diplomacy and new-world independence. Foreign courts understood princes better than assemblies. Frontier militias trusted Caelren personally. Political families saw him as a compromise. Even republicans accepted him because he had rebelled against his own blood.


But they did not make him king.


The Compact of 1702 created the office of Prince of Ellenda, not as an absolute monarch, but as guardian of the constitutional order. The Prince would command symbolically, represent the state abroad, mediate between provinces, and serve as emergency protector in times of invasion or monster calamity.


Most importantly, succession would not be automatic.


Only recognized royal lines could present candidates, but the High Council of Election would choose the new prince. Thus Ellenda preserved the dignity of monarchy while denying monarchy the power to own the nation.


Caelren accepted these limits.


His famous reply was simple:


“A crown light enough to be carried by law is heavy enough for me.”



IX. The Rise of the Political Families


After independence, Ellenda faced a question every revolution faces: who governs after the banners are folded?


The answer was not nobility. Ellenda had no dukes, counts, or barons. The old titles were associated with mainland arrogance and were formally banned from Ellendan law in 1711.


But power did not vanish. It reorganized itself.


Families who had served the revolution became influential. The Venns dominated law and parliament. The Hales became military reformers. The Ordrans controlled river engineering. The Maericks built trade fleets. The Solven family produced judges and constitutional scholars. The descendants of hero-company captains became provincial leaders.


These were not nobles. They held no hereditary legal privilege. They were called political families, or more formally, families of public consequence.


Any commoner could found such a family through service, wealth, heroism, scholarship, military command, exploration, or public trust. Some rose in a single generation. Others fell just as quickly.


This became one of Ellenda’s most unusual customs. Ambitious citizens did not seek noble titles. They sought to make their family name useful to the republic.


The old saying emerged:


“In Valemont, a man asks who your father was. In Ellenda, he asks what your grandchildren will inherit from your deeds.”



X. The Federal Settlement


The newly independent state could not be ruled like a compact island kingdom. Aregia was too large, too dangerous, and too varied.


The core provinces around Lenda, the Ell River, and the eastern ports were settled and wealthy. Beyond them stretched forest marches, monster ranges, mining territories, ruin fields, and charter towns.


The central government could not govern all of it directly.


So the Federal Settlement of 1724 created the system now called permissive federalism. Provinces were granted broad authority over local law, settlement, militia organization, land use, monster defense, and internal taxation. Frontier territories could receive charters and later become provinces if they survived, grew, and accepted constitutional law.


The central government retained control over diplomacy, national defense, currency, interprovincial trade, high courts, succession, and major monster emergencies.


This arrangement was imperfect, but it endured because it matched the land.


A fishing province did not need the same laws as a crystal-mining frontier.
A university city did not need the same militia code as a wyvern border.
A safe inland valley did not need the same taxes as a newly fortified ruin-town.


Ellenda survived by allowing different parts of itself to be different.




XI. The Century of Expansion, 1724–1820


The eighteenth century was Ellenda’s great century of expansion.


Roads pushed west. Fortified towns appeared beyond the old Crown Line. Monster hunters mapped breeding grounds. Mana academies learned how to refine crystal without fatal surges. River fleets carried grain, timber, gold, and spellstone.


The state sponsored settlement but rarely controlled it fully. Instead, it issued charters to companies, militias, religious communities, scholarly orders, and private families. If they could hold land, build walls, maintain courts, and recognize the Compact, they could become part of Ellenda.


This policy was dangerous, but effective.


Many settlements failed. Some were swallowed by forests. Some were destroyed by monsters. Some turned outlaw and had to be subdued. But many endured, and each success pushed the country deeper into Aregia.


The frontier produced Ellenda’s harsh individualism. Citizens were expected to read, vote, shoot, bargain, travel, serve on juries, defend walls, and mistrust anyone who claimed obedience was a virtue by itself.


The state encouraged this spirit because it needed capable people.


A helpless population would have died.
A submissive population would have rebelled.
A self-reliant population built Ellenda.




XII. The Parliament and the Merit Laws


Ellenda’s parliament began as the old colonial assembly, but after independence it became the central lawmaking body of the country.


By the mid-eighteenth century, it had two chambers:


The House of Commons, elected by towns, districts, and chartered settlements.
The House of Provinces, representing provincial governments and recognized territories.


The Prince could advise, warn, delay, and call emergency sessions, but could not tax or legislate alone.


The great reform of this period was the Merit Act of 1768, which opened nearly all civil, military, judicial, and magical offices to examination or proven service. Political families still had advantages, but legal hereditary office was forbidden.


This law changed Ellenda permanently.


A miner’s daughter could become a judge.
A monster scout could become a general.
A foreign-born mage could become a state researcher.
A farmer’s son could enter parliament.
A royal cousin could be rejected from command for incompetence.


This did not create perfect equality. No law can abolish wealth, influence, or family ambition. But it made incompetence harder to defend.


Ellenda’s enemies often mocked the system as “government by examination and campfire legend.” Yet by 1800, Ellendan armies, courts, and frontier administrations were among the most effective in the world.




XIII. The Princes After Caelren


Prince Caelren I died in 1736. Many feared the country would collapse without him.


It did not.


The High Council chose Mira I, his niece, a scholar-soldier who had governed the North March. Her election proved that the princedom was not merely Caelren’s personal reward, but a functioning institution.


Over the next two centuries, Ellenda’s princes varied in talent.


Mira I strengthened the courts.
Ordan II expanded the navy.
Selene I sponsored the mana academies.
Caelren II nearly provoked civil conflict by favoring one political family too openly.
Arven I restored balance after the Western Province Crisis.
Mira II, reigning during the centennial of independence, famously said, “The Crown is not the roof of Ellenda. It is the bell that calls the house together.”


Some princes were beloved. Some were dull. A few were dangerous.


But none could become absolute.


The Council elected them. Parliament funded them. Provinces negotiated with them. Courts limited them. Citizens judged them. And royal lines knew that an unworthy candidate could be passed over.


This is why Ellenda’s monarchy survived when many stronger thrones fell.


It bent before it could break.




XIV. The Second Monster Age and National Maturity


The nineteenth century brought the Second Monster Age, when deep inland expansion disturbed old nests, sealed ruins, and mana-sick territories. From 1817 to 1859, Ellenda faced repeated monster waves.


This period tested the whole constitution.


A pure monarchy might have waited for orders from the capital.
A loose federation might have abandoned weaker provinces.
A pure republic might have drowned in faction.
Ellenda’s layered system worked.


Local militias responded first. Provincial governments mobilized. Parliament funded national campaigns. Merit-appointed marshals coordinated defenses. The Prince traveled the front, not as absolute commander, but as the symbol of common resistance.


The most famous leader of this period was not royal at all. Ansel Rook, born to a family of charcoal burners, became Marshal of the Western Line after passing field examinations and surviving three campaigns. His descendants became one of Ellenda’s great political families.


The Rook example is still taught in schools because it captures the Ellendan promise:


A commoner may not inherit a title, but he may leave a name that history cannot ignore.




XV. Ellenda in the Modern World


By the early twentieth century, Ellenda had become one of the principal powers of Aregia. Its core provinces were industrial, literate, and wealthy. Its frontier remained dangerous but increasingly connected by rail, ward-road, river convoy, and signal tower.


The old mainland powers no longer saw Ellenda as a rebellious colony. They saw it as a state whose resources, universities, military schools, and mana industries shaped world affairs.


Yet Ellenda never fully lost its frontier suspicion of authority.


Its citizens still celebrate the Revolution.
Its parliament still guards taxation fiercely.
Its provinces still resist central intrusion.
Its political families still compete with newly risen commoner houses.
Its Prince still reigns by election, oath, and restraint.


And every schoolchild still learns the paradox at the center of the nation:


Ellenda kept the crown so that no crown could ever rule it absolutely again.




XVI. The Tricentennial Year, 1941


Now, in 1941, Ellenda marks three hundred years since the founding stockade was raised beside the Ell River.


The original settlement has become the capital city of Lenda, with its parliament halls, prince’s residence, river courts, and memorial walls bearing the names of the First Winter dead.


From the Gold Rivers to the North March, from the old harbor forts to the western crystal ranges, the tricentennial is being observed with oath renewals, public histories, military parades, monster-watch ceremonies, and the reading of the Compact.


The present Prince, Aric IV, opened the tricentennial session of Parliament with words that will likely be remembered:


“We are not three hundred years old because we were easy to govern. We are three hundred years old because we learned not to demand that free people become small.”

This, perhaps, is Ellenda’s true achievement.


It was born from greed, storm, monster blood, gold fever, imperial rivalry, and rebellion. It should have become a battlefield of foreign powers, a mining colony, a military dictatorship, a feudal frontier, or a failed republic.


Instead, it became something stranger and stronger.


A crowned republic.
A federal principality.
A land without nobles but full of great houses.
A nation of citizens who honor a Prince yet remember that the first duty of power is restraint.


Three centuries ago, the settlers of Ellenda built walls because they feared the night.


Today, their descendants build institutions for the same reason.


For beyond the lamps of every city, Aregia remains vast, rich, and dangerous. And so long as the frontier endures, Ellenda must remain what history has made her: proud, armed, argumentative, ambitious, loyal by choice, and unwilling to kneel.
 

Shiriru_B

Hi again.
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Winning by vibing to some nice music.
 

JayMark

It's Not Easy Being Nobody, But Somebody Has To.
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My monsters don't yield mana crystals when slain. Their bodies don't disintigrate politely so as not to clutter narrative. They only yield flesh, blood, bone, possibly fur, all of which needs to be properly processed. And they make a mess when they die. This might be one of my problems.
 
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