Kingdom of Harodom

Kingdom of Harodom


Family Life in the Kingdom
Families within Harodom all share one commonality, be they noble or peasant alike, and that is blood relations are held in the highest regard above all others. While this breeds close knit ties within families, and extended family members, it is also the source of great competition that define Harodic culture.

Families of the Nobility
Among the Nobility it is a long-standing tradition the first-born inherits the title, power, and wealth of the House. Other children may inherit or be granted holdings or titles  as the Head of the House sees fit. The varied holdings of a Noble House l rely on one another for protection, development of  martial prowess, matters of diplomacy, academics, magery, among many other facets . With so many areas of expertise requiring attention, it is common for these responsibilities to be divided across the members of a noble family to those who show an aptitude for the role and to appoint courtiers to those where the family may be lacking. 

Families of Yeomen and Citizens
The most fluid of all within the Kingdom, these people ascribe to few steadfast rules . Adventurous and curious at heart, people of this class do not always originate in Harodom itself. Travellers of kingdoms, they push the boundaries of knowledge and serve to discover new and forgotten ruins of old.

Far less focused on family ties than their noble and peasant counterparts, Yeomen and Citizens gravitate toward Guilds, Mercenary Groups, and pursue service to a noble. Where their slightly more solitary natures make them a source of tales for many, their skills are rarely matched, and their ability to influence the areas they live in are uncharacteristically common.

Families of the Peasantry
More egalitarian than their noble superiors, the peasantry have legal traditions of their own that are upheld within their communities. Primarily it comes down to  settlements which are traditionally and equally divided amongst the children. Though this can cause issues if a family has twelve children, it is easily remedied by the close ties that are kept with extended family in other villages, towns, and cities. Only those that remain in the village where the inherited land is willed shall receive any. 

Family ties with aunts, uncles, and cousins elsewhere in the Kingdom play a large part of family life. This is the system by which peasants learn their trades, get jobs in a workforce for kingdom projects, and look to seek out adventure, or simply to get a fresh start. Typically a peasant will live and die within 10 kilometers of their place of birth, but the exception is proven by the mere existence of Yeomen and citizens within the Kingdom. The ability to move between fiefdoms enables this.



The tournament is a long and proud tradition carried for generations amongst the nobility of the kingdom. Testing their skills in martial prowess, it has evolved over time to include a variety of tests of skill and cunning. These can range from one on one combats to magical contests, or archery trials to jousting. The wealthier the hosting family of a tournament the more elaborate the festivities, and often the more prestigious the guests. Regional preferences also add elements of uniqueness to each tournament held, as well the list of attendees. Victors of each contest win a prize, ranging from some coin to the possibility of land and title.

In the past warriors, casters, and others of questionable repute have arrived to partake and display their prowess in an effort to show the superiority of their own kingdom. When a tournament is held it is tradition that any current war being held is put on hold, for all sides concerned, so that all may participate; this gives ample time to regroup, destroy the morale of enemy commanders, and even possibly begin the process of diplomacy.

Music - Minstrels
Stringed instruments are the preferred style when playing for a Court. Be it for a Ballroom dance, or entertainment while feasting, anything rhythmic and lively is sought after. The majority of halls will have an area specifically for minstrels to play and have the best acoustics possible. It is a sign of great wealth and generosity to have minstrels playing while hosting guests to one’s dinner table.

The game of chess is taught to all children of nobility. It keeps the mind sharp, allows masters to see and plan stages ahead of your opponent, and trains all for military command through regimented tactical training of the wits. Though many prefer being in the field and learning the art of war in a physical sense all should be wary of the noble who has a chess table set up for any to challenge.



Festivals play a crucial role in everyday life for the common people of Harodom. Whatever the reason and cause, it is a time for remembering, celebration, comradery, and community building. Those in the village, town, etc. typically come together to throw a communal feast and celebration with music, dancing, and games. It is not unusual to have a festival every month, granted some of far more importance than others. These serve to bring communities together, enhance trade, and Faire’s are a favourite throughout the kingdom for entertainment, bringing people from across the Realm to partake.

Music - Troubadours
These musicians focus heavily on composing songs, rather than solely instrumental. These travelers are often found in taverns, inns, and festivals. Their songs range from something to entertain and lift spirits, traveling news, to tales of adventures of Dames and Knights. Wherever they are found it is likely that night will be a lively one.

Farkel (Dice Game)
The game of Farkel is played with each player having 6 dice. Two contestants roll 1 dice and whoever rolls the higher number goes first. In a single turn the player may continue to roll their dice so long as points are acquired and may choose to stop at any point to count the points gathered so far. If all 6 dice are rolled, and all dice have gathered points, the player may pick up all dice and continue to roll. The turn ends when the player decides to stop and count the points, or when the player rolls their dice and no points are shown. 6 of a kind in the first round is known as a Farkel and the player automatically wins the game. The goal is to be the first person to score 10,000 points.

 Farkel Scoring Rules
Dice #  Amount of Dice Points Special Rule
5's Single dice 50 For each single 5 showing up to two dice
1's Single dice 100 For  each single 1 showing up to two dice
Any 3 of a kind x100 3 of a kind is x100 points of the Dice #
3x3 = x100 = 300 points
4x3 = x100 = 400 points
1's 3 of a kind x1000 1's x 3 = 1,000 points
Any 4 of a kind x200 4 of a kind  is x200 points of the Dice #
3x4 = x200 = 600 points
4x4 = x200 = 800 points
1's 4 of a kind x2000 1's x 4 = 2,000 points
Any 5 of a kind x400 5 of a kind is x400 points of the Dice #
3x5 = x400 = 1,200 points
4xx5 = xxx400 = 1,600 points
1's 5 of a kind x3,000 1's x 5 = 3,000 points
Any 6 of a kind x500 6 of a kind is x500 points of the Dice #
3x6 = x500 = 1,500 points
4x6  = x500 = 2,000 points
1's 6 of a kind x4,000 1's x 6 = 4,000 points
Any Farkel Win If 6 of a kind, of any Dice #, is done on the very first roll of a game for player they have achieved a Farkel and automatically win the game
Condition Win First player  to 10,000 points wins the game




Map of the Kingdom of Harodom and surrounding areas up to 2017 A.T.


Map of the Kingdom of Harodom and surrounding areas ratified in 2020 A.T., including the political and territorial divisions of the three Duchies and Crown Land.

The geographical climate of Harodom is a direct reflection of the previous three kingdoms that once made up its vast territories. In recent years the landscape shifted greatly, and therefore the life of all those within Harodom, and the surrounding nations, as well. Nevertheless, the kingdom remains divided into three Duchies, of which each consist of Baronies, and Fiefdoms, housing hamlets, villages, towns, and cities.

 Local Waterways

Beldaron Lake

It is rumoured that an ancient city, long ago ruled by a Baron, lay underneath its deep waters, swallowed by Beldon after a grave affront.

Ire Lake
Aptly named 'Ire' due to the sudden and treacherous waters that shift as easily as the wind.

Haro Lake
Named after House Haro, it harkens back to the earliest days of the Kingdom of Harodom and their command of its northern shores.

Jagari Bay
Named after House Jagari of the Kingdom of Harodom, for decades their fleets controlled key points within this body of water.

Torvik Lake

Named by the northern dwarven clan, it's meaning is 'precious gem' and the lake is considered near sacred by the surrounding clans.


Karabask Lake

Named after local water spirits, every year those around it, particularly of the City-state of Portnos, pay tribute to them for the coming spring and fertile grounds.


Ladeen Lake

An old Detter term, Ladeen roughly translates to 'body of water' and the name stuck.



Lecmari River

'Lecmari' is an elvish term that means both 'caution' and 'travel' in Eldersire, originated because of the dangers in the waters of this heavily travelled trade route.


Vidra River

Originally named 'Sal'Vidr' by adventurous goblin tribes of Ang Gijak, 'Sal' translates to 'corridor', and 'Vidr' translates to 'source' or 'food'. The name has since been adapted by surrounding kingdoms into Vidra River.


 Crown Land


This land is controlled by the Royal Family and falls under their direct allegiances. Their overall affairs are handled by their Noble Houses, but the power of the crown and the Royal Family is strongest here. 

Crown Land Cities
Hoggsport - Stelton - Great Falls


Ruling Monarch of the Kingdom of Harodom

House Name: Haro
House Leader: King Francis Anthony and Queen Drusilla Haro
House Colours: Cyan Blue and Grey
House Colours (abdicated): Red and Grey
House Heraldry: Two Headed Eagle with a Crown
House Motto: Fairness through Attrition


Any member of House Haro that abdicated the throne in favour of their heir retains the House Heraldry, but the cyan changes to a red to mark their honourable actions. Any in service to the monarch that has performed this action will also wear these colours of their liege.



 The Duchy of Gelrich; the Western Duchy


The only Duchy to survive in its entirety after the war with Eldersire ending in 2018 A.T., the Duchy of Gelrich remains as the source of military power within the reformed Kingdom of Harodom. It has existed since the initial formation of the Kingdom of Harodom.

Duchy of Gelrich Cities
Gelrich - Windhaven - Guall - Lorton - Yorik - Adder Point


Ruling House of the Duchy of Gelrich

House Name: Hayden
House Leader: Duke Gregory Hayden
House Colours: Orange and Gold
House Heraldry: Black Rook and Black Fish in opposing quadrants
House Motto: Strong Deeds, Gentle Words.





 The Duchy of Oshea; The Eastern Duchy


Almost entirely wiped from existence, the Duchy of OShea suffered devastating losses during the war with Eldersire in 2018 A.T.. Losing much of its territory OShea is now a shadow of its former glory only a few years prior, continued to be ruled by the Noble Family O’Shea. 

Duchy of Oshea Cities
Oshea - Penborough - Scutham

Ruling House of the Duchy of O’Shea

House Name: O’Shea
House Leader: Duke Marcus O’Shea
House Colours: White and Red
House Heraldry: Silver Tree
House Motto: In Ancestral Footsteps We Tread




 The Duchy of Dwadain; Northern Duchy


The war with Eldersire saw a secession of the bulk of the former Duchy of Portnos created into its own sovereign territory in 2018 A.T., now the City-state of Portnos. Remaining Houses loyal to Harodom were redistributed land within the kingdom and formed the new Duchy of Dwadain in  2020 A.T.

Duchy of Dwadain Cities
Dwadain - Brellborough - Kinleigh

Ruling House of the Duchy of Dwadain

House Name: Kendra
House Leader: Duchess Mattea Kendra
House Colours: Green and Turqoise
House Heraldry: Knot and Waterwheel
House Motto: Resolute and Steadfast





Harodom is a Human kingdom wherein all within its boundaries qualify for protection under the Monarch’s Decree. All are protected by the Crown, but initial impressions may vary.

The predominant race of the kingdom, they tend to look after their own before all others. Though humans do congregate together in this way the power struggle between them is constant.

Formerly the race Humans looked to, Elves are of the older ways and do not appreciate the progress the world is making. Slow to age, and slow to change, they are nevertheless respected for their ties to Apenca, and the older knowledge they maintain.

A surly race, Dwarves are renowned builders and tinkerers. Though prideful, they remain a favoured race to have dealings amongst Harodom peasants and nobility since Dwarves have time and time again proved their reputation in honouring their word.

Innate masters of herbs and alchemy, no matter their vocation Gnomes tend to be curious and impulsive. Though their skills are respected, and sought after, their somewhat cavalier nature tends to annoy when excited.

New to the lands of Harodom their foreign culture remains a shroud of mystery, while their origins and innate resistances to magic stir intrigue amongst many. Malkin are known to be trustworthy, communal people.

Curtainborn are suspect to many for two reasons: the exact nature of the origin of each Curtainborn, and their lack of societal understanding. As a whole, Harodom does not know what to make of this newly discovered race but an innate respect is there.

Their isolation and affinity for the dark has, perhaps unfairly, leant them a villainous aire in the tales of those who know them by reputation alone. The truth is that little is known about the reclusive D’shunn and their subterranean societies apart from what has been related by wayward adventurers. They are a guarded people, slow to extend their trust to outsiders but steadfast in their loyalty to those who have earned it. The swift and decisive ferocity with which the D’shunn respond to threats and tresspasses have served as a lesson to tread carefully with them.

One of the only races to have this distinction, Harodom differs between wild Goblins and city Goblins. Those born in the wilds are chaotic, opportunistic, mischievous, and dangerous. Not a great threat on their own, they grow in threat when in a larger group, or commanded by a stronger creature. City Goblins, on the other hand, are viewed as more harmless, adaptable, mischievous but far less chaotic.

Somewhat slow in their approach to life, their ferocity and strength is known by all. Though not quite grasping the intricacies of kingdom life, they are an honest race. They are temperamental and more often than not pride is their downfall.

Lizardfolk are viewed with an eye of wonder and caution, particularly when in groups. Solitary Lizardfolk tend to have a reserved acceptance in smaller numbers due to large groups of lizardfolk heading into more populated areas is rare.

Orcs’ tendencies towards conflict are well known, and to some a constant worry. Rarely willing to submit, this greatest flaw of an Orc is their greatest asset when put to military use. Finding an orc within the kingdom, born and raised, is almost unheard of but is usually found in larger city centres.


Politics within Harodom are far more complex than would first appear. The political blood of the kingdom is one of conflict, deal making, and constantly seeking to better oneself, family, or the kingdom.

Nobility often deal in secret and present alliances when benefit is most advantageous, or desperation leaves no other alternative. Few House alliances last generations but those that do make any opposition think twice about moving against one without suffering consequences from another. On occasion there are nobles that do not use guile in their actions, rather stating their intentions clearly and loudly, adding ironically unknown variables to the usual manner of dealings between the ruling class. When dealing with foreign nations, Harodom nobles almost always put the needs of the kingdom before anything else, and will do all they can to reap the greatest rewards, sometimes in spite of the ramifications.

The lower classes delve into politics in a much different manner, often focusing on benefits for their families but directly for the communities they belong to, rather than the kingdom as a whole. Typically with more life-affecting consequences these classes are more tempered in the risks they take and will attach themselves to those with greater influence, often nobility or guilds, to improve their lot in life.


King/Queen - Monarch of the kingdom, the King and Queen stand above the law. Their words and actions stand apart from all others. Their noble lineage having direct connection to the founding monarch, King Lyryan Haro, their rule is supported by those that swear loyalty to them and serve the kingdom. Though their personal lands may not be extensive their reach and influence stretches across the kingdom. A King/Queen is marked with an 8-pointed crown, representing the 8 Duchies that originally existed in the 3 kingdoms, and wearing of their House heraldry.

Duke/Duchess - Answerable only to the ruling monarch, these nobles are of highest standing with the kingdom. With the responsibility of controlling a large portion of the kingdom much of their time is spent looking after stately affairs and is in poor taste to devote too much time to leisurely pursuits. Their personal lands are typically the largest of all nobles, and their influence is strongest within the Duchy they control, demanding respect from all nobility within. A Duke/Duchess is marked with a circlet bearing 8 leaves, or 8 leaves may be adorned on any other headpiece, and wearing of their House heraldry.

Baron/Baroness - Typically in service to a Duke or Duchess, rather than a monarch, these nobles are tasked with the safety and maintenance of notable lands within the kingdom. Their greatest influence is within their own lands, though great respect is often shown within the Duchy they serve. A Baron/Baroness is marked with an adorned circlet containing 6 pearls, or 6 pearls may be adorned on any other headpiece,  and wearing of their House heraldry.

Lord/Lady - The most common and well known of noble titles, they are responsible for the majority of land holdings within the kingdom due to sheer numbers. Their ability to govern their own lands within a Barony and Duchy is perhaps the most vital function of the Harodom feudal system. Their personal lands often give them a life of affluence, and are the areas wherein their influence has the greatest assertion. A Lord/Lady is marked with a plain, unadorned circlet,  and wearing of their House heraldry.

Knight/Dame - Warrior guardians within the kingdom these are nobles of greatest renown with the common peasantry. Serving as extensions of their liege, Knights and Dames are found travelling through the kingdom, and beyond, in service of one form or another. The deeds and actions of these nobles are the focus of many tales, leading them to be the most admired, and perhaps respected, of all Harodom nobility. A Knight/Dame is marked wearing a white belt. Knights/Dames wear the colours of their liege, and First Knights among the retinue either wear the House heraldry of their liege, or may be granted to wear their own.

Magistrate - Equal to a Knight or Dame, their focus is with the rule of law and management of the estate. Rather than a sword these nobles wield a quill, their focus being academic in nature not martial. The successful rule of many estates often depends on a Magistrate’s quality and education. A Magistrate is marked wearing a gold chain around their neck, and wears the House colours of their liege.

Ward - Nobility unlike any other in the kingdom, a Ward is protected by a noble and is granted the station and title of Ward. They are to be treated with due respect as a noble would be, but hold no land, command no forces, and exercise no direct authority. Often a Ward is a hostage exchange with another of noble blood to maintain peace, is someone held for ransom until payment is made, or likewise sentiment. A Ward is marked wearing the colours of the House protecting them on their belt.


Guard - Any denizen of yeoman status or higher may be guards should the local noble deem one fit to serve them. Their responsibilities and obligations put them at a station of higher authority and respect than other commoners. Guards are commanded by a Sheriff who reports directly to the ruling noble of the area they oversee, be it a series of villages, towns, or a city. A Sheriff is marked by a chain or leather necklace with adorned plaques marking the noble they serve.

Citizen - Similar to yeomen, a Citizen has the added prestige of being recognized as a true subject of Harodom, and as such is given a higher respect than all other commoners. Still protected by common law, their social obligations weigh heavier than on their lessers, but not nearly as high in comparison to a Dame or Knight. The title of Citizen is often given to nobility that have been honourably revoked of, or renounced, their title, or those of lesser stations that display exemplary actions in the eyes of the ruling nobility.

Yeomen - Free people within the kingdom, yeomen are protected by common law at the discretion of the Ruling Noble but are not subject to the direct control of a noble, such as a serf would be. They are free to move around and are often merchants, tradesmen, adventurers, and wanderers. While still required to pay taxes they have the most freedom of all those within the kingdom.

Apprentice - While apprentices are actually yeomen or citizens, they fall into a niche. Trading their time for training, they indenture themselves into the service of another to learn trade skills, or sometimes to simply earn some good coin.

Serf - The largest portion of society, these people work the lands of a noble. Their taxes are directly paid to the noble that controls their land, and in return the serfs gain the protection of the noble’s retinue. Protected by common law, should a serf find their noble to be particularly harsh they are free to move to the land of a different noble and work for them instead.

Vagabond - Roaming the countryside and living off the land, vagabonds are those that pay no taxes but have less time on their hands for personal pursuits. They are subject to the laws of the kingdom though do not share the same protections so they must be careful or find themselves sought out by local guards.

Outlaw - Wanted for crimes within the kingdom, outlaws have no rights and are hunted by guards. Bounties will often appear for these individuals so that all in an area where the outlaw is suspected to be may be informed of the dangers, and hopefully result in their capture.




The Harodom military is complex in its structure and organization. There are three portions to an army that are mustered when the Kingdom goes to war: the Monarch’s standing military, a noble’s own personal retinue, and then their levied forces from amongst the peasantry.

The standing army of the kingdom wears green and grey as their colours, with a full compass rose; with arrowheads at the end of each direction, signifying their reach throughout the kingdom.



Their command structure is separate from other armies within the kingdom; they are under control of not only the ruling Monarch but also the Royal Court in Hoggsport. Their initial creation was in 1914 A.T. when outside pressures proved local armies of nobility took too long to muster and sovereign borders were deemed at too great a risk. The Crown Regiments, as it is commonly referred to, now stands as the primary force when war is declared with a foreign nation; their motto “Crown and Glory!”. The Crown Regiments’ forces are levied through each noble within the kingdom providing soldiers from their fiefdoms once every five years. A multitude of other avenues, including displaced people, city dwellers, and tournament combatants, wish to serve often as a stepping stone to elevate themselves above their station through guaranteed pay, experience, and valour.

Nobility each have their personal retinues, and guards for villages, towns and cities. Depending on the status of the noble, as well their available resources and wealth, it is typical to have a small retinue of knights and a contingent of men-at-arms at their disposal. The higher the station and wealth of a noble almost always equates to a larger retinue, finer equipment, and superior training. These armies are the mainstay for protecting the immediate lands from any other force and are readily used when warring with another noble of Harodom.

During times of war forces are levied from the hold of each noble. A ruling noble will petition those under their protection for men-at-arms to be raised. Depending on the size of the village, town, or city, a certain number of the peasantry, specifically serfs, will be required from each. Once these levied peoples are gathered they are outfitted with the colours of their liege, and basic equipment and used to swell the ranks of the standing armies that are better trained. The manner in which the people from each village, town, or city is chosen may differ depending on the demeanour of the liege that rules it.

Harodic military forces are ranged in capabilities, preferring a mix of martial prowess with magic, largely mages, to bolster their effectiveness. Any ruling noble that can muster their own troops to bring to the battlefield when called upon by the reigning monarch may fly their own banners on the battlefield. Other nobility may instead merge with the centralized armies, at which point they are treated as part of that force, and their home lands are expected to be ruled by a family member. Any noble part of the centralized army is considered a soldier in it, and their title grants them certain ranks and prestige, but are apart from the ruling nobility of the lands. Nobility either rule over their lands or serve in the Kingdom’s Army, not both.


Any noble that goes to war without their own army and joins the Monarch’s armies, and is granted a title, will outrank any title below theirs, but must defer to a permanent member of the Kingdom’s Army that is of equal or greater rank. For example a Marshal in the Kingdom’s Army outranks a Baroness with the rank of Lady Marshal, but not a Duchess with the rank of Grace General.

General - The most trusted of the kingdom’s forces, Generals are typically Yeomen or Citizens that have devoted their lives to military pursuits. They are more than capable combatants, and have extensive training in military tactics and strategies. They have overall command of the kingdom’s forces. Any Duke or Duchess taking to a field of battle is considered the rank of General. A Duke or Duchess is referred to as ‘Grace General’.

Marshal - Charged with the protection of borders within the kingdom from outside forces Marshals control entire armies at the kingdom’s disposal. Any Baron or Baroness during wartime is considered to have, or be equal to, the rank of Marshal. A Baron or Baroness is referred to as ‘Lord/Lady Marshal’.

Commander - Responsible for large contingents of soldiers, Commanders are career soldiers that have years of experience and are typically battle hardened. A cape or cloak made from fine material is granted to them as a sign of their rank. Any Lord or Lady during wartime is considered to have, or be equal to, the rank of Commander. Lords and Ladies are referred to as ‘Lord/Lady Commander’.

Captain - The most common rank to be issued in a command structure, Captains are the mainstay of the Harodom military hierarchy. A token of their rank is given by their superior, typically in the form of a finely crafted silver dagger. During wartime knights and dames are considered to have, or be equal to, a Captain. Knights are referred to as ‘Knight/Dame Captain’.

Lieutenant - Trusted with carrying out smaller missions and tasks, Lieutenants have command over a squad of soldiers with at least one Sergeant at their side. They receive further training and it is mandatory they learn how to read, if not already literate. The primary weapon of a Lieutenant is typically upgraded to show their stature.

Sergeant - A step up from soldier, they have proven themselves capable in the field of battle and are outfitted with better armour than a typical soldier. They are also given command over a few soldiers of their own to maintain, and train.

Soldier - The most common of Harodom’s forces, the soldier is your basic unit. What makes these soldiers differ from other kingdoms’ is their versatility. It is common practice for each unit of soldiers to have those that can read magic, if not become full members and trained by a Mages Guild. This magical versatility often aids in bolstering lower numbers.

Men-at-Arms - The lowest and most poorly trained of an army, men-at-arms tend to be conscripted by their ruling liege to military service in times of dire need. They are often outfitted with the most basic of weapons: cudgels, staves, and clubs.


Churches / Temples
Churches are found throughout the kingdom, serving at the primary, communal gathering of worship to a particular god or goddess. Primarily found in centres of villages and cities, they range greatly in size and construction. Wealthier cities, like Hoggsport, tend to have vast buildings dedicated to the favoured gods, often financed by wealthy nobles. Some have reached such grandeur that over the centuries the Churches have been formed into proper Cathedrals, and house the greatest number of supporters.

Often found in a Church, Shrines play a vital role in the everyday life of the peasantry and lone worshippers. Easy to carry, and simplistic to create, Shrines can be found in almost every village. The collection of Shrines found in a noble house often reflect the style of rule they portray, while peasant Shrines are more related to the needs in their life, and the thanks they give to a god or goddess for their favour, prosperity, or protection.

The worship of the Pantheon varies throughout the kingdom and is highly dependent on the life someone leads as to which gods they will hold above another. Whereas nobility may give higher praise to Fiona whom is the official deity of the Monarch, Hemulis for battle, Marius for trade, or Arkady to enhance their lot in life, the remainder of society may pray to Atha for their crop yields, Alwyn for clear skies, Alejandro for matchmaking, or Sasha for magical miracles.


Worship and Laws
Whereas previously there was a distinct line of which gods were deemed legal and good, and others profane and evil, the political climate in Harodom has shifted. In late 2017 A.T., after a peace accord with Eldersire and the Michian Empire, and a push from those two kingdoms to ensure religious peace in the area, the list of legal deities within the Kingdom of Harodom now reflects the following:

Legal Gods
– Worship that is wholly accepted throughout the Kingdom.

Alejandro; Alwyn; Apenca; Arkady; Atha; Averill; Bard; Beldon; Brack; Callis; Clovis; Elieff ;Fiona; Jerroh; Marius; Sasha

Restricted Gods
– Worship that is registered, monitored, and punishment for crimes are increased.
Anajaream; Balaxa; Hemulis; Iccula; Kell; Strega

Profane Gods
Worship that is extremely constricted, monitored, and punishment for crimes are further increased.

Astrid; Blythe; Kazzok; Stasa




The Mages Guild - Founded 2018 A.T.

Once part of the Mages Guild ruled from Eldersire, the Guild within Harodom’s lands broke off and became their own governing faction in 2016 A.T..  They control the use of secular magic within the Kingdom, and as such are responsible for hunting down Hedgewizards; mages who refuse to comply, or register with the guild.


The Bounty Hunters Guild - Founded 1867 A.T.

Available to any Yeomen, Citizen, or Noble to join, the guild hunts down various bounties produced, by individuals and nobles alike, and offer a wide variety of training services if any join their ranks. Members of the guild will also receive a full reward of coin for any bounty they bring in, whereas others who fulfill a bounty but are not part of the guild will receive only half the coin rewarded. Any member of the guild receives a title of a mythical beast, and carries a unique favour tied to it: a white cloth with red shackles.



The Messengers Guild - Founded 2010 A.T.

This guild of couriers has a unique pre-requisite wherein any courier is required to be illiterate. This is to maintain the security of the contents of any message paid to be delivered. Able to operate outside of Harodom they can deliver messages near and far, though costs will vary. All members of the guild wear a blue armband with a white feather in a thin, white circle, on a field of blue.



The Thieves Guild - Founding 1966-1970 A.T.

Reportedly having a secret code to communicate with one another, the Thieves Guild is not one that has any outpost to be found. It is said that their members work in small groups, or in solitary, but may be found throughout the Kingdom. If there are items procured through illegal means, or other items one is searching to obtain, the Thieves Guild is where to look. Getting in contact with them is problematic, as local nobility are always on the lookout to catch them in the act.


 The Assassins Guild - Founding 1834-1841 A.T.

Contacting the Assassins Guild is a well-kept secret within the Kingdom. Some say the guild does not truly exist and is more akin to the story of a boogeyman to keep people in line. Nevertheless, there are numerous murders which are said to be attributed to this guild, and if anyone has an opponent they would like removed the Assassins Guild always fulfills their contracts.


The Cartographers Guild - Founding 2019 A.T.

The newest of the Harodian Guilds, the Cartographers Guild is in its fledgling stages but is well funded. The Guild purchases untamed and untested lands from a ruling noble and sends in their Guild members to ensure the lands are safe and workable for future use. Adventurers are sent in to deal with dangers, as well the Guild earns them the right to legally loot the area before resale back to a Noble.




House Toth - Founded 1927 A.T.

Renowned for their ability to get any items one may require, House Toth offers fair prices and few questions. Though rumours are whispered of shadier dealings with this merchant house, there has been no proof of willful wrongdoing, and the House remains in good standing with Harodom nobility. House Toth is recognizable by their black tabards and a red ‘T’ as their sigil.

House Davidoff - Founded 1934 A.T.

A merchant house that all would require, they specialise in mundane items of quality ranging up to the finest within the Kingdom. From a shovel to a sword, this house is known to carry what is needed. House Davidoff is recognizable by their green tabards and a white ‘D’ as their sigil.


House Ramsey - Founding in the Michian Empire

A merchant house from Michian, they specialize in magical items and components. Not much is known about the house itself; however their popularity often falls hand in hand with the political views that the nobility of Harodom take on the Empire of Michian. House Ramsey is recognizable by their black and yellow tabards, with a yellow ‘R’ as their sigil.


The economy of Harodom comes in two fold. The nobility tend to focus on higher grade items, soldiering, and have a particular focus on luxury, warfare, magic scrolls, architecture and infrastructure. The lower classes of Harodom delve heavily into agriculture, tool implements, and other mundane everyday wares.

Coinage in the Kingdom
Coins within Harodom were once denoted as Copper, Silver, and Gold. In recent years the Haro monarchs changed the currency, no longer carrying the Eye of Fiona on it, and a new minting process was instituted and created the new mintage. All Sovereigns within the kingdom are silver in colour, with a stamp issued on either side.

One side of the coin is stamped with the letters FA, reflecting the beginning of King Francis Anthony Haro's reign in 2012 A.T. In celebration of King's Day in 2018 A.T. the FA meaning was refined to  ‘Fairness through Attrition’, the motto of House Haro; honouring the Queen Mother and the new Queen of Harodom, Drusilla Haro, and to acknowledge House Haro's noble legacy. The other side has stamped the worth of the coin in number equal to its value. All values are measured in copper, though the old style of referring to values in silver and gold still holds true in spite of the visual similarities. The standard conversion rates apply at 10:1 in increasing values.


Harodom Coinage Denominations 
Coin Marking Copper Value Equivalent in Silver Equivalent in Gold
1 1 copper  
5 5 copper
10 10 copper 1 silver
50 50 copper 5 silver
100 100 copper 10 silver 1 gold
500 500 copper 50 silver 5 gold
20g 2000 copper 200 silver 20 gold




A Treaty signed in 2018 A.T. between the Kingdom of Harodom, the Empire of Michian, and the Eldersire Nation has given way to a new peace, though tensions remain. It is referred to as 'The Treaty of Three'.

Kingdom / Nation

Shared Border

Primary Race


Sorr Bukra Horde




Bog-Raker Clan




Hammerfrost Clan




City-State of Portnos








Ang Gijak Horde

Eastern Water-Route



Empire of Michian




Kingdom of Deepwood




Kingdom of Splishenfellow

Western Water-Route





All great mortals are forged in the light of joy, and remade in the crucible of tragedy. Baron Lyryan Haro, counsel to the Queen of the Kingdom of East Durania, was such a mortal. The Time of the Three Crowns, the Kingdom of East Durania, The Kingdom of Gelria, and the City-Kingdom of Anchoria existed in a time of peace and mistrust. The threat of war being constant, hanging by a thread, only the gods knew what would transpire to forge the land anew.

In an attempt to ensure peace the three kingdoms each exchanged a hostage of Royal Blood to one another. Should any of the three betray the trust, the hostage would be finished. As fate would have it Baron Lyryan Haro would fall in love with the Gelrian hostage, Lady Lucinda L’Nore, the Elven niece of the Prince of Gelria. With tensions at their greatest the two married in secret and soon had two sons, Ragalyan, and Banyan. Secrecy was paramount as a hostage married to a noble of another nation would entirely undermine the reason for them being there. The pregnancies were easily hidden since Lady L’Nore was kept away from the city-centres and placed under the direct protection of Baron Haro, secluded from the rest of the kingdom.

As with most secrets it did not stay hidden for long. The King of Gelria discovered the truth of the matter and was outraged, sending a delegation to the Queen of East Durania demanding an explanation and action on the matter. With political pressure rising Baron Haro and Lady L’Nore were brought before the Royal Court before the Queen and the Gelrian delegation. Heartbroken to their plight, the Queen ruled that Baron Haro was to be exiled to his estate for no less than one year, Lady L’Nore to be sent back with the Gelrian delegation to her home kingdom for sentencing, and their children to remain in East Durania at Haro’s estate safe from any harm. Dutifully both the Lady and the Baron obeyed the rulings and went their separate ways, hopefully to be reunited in a year’s time. Lyryan Haro’s light of joy would soon diminish.

At the end of the year Baron Haro and his two children were again brought before the Queen and the Royal Court, in full attention, awaiting word on his beloved. With heavy heart the Queen informed him that Lady L’Nore had been sentenced to finishment a month prior for her perceived betrayal to the Royal Family in Gelria. Baron Haro was then reinstated, in full, as a Baron of East Durania but would no longer serve in the Royal Court. Their children would be separated, one to remain in East Durania while the other was to be sent to Gelria, acting as new hostages to maintain the peace; and so Ragalyan Haro remained with his father, while Banyan Haro would be sent to the Kingdom of Gelria. The Queen elaborated that the King of Gelria had demanded the finishment of Baorn Haro as well, but in light of his years of loyal service his life was to be spared, contrary to Gelria’s wishes. Lyryan Haro’s outrage was quiet, seething, and would steadily grow.

During this time the spies of Anchoria reported back to their Court on the events that unfolded, secretly amassing forces for an anticipated war between the two other kingdoms. The Court of East Durania steadily became divided over the next years with Baron Lyryan Haro being the loudest voice in the kingdom speaking of the injustices done to his family. Support for the Baron grew amongst the nobility and spread across the kingdom. With heavy hand the Queen responded with soldiers arriving at the Haro estate and arrested Lyryan for conspiracy, his son Regalyan Haro to be taken as the Queen’s own child. The imprisonment did not last long as a sympathetic guardsman orchestrated the escape of the Baron with a message bearing the seal of Anchoria telling him to meet in secret, which Lyryan Haro gladly obliged.

No one anticipated the scale of the war that would follow. What began as an open Rebellion by House Haro against the monarchy of East Durania soon spread to involve Anchoria who betrayed Lyryan Haro and invaded East Durania during the confusion. With the two kingdoms fighting three wars the Kingdom of Gelria took advantage and decided to expand their own borders. With a misfortune that could only be instrumented by the gods themselves all three monarchs would meet their untimely demise within a year's time. The King of Gelria poisoned during the night never to resurrect, the King of Anchoria bested by archers, and the Queen of East Durania betrayed by members of her own Royal Court. Admired for his honour, courage, and prowess in battle the Royal Court of East Durania looked to Baron Lyryan Haro to lead them in this time of crisis and he gladly accepted.

First turning his attention to his own kingdom Lyryan positioned his loyal forces to the border of Anchoria, striking at those that betrayed his trust for their own gain. Sheer numbers, now united under one ruler, Anchoria stood no chance. The tribes of the north had also been sending war parties to raid Anchoria depleting their resources and giving added pressure, and it was a matter of the summer months before Anchoria surrendered to East Durania. The armies of the Anchorians were then used to bolster those of Haro’s own armies, scattered throughout to minimize any threat of revolt from within. In return Baron Haro promised that once the dust settled the northern borders of Anchoria would be shored up against any further incursions from the tribes. In desperation the armies submitted in hopes of saving their homeland.

The attention of the amalgamated armies then turned to Gelria, and Haro’s son Banyan. The reputation of Baron Lyryan Haro had grown in these years of war and he was now referred to as The Uncrowned King. The armies of the north and west pushed westward meeting stalwart resistance, and the new monarch of Gelria proved to be no leader at all, fledgling to the crown. Gelria had their own issues with having to position troops along their southern border in anticipation of dealing with the Civil War raging in the Michian Empire with rumours of a ‘Court of the Red Wing’ waging war on the imperial family there. Gelria fought long, and hard, though their submission was inevitable. To the shock of Lyryan his son, Banyan, remained alive, hidden away from the fighting by the mage tasked with his protection and care.

When the dust settled the monarchies of each kingdom were shattered, and the reputation of Baron Lyryan Haro would only keep the peace for so long before he knew the infighting would begin again. In a swift measure he summoned all great nobles to Piggsport, a small town at the edge of The Southern Lake, as a demonstration of all standing on equal ground to one another. Most arrived to hear what this brash Baron had planned and thought to use the gathering to take measure of rivals. Once gathered Baron Haro secretly had his most loyal armies arrive in the town and surround the gathered nobles from across the kingdoms. There he, alongside his reunited sons, decreed “As my family had been fractured, murdered, and torn apart so have our kingdoms. Once, long ago we were as one, and we shall be again. Before my sons, and before my beloved wife Lucinda L’Nore, my heart tore asunder, I swear this to you now. I have been called The Uncrowned King, but no longer! As of this day forward you will all swear fealty to me, and the new kingdom of which I will build to usher in a new day, or you will face exile…” he stated pointing toward the waters at the end of the shore. “All that I demand is a show of allegiance, you are the heads of your Houses, therefore you bear the responsibility of your actions. Either accept one death as a show of your commitment to my rule, to the rule of unification and peace, or board a ship whereupon the rest of your families will join you.”

Some resisted and attempted to flee, but failed. Others took to the sword and swore their fealty. The rest boarded the ships and set sail for foreign lands. As promised those armies that still stood strong were sent to the borders of Gelria to stave off any collateral warfare from the Empire of Michian, while others were sent to the northern borders of Anchoria to fend off invading war parties. True to their words the Houses that submitted retained their lands and served the new king. The Southern Lake was renamed Lake Haro in evocation of that fateful day at Piggsport, and the Time of the Three Crowns came to an end; the Kingdom of Harodom was forged with King Lyryan Haro as the chosen champion.


Reign of King Lyryan Haro - 1705-1759 A.T.
First of his name, King of the East Duranians, Gelrians, and Anchorians: The Uncrowned King, Brash Baron, The Unifier, The First King, The Silver Dagger, Shield of the Realm, The Lyre, Hammer of Kingsgrove, Moon Lord.

Uniting the three kingdoms under one banner, King Lyryan Haro quickly dealt with all nobles that had opposed him. The head of each House was forced to suffer an execution as a sign of fealty, or choose to have their families exiled from the newly formed Harodom Kingdom. Lands were redistributed; the old ways of worship and rulership altered so each loyal Household had greater control of their own territories to ensure order. Within his lifetime the old hatreds were replaced with fealty to the new monarchy and focus was placed on solidifying relations with the nation of Eldersire, the Empire of Michian, and the Kingdom of Deepwood. During this time the town of Piggsport, current day Hoggsport, was chosen to be the new capital, the seed of power and diplomacy for its location to the great Lake Haro. The former Kingdom of Gelria was reforged into the Duchy of Gelrich, the Kingdom of East Durania was reforged into the Duchy of O’Shea, and the City-Kingdom of Anchoria was reforged into the Duchy of Portnos, the ancestral name.


War of the Princes - 1759-1777 A.T.
Prince Regalyan Haro: The Prince of Prosperity
Prince Banyan Haro: The Poison Prince

Officially the War of the Princes did not begin until 1764 A.T., some years after the death of their father in 1759 A.T.. The formative years were under a co-monarchical rulership between the brothers, with Prince Regalyan Haro showing great promise with military and diplomatic strategy, and Prince Banyan Haro having aptitude for economics and infrastructure. During those initial years it was believed Harodom would quickly become a kingdom of two Kings.

The cause of their divide is highly speculated as all perceptions pointed to the two having great affection for one another. Tension inevitably grew and in 1764 A.T. their forces met in open battle outside of Kingsgrove. Prince Regalyan Haro achieved victory with overwhelming certainty and Prince Banyan Haro was forced to retreat to his keep in Kingsgrove, while Prince Regalyan Haro resolved his hold in Piggsport. The political geography of Harodom changed sharply during the following war, with swaths of land declaring loyalty to one of the Princes, or territories annexed falling under their control. The game of chess continued with Prince Regalyan achieving military supremacy over the vast majority of the kingdom and maintaining control and order under his rule. In 1773 A.T. Piggsport burgeoned and was renamed Hoggsport, a symbol of Prince Regalyan Haro’s formalized seat of power.

Reign of King Regalyan Haro - 1777-1778 A.T.
First of his name, King of the East Duranians, Gelrians, and Anchorians: The Prince of Prosperity, The Golden Child, Giant Slayer, Tamer of Horses.

1777 A.T. marked the official coronation of King Regalyan Haro. The first order given was to name all banners under Prince Banyan Haro as rebellious factions, along with the Prince himself. After so many years of conflict King Regalyan Haro believed his brother to be of a minimal threat, having lost ground and having been forced into isolation at Kingsgrove.

In 1778 A.T., the first anniversary celebration of King Regalyan’s coronation, Prince Banyan sent a Chamberlain to King Regalyan in Hoggsport with congratulatory gifts. Wishing reconciliation, King Regalyan decreed that should Prince Banyan be willing to publicly submit and renounce any claim to the throne, the Prince would be welcomed back with open arms, as would his followers so long as they submitted to the same fealty test as their father had done some years before with rebellious factions. The divide could be healed.

Prince Banyan agreed to the terms and some weeks later proceeded to Hoggsport with his retinue. Tragically, a day before Prince Banyan arrived King Regalyan was discovered dead in his chambers, his spirit having no strength left to resurrect: a result of poison. With heavy heart Prince Banyan Haro lay claim to the throne as there were no other viable heirs, and his coronation ensued the day after, immediately followed by a funerary procession of their fallen King.


Reign of King Banyan Haro - 1778-1817 A.T.
First of his name, King of the East Duranians, Gelrians, and Anchorians: The Poison Prince, Little Haro, Penumbra Prince, The Silver King.

The rule of King Banyan Haro was a tumultuous time. Some noble houses rose up against the King, claiming he should have respected King Regalyan’s final command and renounced the throne, while others suspected him of foul play and having a direct hand in his brother’s finishment. Three great houses rose up against King Banyan: House Raleigh ruling the Duchy of Gelrich, House Eringar who ruled the largest Barony in O’Shea, and House Braxen who served in the Royal Court in Hoggsport directly. All were dealt with quietly and quickly before forces could properly muster. In 1787 A.T. House Raleigh was stripped of title down to Lordship and relegated to their homelands, decreed they could achieve no higher rank than Lord for 4 generations. House Eringar was dismantled and married off to loyal nobles in the Duchy of O’Shea, and House Braxen in the Royal Court were stripped of their titles, and could individually choose exile from the kingdom or to serve 10 years at the northern border to combat a reported Orc horde near Portnos.

With little escaping the notice of the king it came as no surprise when in 1800 A.T. King Banyan Haro decreed Fiona as the matron goddess of the Haro family, and commissioned a new coinage for his rule with her eye upon it.


Reign of Queen Wynvere Haro - 1817-1834 A.T.
First of her name, Queen of the East Duranians, Gelrians, and Anchorians: Brackolyte, Hero of Halstead, The Book Binder.

Taking after her grandfather, Queen Wynvere, daughter of King Banyan Haro, sought unity among the kingdom above all else. To this end she focused on the rule of her nobility and spent her formative years creating codified laws. She sent Chamberlains to the major noble families throughout the Duchies ensuring a member of each of their courts were literate and well versed in the new Codified Laws of Harodom. In turn it was expected the lesser nobility would follow suit. Officially decreed in 1829 A.T. the laws took hold and served as a great unifying thread, enforced by ruling nobles and tempered at their discretion. As a result churches of Brack began to be built during her reign and the number of followers grew, with legal proceedings becoming more formalized and commonplace.

Tragically her reign ended with reports of Queen Wynvere going for a horse ride through the country where she was thrown off and fell into the rapids of a river. Her body was never found and no heirs existed to succeed her.


Reign of Nobility - 1834-1841 A.T.

In shock, the kingdom turned to the ruling nobility to maintain their peace and security. The Codified Laws of Harodom became of utmost importance during this time and served as the unifying measure for stability in the realm. Taking a page from their Michian neighbours to the south, political assassination became a tool for more ambitious families to gain influence, wealth, and territory to rise above their station. It is rumoured a Guild of Assassins formed during this time, drawing a large portion of its membership from exiled or displaced nobles, their courts, and servants. Most notably the Revolt of the Barons, attempting to create their own kingdom out of the Duchy of Gelrich, quelled at the Battle of Dwadain in 1840 A.T.


Reign of King Loghain Rand - 1841-1873 A.T.
First of his name, King of the East Duranians, Gelrians, and Anchorians: The Purge, The Anchorian King, The Ram of the North, Pugilist of Penborough.

Cousin to Queen Wynvere, Duke Loghain Rand of Portnos was supported by both outside Duchies and his own lineage supported the claim to the throne.  House Rand was reputed for their forthrightness and decisive action, and their noble lineage connected not only to the Haro line, but to the ancestral rulers of Portnos itself.

The rule of King Loghain Rand was not a peaceful one for much of his time. A great famine struck in 1842 A.T. with what was referred to as the ‘Vrekademic’. Over a period of 5 years entire crops were lost, villages abandoned, and the peasantry began to spread across the kingdom in search of work, shelter, and food. Due to military pressure the majority of resources were pushed to the northern border in reaction to further tribal raids.

In response bounties began to be placed on Vrek across the Duchy, rewarding those for the proven kill of any Vrek they came across. To organize this the city of Portnos took an abandoned hall and converted it to a centre for bounties to be taken and paid out. Over the years the bounties began to include thieves, bandits, and highwaymen. In 1867 A.T the Bounty Hunter’s Guild was officially created, patroned by the Seneschal of the city of Portnos, and their influence would spread across the Realm. Eventually the guild turned almost strictly into an extension of hunting criminals for powerful nobles and merchant families.


Reign of Queen Tatianna Rand - 1873-1911 A.T.
First of her name, Queen of the East Duranians, Gelrians, and Anchorians: The Dark Paragon, The Gilded Dagger, The Dog Queen.

A tumultuous time following her predecessor, Queen Tatianna Rand saw the benefits of magic for use to ensure her reign in the Realm. Looking at the surrounding kingdoms and empire, it was decades of trial and error.

First turning toward the Kingdom of Deepwood as an example the use of undead was permitted to bolster work forces and front line soldiering for military use of nobility. After some time, inner conflicts between nobles escalated far too quickly and the collateral damage became more frequent. In opposition to the rise in use of undead, other nobility, with other contacts, turned to summoning in retaliation. The experiment had failed.

Turning to the example of the Michian Empire she instituted projects for clerical oversight of magic, creating an updated list of outlawed gods to include Stasa and Kazzok in hopes of curtailing the previous failing. At first this succeeded and greater magical control in the kingdom was achieved, but the influx of clerics from beforehand, and the new support of multiple sects of the pantheon led to civil strife. Religious zealotry ran rampant, and the attempt to mirror Michian was catastrophically unsuccessful.

Eldersire sent a delegation to Hoggsport in 1989 A.T. and offered a solution, obviously worried about the stability of their own borders. Eldersire offered to bring in their own Guild Arcane to oversee magic use in Harodom as they do in the Elven nation, and Queen Tatianna Rand could then secure her reign and look after her distraught people. A deal was struck, with the price for Eldersire’s help being the addition of Iccula, Kell, and Balaxa to the list of outlawed gods, and the institution of the hedge wizardry as a crime. This attempt proved successful, though the underlying issues and power struggles never quite disappeared.


Reign of Queen Regent Ashleigh Arrochar - 1911-1947 A.T.
First of her name, Queen Regent of the East Duranians, Gelrians, and Anchorians: The Iron Maiden, Forger of Chains, Oath Keeper.

The children of Queen Tatianna Rand were too young to rule, so the niece of the former Queen, Ashleigh Arrochar of Hoggsport, took the throne as Queen Regent, ruler and protector in the interim. 

Having grown up in a time where nobility used magical means to battle one another, Queen Regent Ashleigh Arrochar decided the greatest way to achieve security and order in the Realm was with the formation of a monarchical military structure: loyal to the crown and the monarchy, not a particular ruling noble. This would allow the forces of ruling nobility to have greater presence in their own lands, and when war was called upon it would be less of a drain on their retinues to serve the monarchy.

Infrastructure went hand in hand with the new military structure and fortifications focused on the sovereign borders of the kingdom rather than of each nobles' lands; ships and ports became the focal point of the treasury. The power and political influence of Harodom grew exponentially during her reign, and order was brought to the sovereign borders expanding Harodom’s reach. The Merchant Guilds of Harodom began to take form during this time, notably House Toth, and House Davidoff.


Reign of King Regent Ardum Arrochar - 1947-1950 A.T.
First of his name, King Regent of the East Duranians, Gelrians, and Anchorians: The Weekend King, Fae-speaker, The Happy.

The shortest reign in all of Harodic history, King Regent Ardum Arrochar solidified his House’s place as monarch, receiving support from the Duchies and Royal Court to have his next in line for the Regency be officially crowned King or Queen. The stipulation being that so long as he ruled he would not take the crown for his own, respecting the honourable title he now held. Once the contracts with the ruling nobility were agreed upon, and support openly stated, King Regent Ardum Arrochar immediately abdicated the throne in favour of his first born daughter, Callista Arrochar.


Reign of Queen Callista Arrochar - 1950-1966 A.T.
First of her name, Queen of the East Duranians, Gelrians, and Anchorians: The Copper Lash, The Servant Queen, The Dame of Oldtown.

Queen Callista Arrochar ruled at a time of peace and prosperity. No threats to the kingdom existed, the peasantry flourished, and a population boom was underway. Once abandoned villages and hamlets were resettled, and new areas were expanded into that once remained wild within the Realm. Attention was put on city construction and fortifications of Hoggsport, far too long neglected for other projects by previous monarchs.

With her eye on the capital this allowed for unseemly gatherings to happen with the Royal Court without her privy to the collaborations. For a decade nobles in O’Shea gathered in secret, infiltrated the highest ranks of the ruling class, and positioned themselves politically to gain advantage. Pressure on Queen Callista Arrochar came from all sides of counsel to favour certain nobility within Hoggsport and to push for legal reforms in regards to outlawed gods and spells available to mages. Uneasy about the security of her authority, Queen Callista begrudgingly accepted.

It was the warnings of a maid servant to the Queen that swayed her opinion on that matter. While nobles pushed her Highness to continue with issuing reforms, and filling the coffers of powerful nobles within Hoggsport and O’Shea, this unnamed servant gave word from the Churches of their discontentment with the direction of her rule. Distressed for her own safety she met with Church leaders in secret.

For some years the Harodom Inquisition remained weak and near ineffective, and the threat of rebellion in the form of a coup grew along with it. As the threat grew, however, so did a spy network of servants and beasts gathering information for the Queen to be passed on to the Inquisition becoming crucial to the effort. The Churches of Brack, Callis, Clovis and Fiona began to shift the use of their coffers in support of the Inquisition and agreed to fill the ranks necessary to do a single strike against those that had commandeered so much power from the crown.

What is now known as The Night in Oldtown, the Inquisition made moves in every major city within the kingdom, beginning with Oldtown in Hoggsport. Servants gave access, keys, names, maps, and vacated areas to be as secluded from collateral damage as possible. Oldtown was the first to be hit, conspiring nobles were chased down, shackled, and over the next month steadily were brought before the Queen, tried for their treasonous ways, and executed. During this it was discovered many of them worshipped illegal gods, practiced profane magics, or had dealings with illegal guilds. A portion of the wealth later confiscated was given to the Inquisition to build their own Hall in Oldtown, replacing what was discovered to be the birthplace of the coup. In one fell swoop the threat was eliminated and the Inquisition earned their place within the kingdom. The servants that participated were richly rewarded with coin, lavishments, and higher stations. Sadly, in the final year of her reign an unknown assassin poisoned the Queen, posing as a servant themselves, as well her family. Though the assassin was caught and executed the perpetrator was never named, and the Queen died with no heirs to speak of.


Reign of King Regent Jowan Jagari - 1966-1976 A.T.
Second of his name, King Regent of the East Duranians, Gelrians, and Anchorians: The Beastly King, Night Celestial, The Ranger.

King Regent to the throne, Jowan Jagari’s rule had a stark effect on Harodom life. Worry gripped the peasantry as the thought of returning to an era without a proper monarch loomed over the kingdom. Nobility prepared themselves for this untested Baron Jagari, servant to the family of House Arrochar, could lead the kingdom into a second Reign of Nobility.

Within the first few years rumours of a Thieves Guild took hold. Nobility reported thefts of vandalism, banditry, and highway robbery. By 1970 A.T. the head of the Thieves Guild, a Minotaur, and her council were arrested and condemned to finishment by King Regent Jagari’s forces. Outrage grew amongst the nobility who began to mistrust and pressure those races found to have the greatest influence in the Thieves Guild: Minotaur, Orcs, and Goblins.

Pressure formed into action, and reaction of an unwarranted revolt known as The Adder’s Uprising, from those races deemed responsible for the new, and now outlawed, Thieves Guild. In turn King Regent Jowan Jagari felt there was little choice and decreed an official list of Beastial Races be created, introduced into an updated Harodom Book of Law, wherein those races most trusted would stand apart from the rest; the remainder suffering restrictions and restraints to prevent further chaos and rebellion.

The end of King Regent Jagari’s reign came about when Princess Adryanna Rand, granddaughter of Queen Regent Tatianna Rand, came of age and took the throne. In appreciation for his service Jowan Jagari was granted the Duchy of Gelrich along with the lands and rights that it bore. The previous Duchess Ascania Hawkhall, came to ruin during the past decade, having suffered greatly at the hands of the Thieves Guild and found guilty on a multitude of accounts of Failure to Provide. House Hawkhall was stripped down to the status of Barony and served Duke Jowan Jagari thereafter.


Reign of Queen Adryanna Rand - 1976-1986 A.T.
First of her name, Queen of the East Duranians, Gelrians, and Anchorians: Tide Caller, The Builder, Beauty of Bellatain.

A child when her mother, Queen Callista Arrochar, died, Queen Adryanna Rand was secretly adopted back into House Rand and took the name of her ancestral family in light of the protection and kindness they provided, having escaped the retribution of The Night in Oldtown. Upon reaching the age of adulthood she was properly groomed, educated, and prepared for ascending to the throne.

Her reign came at a time of renewed peace amidst great change. Infrastructure and trade had been far too long neglected and became her legacy. In contrast to her predecessor her hand in military endeavours was minimal and tempered, and her attention remained more so on the peasantry of the kingdom rather than the rule of nobility.

With the shift in societal status’ new avenues opened; Queen Adryanna Rand renewed the tradition of the old kingdoms and granted lands, titles, command, and soldiering to civilized women and those of lesser birth. These power voids were quickly filled and saw a shift in power within Harodom as many of the new nobility and their retinues came from outside of city centres and traditional Houses.

In 1986 A.T. the monarchy made a startling discovery and Queen Adryanna Rand announced her abdication of the throne due to finding a legitimate, and proven heir to the Haro throne: Justynyan Haro. The magics of the Guild Arcane, and the great resources of the libraries in Hoggsport and Stelton were all reviewed and approved by the Royal Court who supported the abdication. For her honourable actions King Jusynyan Haro granted House Rand lands in Hoggsport, some of which were ancestral Haro lands, in perpetuity. As a show of kindness to her birth family some of those lands were handed over from House Rand to House Arrochar with the same agreement; so long as one held the rights, so did the other.


Reign of King Justynyan Haro III - 1986-2011 A.T.
Third of his name, King of the East Duranians, Gelrians, and Anchorians: The Duellar, The Hidden Bastard, Wolf Slayer, Fist of Hoggsport.

The reign of King Justynyan Haro III was rife with conflict. Arguably the most violent time in Harodom’s history there were a multitude of wars that took the entirety of the attention of the King. Throughout his time King Justynyan Haro III oversaw two wars with the Empire of Michian, the uprising of New Harodom, and no less than two Beast Revolts, all in the span of the final 10 years of his rule.

With the strains of constant war planning the formation of the Messenger’s Guild came to be crucial to the deployment of soldiers and updates on political affairs internal to the Realm. The key to the success of the Messenger’s Guild was the requirement that no courier could read, or learn to read while within the guild, ensuring secrecy was paramount.

War with a far off nation named Estovic saw the invasion of Harodom’s lands, and the introduction of a never-before-seen bear-people from lands across the north-eastern Sea of Ice; ca. 2010-2012 A.T. The attacks came in three incursions: The Invasion of Portnos, The Siege of Portnos, and Incursions into Stelton. The use of mercenaries on both sides escalated, and reports of D’Shunn and Kazzokian demons used by the Estovic forces spread like wildfire. Simultaneously during the Estovic War, Duke Jagari of Gelrich began a Rebellion against the weakened King which began a Civil War within Harodom. 


Reign of Queen Ephiny Haro - 2011-2012 A.T.
First of her name, Queen of the East Duranians, Gelrians, and Anchorians: Queen Mother, Mithril Soul, Warrior Queen, Matron of Might.

The King too unwell to rule, Queen Ephiny Haro took control of the throne and continued in her husband’s absence. A follower of Hemulis she took control of the kingdom with decisive action with Dame Alexis by her side, who became the most reputed of warriors within the Kingdom.

King Justynyan Haro III was moved to a safehouse and disappeared while the Jagari Rebellion and Estovic invasion were underway. The Estovic War ended as decisively as it had begun; rumours state that Hemulis himself smote the invaders of Harodom to the point where their forces would be crippled for decades. Duke Jagari was soon ousted as a cleric of Stasa and defeated by Her Majesty’s forces with due prejudice.

The safehouse of King Justynyan Haro III was seemingly compromised, suddenly disappearing with no trace of the king left. A Demon General of Kazzok is believed to be the cause of the king’s disappearance, but no evidence was left to prove the theory. The Queen soon stepped aside once order was restored and organized the coronation of her son, Prince Francis Anthony Haro, so he may take the throne and she would serve as his counsel.


Reign of King Francis Anthony Haro - 2012-Present A.T.
First of his name, King of the East Duranians, Gelrians, and Anchorians: The Generous, The Untested, Little Maggie, The Prince of Peace.

Queen Drusilla Haro - Reigning Monarch - 2017-Present A.T.
First of her name, Queen of the East Duranians, Gelrians, and Anchorians: The Phoenix Princess, Sun of Syra, Vixen of Valoriel, The Younger.

With the weight of the crown suddenly thrust upon him, King Francis Anthony Haro’s first order of business was to smooth ties with the Empire of Michian. This was accomplished by returning the annexed lands of Michian, then renamed New Harodom, to the Empire as a sign of friendship and future peace. Gratefully, the Empire of Michian accepted these terms and diplomatic negotiations followed forthwith, ending hostilities between the two nations in 2012 A.T.

This is not the end of trials and tribulations of the new Kind and Queen of Harodom. For further reading on the Kingdom of Harodom’s more recent history, please turn to the following section: Harodom's Recent History.



Ambassador - Serving a specific purpose, someone with this title is given specific rights and privileges in dealing with their assigned task, under the discretion and service to a ruling noble.

Chamberlain - Gives counsel to their superior and serves primarily as the voice of the one they serve to outside parties. These servants of nobility work strictly within the borders of the kingdom, dealing with other nobility and powerful guilds.

Court - The personal entourage of a noble, consisting of other nobles, clerics, mages, merchants, healers, etc. The Court of a noble is highly dependent on their own status and wealth.

Emissary - Much like a Chamberlain, their function is international, serving as envoys and diplomats to foreign powers on behalf of their liege. Emissaries are sent on behalf of the kingdom itself, and will serve no noble less than the rank of a Duchess or Duke.

Fealty - An oath of loyalty that would supersede any other understood loyalty.

Fiefdom - The fief, or land, controlled directly by a noble which includes the lands which their serfs worked upon.

First Knight - A Knight or Dame in service to their liege, marked as the highest of all Knights/Dames in their service. These nobles serve as the right hand of their liege.

Hostage - A person held as security for a stated condition, hostage taking is a common tradition and practice among the nobility. The threat of execution of a successor, or family member, often keeps nobility on track to hold to their word. In most cases a hostage will be granted the protection of the House they are given to, being granted the title of Ward.

Knave - A title given to a Knight/Dame stripped of their title.

Liege - The noble superior to which a lesser noble or subject has sworn an oath of fealty. A Dame swearing an oath to the Queen makes the Queen the liege of the Dame; the Dame now holding the Queen first before all others.

Mayor - Responsible for the oversight of a city, the mayor serves at the leisure of the ruling noble. They may have a direct hand in affairs that concern any and all aspects of city life.

Minstrel - Sometimes a traveling musician, they are often found employed by a Court of a noble to play at their leisure. Their title originally meaning ‘little servant’ they are highly sought after, and typically play a type of flute, or stringed instrument.

Ransom - The noble and military tradition of obtaining prisoners in order to be released for benefit, be it coin, land, or other concessions such as exchange of prisoners.

Retinue - The personal forces of a noble consisting of men-at-arms, soldiers, and knights they command.

Seneschal - The steward, or caretaker of a household responsible for maintaining their coffers, supplies, and oversight of daily activities.

Sheriff - Responsible for maintaining peace and collection of taxes within designated lands. They serve ruling nobles and command guard forces to use at their discretion.

Troubadour - A musician that sings grand tales and lifts spirits, these folk are likely to be found in taverns and town squares, sharing news of a neighbouring fiefdom, or grand adventures of a glorious Dame.

Vassal - A noble serving their liege, representing them in their absence, typically in a military capacity. This can range from a Lady commanding the personal retinue of a Baron, to a Knight representing a Lady on the field of battle. Vassals may look after their own affairs, and fiefdoms, as they see fit but cannot engage in larger, external dealings if they may run counter to their liege’s interest. For instance a Lord may not declare war on a Lady without their Baroness’ express permission.

Village Elder - An honourary title given to the elders within a village, they serve as the voice of the community in diplomatic matters, sometimes choosing another to go in their stead. They also settle minor disputes between neighbours that are too frivolous for the attention of the Sheriff and their guard.



Early Medieval history, looking particularly at England and France for their playstyle and structure. Harodom is based on a mix of the ruling nobility styles of centuries of history with a mix of high fantasy elements with the specific exclusion of gunpowder weapons, such as cannons or guns, though fireworks do exist.

Suggested Media Content: Game of Thrones, BBC’s Merlin.

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Heraldry Referencing -