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it is currently season 1, the year 1449 NE. The continent of Tnarem balances on a precarious edge between survival and destruction. Wars rage between nations, fractures open in the Mete. The world as the Tnaremi people know it is dying and they are left with a choice: act or perish with it.

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world
Geography
the kingdom, the black






T
he lands of Dubhion have the healthiest soil on Tnarem, refreshed regularly by the mineral-rich rivers flowing from the nearby great mountains. Many forests of various sizes have taken root in this fertile ground and fostered all the typical rampant growth one would expect from a land overflowing with life, but most of Dubhion is actually a flat plain broken up by rivers and the occasional rolling hill. The elevation does rise gradually towards the east and west of Dubhion, where it borders the towering mountain ranges that keep the more aggressive weather away from the open plain. Although only a fraction of the healthy soil is put to cultivation, it nonetheless easily creates an abundance of food, meaning that between tightly clustered parcels of civilization are wide stretches of flatland uninhabited by all except wildlife.

All four seasons take their turn in the plains of Dubhion. Summer sees moderately hot temperatures and bright sunny days with barely a cloud in the sky when the crops are able to grow rampantly and the grass is bright green. Autumn brings with it the shedding of leaves in the forests, with dropping temperatures and cloudier days. Winter has gusts of cold and frosty temperatures, with the winds from the northern mountains carrying with it a veil of thick snow that only ever lightly coats the ground. Then spring arrives and the snow is melted away by light rain showers, beginning again the growth of the plants and the sowing of more crops.

natural resources

Everything from grain to flax is grown in Dubhion, which seems to always have more room for an additional crop. The ease at which farmers can reap rewards from the exceptionally healthy soil means that Dubhion’s state is always growing and always has more room to grow. What’s needed locally is kept, what’s needed nationally is taxed and distributed, and any surplus is traded away at profit. Even with external pressure, there is plenty of land that can easily and quickly be repurposed should the need arise.

A by-product of the healthy soil is that even non-agricultural plants are easy to grow without oversight. Though livestock requires more maintenance than farmland, it is still ridiculously simple to manage enough to make an abundant surplus. Pig, cattle, and even horse ranches are a common sight in Dubhion for this reason.
Territories
There are no true territories in Dubhion, the entirety of the kingdom falling under the rule of the Ard Ri and his ministry. However, the below are colloquially named and represent several different "regions" of the Black.

saoileadh

Cities of Note
Inshmor, Gers

samhach

Cities of Note
Caerntan

rathad

Cities of Note
Aunios

Inshmor

The capital of all of Dubhion is Inshmor, an ancient city that spreads out radially from its heart based around the royal palace that stands in the center of the city commons. Part fortress and part estate, its height is accentuated by the lack of structures that surround it, a landmark that all of the oldest avenues point towards. Along with the web of stone streets, there are also rivers that snake their way through many of the city’s districts, carrying on their currents barges bearing food and visitors. Beneath the many grand arches erected in plazas throughout the city, people of all sorts barter and enjoy themselves. Beyond the towering timeworn walls, the acres upon acres of farmland that Dubhion is known for stretch as far as the eye can see, along with the ruined Athenaeum whose broken walls mark the end of all that’s familiar to this world.

Aunios

Surrounded by newly-constructed stone walls that rise imposingly above the city, Aunios is still comparatively spacious. Like the gentle hills that southern Dubhion is known for, the skyline of Aunios slopes easily from one side of the city to the other with each cluster of buildings neatly folding into the next, with the only exception being the recent additions to the city walls. Beyond the city limits are some farms tucked neatly into the gullies where they can fit, but far more predominant are the pastures that crown the hills. The wide streets of the city are suited perfectly to the traffic of animals that wander between the buildings and into the open greens. In the center of the city is the squat governor’s palace, its wings stretched wide and wrapped around the central city commons, with foreign banners unfurled before its gate.

Gers

Of the three great enormous lakes in the north of Tnarem, Loch Laonnes is the one that belongs to Dubhion, on whose shores stands Gers, capital of northern Dubhion. Though incapable of overseeing every waterway that filters through from the lake into the rivers of central Dubhion, the city sits on the banks of the biggest river that sees the most traffic. On one end of the city is the spine of piers that jut out into the lake and river, where a fleet of ships and barges is constantly mooring and shoving off. On the other side is a crumbling wall that arches around the city and shelters it from the open fields that stretch beyond to the horizon. Finding a path through the dense clusters of warehouses and structures will eventually lead to the fish-reeking its commons and the governor's palace that towers over it.

Caerntan

In the shadow of the Veialt Mountains are the many rough hills of eastern Dubhion, crisscrossed with wide rivers winding their way to the famous lakes. It’s at the intersection of a handful of these navigable rivers where Caerntan sits, the major city that has overseen the border with Lornesse in times of both peace and war. On each of the rivers is a set of fortified docks overlooked by the city’s walls and towers that climb the hills, which are patchworked with pastures and agriculture where the land is even enough to support such pursuits. Standing proudly in the center of town is the governor’s palace, from which the tendril-like streets of Caerntan wind their way through the rises and falls of the topography. Structures as old as the city itself emerge from the hillsides and encroach onto the plazas, crowding the city even further.