High King of the Steel Realms

Steel Realms

The role of the High King is less about administration and more focused on war and protection and getting the rest of the races and realms to cooperate. The High King can call for a draft, demand troops from vassals, demand supplies, and anything really to ensure the safety of the realms. There are dedicated Pacification Garrisons (for High King’s Army) scattered across the realm to help keep the peace within. And also from its biggest and most constant foes outside the realm: Orrish in the east, undead to the north, lawless lands and the massive Nakrian Empire to the south. Violent squabbles between vassals are handled through an appointed viceroy and/or heralds. The High King appoints many viscounts to watch over his vassals and send reliable information back to the World Watchers. The Law of the High King exist and generally governs all interactions with institutions and people; This is often adjudicated by members of the World Watchers. The primary advisors in court are:

Symbol/Herladry of High King/Kingdom of Gladnor: White sky above with 3 blue stars and a simple golden crown; below is purple with 2 robed white arms clasping hands and the motto “Truth, Unity, Power”.

Sisterhood of Dohar Jaideen – Truth of thought

Guild of Solars – Occult

Bard – History and Culture

Oak of Ardenfall – Druid/the land and Wyld Faith

The Golden Sun – Representing the Lightbringers

The Green Earth – Representing the Green Church

The Horn of Courage – Mizras

The Silver Lance – Umbak (always a knight; usually of Ikribu).

Wind of the North – Kaald and the Freelands (usually has a priest of Merkaine in their retinue).

Wind of the South – Beryl and south territories (usually has a priest of Rastur in their retinue).

Realm's Aptitude Powers: Divine, Occult, and Psychic