Kingdom of Eirangard Canon

Authors: Josheua
Kingdom of Eirangard
CapitalEiranheim, Eirangard
Other Notable Worlds
  • Riddaris
  • Ragnarok
  • Alfheim
  • San Maria
Government TypeAbsolute Monarchy
Government Composition
Royal House
  • King of Eirangard
  • Crown Prince/Princess
  • Royal Family
  • Royal Court

Legislative Branch
  • Banner Council
  • Commoners' Council

  Judicial Branch
  • The King's Justice (Hight Court)
  • The Lord's Justice (Regional Court)
  • Royal Seal Courts (Lesser Courts)
Head of GovernmentKing of Eirangard
  • Grand Fleetmaster of the Royal Navy
  • Grand Bannermaster of the Royal Army
  • First Sword of the Riddarheim
  • Grandmaster of the Kingswords
Official Languages
FoundedSeptember 27, 2453
CurrencyCrown (Kron)

The Kingdom of Eirangard (/’rængɑːrd) is one of three superpower interstellar monarchies that lie to the galactic north of the Intersytem Alliance. Dominating the galactic west, the nation borders the Akrian Hegemony, the Intersystem Alliance, and Isharan Eisharat. Ruled by the hereditary monarchy of House Brandt, the kingdom is a conglomerate of former monarchies, republics, and dictatorships – the majority of which were consolidated either peacefully or by military action during the 29th century under the reign of King Edvard the Conqueror. Comprised of 193 worlds, the Kingdom enjoys a high standard of living among a majority of its citizens, exporting high-quality starships for both civilian and military use including some of the fastest merchant ships in the galaxy.


The Kingdom of Eirangard was settled in 2405 by majority colonist from Russia, the United Kingdom, Netherlands, Scandinavia, and Icelenad. Drawing from both Welsh and Scandinavian cultures as well as their new worlds environment, the settlers named their world Eirangard. From the Welsh name “Eira” meaning “snow” and the Norse word “-gard” for “enclosure”, the literal translation is “snow enclosure.” The combination of the two was the genesis of the principle language of Eirangard – Norish – a marriage of the Norse and Welsh languages favoring the Welsh structure with old Norse words incorporate into the language.


Founded by one of the furthest reaching generation one colony ships launched under the Human Continuity Project, Eirangard is a mix of old and new with vastly different cultures married together by fierce loyalty to the crown or through strict enforcement of the King’s law on worlds conquered by the Brandt family during the turn of the turn of the millennium. Regions like the Eiranvale – comprised mostly of worlds directly colonized by Eirangardians – are fiercely loyal to the King and some of the most militarized of the regions. To the south regions like Asturias are melting pot worlds colonized as republics before they were conquered by Eirangard. These mix of cultures results in a vast spread of feelings towards the Brandt monarchy and Eirangard itself.


The Eiranvale is the oldest region and the cultural heart of Eirangard. Home to Eirangard itself, the Eiranvale is the seat of power of the kingdom and home to some of the most heavily populated worlds. Lords of the Eiranvale enjoy privileged seats on the Lord’s Council and in the Royal Court. In addition to their population, worlds of the Eiranvale boast some of the oldest colonies in the kingdom. During the early days of the Eirangardian colony, the worlds in the region were settled to help support the capital and grew into powerhouses in their own right. Ancient families evolved into powerful houses under the new monarchy, including House Wainwright and House Reyder whose close ties to the monarchy can be found in the early explorers who left Eiras.

The cultures of the Eiranvale are dominated by the harsh environment of the capital world, breeding tough and resilient people with strong ties to one another and a distrust of outsiders. Citizens in the Eiranvale – from lords to commoners – enjoy a high standard of living made possible by the shipbuilding and arms industry based on the worlds of the Eiranvale. Architecture in the region is steeped in ancient Norse traditions juxtaposed against modern technologies. Massive, boxy structures fill the center of powerful fortress walls a style reminiscent of ancient earth Viking ring fortresses while industrial regions mix this same style with the modern industrial needs. 

The capital city of the kingdom itself, Eiranheim, is a massive metropolis formed of dozens of ring fortresses wards lining and spilling into a deep canyon running up into the Asgar Mountains. At the fork of the massive canyon sits the central fortress – Caer Eirantrone. Translated into standard English, the “Castle of the Winter Throne” is the ancestral home of the Brandt Family and one of the largest and most powerful shielded fortresses in the galaxy. Having withstood sieges throughout the centuries, the central shield spire – flanked by older spires that now feed their descendant – stands like a castle keep against the backdrop of the snow-capped Asgar peaks. 


The Riddamar region was a lawless, nameless region heavily dominated by piracy groups, unscrupulous corporate activities, and illegal free region mining. Conquered by Queen Iryia in 2605, the Riddamar was the first region added to the Kingdom of Eirangard and the first real test of its military since the founding of the Kingdom a century and a half before. Many of the military traditions of Eirangard are still rooted in the heroics of the Riddammar campaigns, and the Knights of the Riddamar are one of the highest knightly orders in the Kingdom.Additionally, it was in the Riddammar – building off of captured research – where gravity units were developed, allowing Eirangardians to harness artificial gravity and vastly improve their MAG-drive technology and fueling Eirangard’s further expansion.

The Riddamar region is ruled by House Vass, a noble house established by Queen Iryia for Fleetmaster Edvin Vass, the architect of the Riddamar campaign. The region is a centrepiece for the Eirangardian military, and House Vass commands a sizable portion of the banners loyal to the Eirangardian monarchy. In the years since the conquest, House Vass has been tied to house Brandt by blood; and other than House Wainwright, the Vass family is one of the closest to the Brandt monarchy. Furthermore, Riddamar is home to some of the oldest Gravomancy guilds in the known galaxy. Groups like the Thor’s Hammers, The Rhythrin, and the feared Riddarheim are some of the founding members of gravomancy. In fact, the Riddarheim were the first to forge gravity weapons like the Brandt family sword – Allvaldar, meaning “Sovereign Ruler”. These powerful weapons are tied closely to the schools of untethered gravomancy that define the Riddamar guilds, and Riddamari soldiers have dominated the battlefields with their powerful armor and weapons. 


The Pillars of Dehradun are named for the twin, titanic stellar nebula which frames the Dehradun passage into the Farlands, or the galactic west. Discovered by a vanguard of the Eirangardian host under Edvard the Great, the Dehradun Pillars were a largely uninhabited region that grew into a series of generation two colonies established by the growing Kingdom. At the heart of the region is the termini system with the garden world Dehradun. Home to titanic, ancient structures thought to be remnants of pre-industrial civilization, the Dehradun Monoliths have become home to the Eirangardians that call the world home. The largest of the structures – the Titan of Dehradun – sits at the heart of a cluster and is the seat of House Naramor (Meaning “more north”).

Founded by King Edvard’s senior most military commander, House Naramor has grown into one of the most prominent houses in the kingdom. Serving as the doorway into the western regions of the galaxy, the Dehradun system is often filled with merchant traffic on any given day. Other worlds in the region  like Cadmir and Runeheil are frontier worlds. Sparse populations are punctuated by small cities that serve as base camps for further exploration into the wilds of these ancient planets.


Governed by House Roldan, the Umbrian Reach was one of the first regions conquered by King Edvard during the expansionary period of Eirangard. Originally a brutal dictatorship, the people of Umbria welcomed the Eirangardians as conquering heroes. House Roldan was established when Edvard created the title for Hebertio Roldan, the leader of the resistance movement on the capital world Orvieto. The other worlds of the Umbrian region were founded out of the key leaders in the resistance that had helped the Eirangardian armies in overthrowing the Imperial Guard of the Umbrian dictatorship. Following the establishment of the noble houses, Umbria also saw the founding of a civilian government and a constitution that identified the King of Eirangard as the head of state. In Umbria judicial and military power resides in the noble houses while legislative power resides in the representative government. Executive power resides with the King of Eirangard or his appointed chancellor.

Culturally, Orvieto was settled by Italian, French, Arabic, and African settlers in a colonization effort funded in majority by the French and Italian governments as part of the Human Continuity Project. As such. Umbria boasts a culture with a unique meld of French and Italian with elements of Arabic and African cultures included. The melting pot world has become more cosmopolitan in the centuries since the discovery the of the gravity termini and has a robust agricultural and artisan community that earned the title of the “cultural heart of Eirangard.” In addition to its cultural aspects, Umbria also boasts some of the best colleges in the kingdom. Queen’s Cathedral College on Avignon is a liberal arts school that celebrate traditional Eirangardian literature, poetry, and art. The Royal Engineering Academy (REA) on San Miguel boasts prestigious biological engineering, terraforming, and mechanical engineering programs in the galaxy. These combined with breathtaking extreme environments- from San Miguel’s Diadem volcano chain to Umbria’s Aquila Mountain chain – give Umbria a diversity that other regions in Eirangard sometimes lack.


The Adenfal is the industrial heart of the Kingdom of Eirangard and one of the newest regions. Following an economic collapse in 2948, the former Adenfal Republic was in the grips of a “Famine Wars”. Waring factions fought for control of dwindling food supplies following outbreaks of crop-destroying diseases on numerous garden worlds. At the bequest of their own government and in a less than altruistic gesture (given Eirangard’s reliance on Adenfal for raw material), Eirangard sent food aid and military support to help prevent the region from devolving into open war. The food stores came at the right time. Defusing the tense situation, the Eirangardian military helped re-stabilize Adenfal. With the collapse of their formal government soon after, the provisional government of the region signed a treaty with Eirangard to become a former member of Kingdom’s commonwealth. Within ten years – and with heavy influence from Eirangardian benefactors – the Adenfal region stood up an aristocracy under Eirangardian hereditary law. The region of Adenfal was formally incorporated under High Lord John Howe, first Lord of Adenfal. 

By the 3400s, Adenfal was a prosperous industrial powerhouse. With huge industrial reserves centered around the system’s heavy metal rich star systems, its industrial efforts are the centerpiece of Eirangard’s Eirmeithrin Plate industry. Massive forge worlds like Cambria and Jottenheim craft starships for both the military, industrial, and private sectors. Huge cargo ships carry raw materials, products, and even ferry completed starships across the region while massive passenger ships move the labor forces between areas of work. Meanwhile, the few garden worlds serve as home to towering farm complexes and massive agricultural undertakings used to feed the billions of people call home. 


The last conquest of the Eirangardian monarchy before the Pax Vega, Asturias proved to be one of the hardest conquests of Edvard’s first campaign. By 2805, the Eirangardian host had grown smaller, numerous troop garrisons left on conquered worlds to maintain the peace and establish order on the worlds. At the age of forty-eight, Edvard saw Asturias as stepping stone for further conquests into the Akrian Hegemony. Landing on Asturia proper in April of 2805, the Eirangardian host was greeted by the brutal summer of the tropical world. With genetics tailored for their colder worlds, the Eirangardian host’s advance was slowed as they established a foothold on the planet for a push into the Canopy shielded regions of the planet. With numerous skirmishes with Asturian locals, Eirangard’s initial engagements were lopsided defeats despite not sustaining any crippling defeats. The Austurians’ gorilla tactics were foreign to the Eirangardians, who had faced their opponents in large scale urban or open conflicts for which their force had become proficient. By April of 2806, having only taken one Canopy shield on the planet and faced with another two, Edvard was considering pulling the Eirangardians out of the region and abandoning the invasions. However, in a foolish move, Astuiran General Archer Natagumi – embolden by his gorilla tactics success-  chose to face the Eirangardian Host in the Kimari fields. Seeing the opportunity, Edvard rallied his troops and over the course of three days butchered the Asturian army.

With the Asturian military devastated, Edvard’s host moved through Asutiras proper with ease. Conquest of the regions other fifteen worlds was relatively easy, with a large number of the governments surrendering without a shot fired. However, the Eirangardian host would find subduing the Asturian people would be much difficult. Employing the same tactics employed by their army in the early days of the Astuiran siege, Eirangardian forces found great resistance in maintaining order among the Asturian population. Multiple cities managed to regain control of shield canopies, forcing Edvard and his army to retake the city. For years the Eirangardians fought to subdue the resistance. It wasn’t until 2815, a decade after his original invasion, that Eirangard had established solid control of the region. In hopes of cementing the peace, Edvard formed House Durante from Kolan Durante, one of the leaders of the Asutiran resistance who had bent a knee to Edvard earlier that year.

By modern times, Asturias maintains a distinctly unique culture in the Kingdom that is still somewhat tied to its Akrian roots. Stubborn to a fault, the Lords of Asturias often argue with the Lords of the Eiranvale on the Lords’ Council or at Court. Favoring their traditions, they also prefer less control by their great Lordly houses, the majority of military power and armament established and maintained by lesser lords and knights. However, the Asturian Knights are some of the most feared warriors in the Kingdom and often used as shock troops by Eirangardians during conflicts. As for Asturia itself, the tropical climate of the Asutria proper stands in stark contrast to the harsh climate of Eirangard. The citizens enjoy a comfortable life and many of Eirangard’s aristocracy and wealthy have summer homes on the turquoise coasts of Asturias. Other worlds in the region like Kenevar and Musuma are garden worlds as well, with vast fertile farmland that still hold to their Akrian roots of individual rights despite the presence of the aristocracy and the monarchy.


Main Article – History of the Kingdom of Eirangard

The Kingdom of Eirangard has its roots in one of the oldest, farthest flung colonies of the early Astrum Diaspora period. From the difficutl, early days of the founding colony on the world Eiras, to the founding of the Brandt Monarchy by popular vote, the Kingdom of Eirangard’s history spans a mellenia of growth, conflict, intirgue, and culture that fills countless volumes in the digital libraries of the galaxy. 


Main Article – Government of the Kingdom of Eirangard

The Kingdom of Eirangard is a constitutional monarchy with the monarch forming the executive and judicial arm of the government while the council of lords forms the legislative arm. In addition, the monarchy holds direct power over the military, serving as the “protector of the realm” and “absolute authority on the defense of the Kingdom.” Executing veto authority over the legislative proposals of the council of lords, the monarchy of Eirangard borders on near absolute power by the letter of the law. However, the political reality of the kingdom means that – due to the dispersal of military ownership among the various royal houses – the monarchy often finds itself relying on political alliances and political dealings with the council of lords to push the King’s agenda. 


Main Article – Military of the Kingdom of Eirangard

The Kingdom of Eirangard’s military is unique mixture of traditional fuedal hierarchy and modern military standards. With an officer comprised of both royal title holders as well as knighted commoners, the Eirangardian military celebrates the personal achievements of the soldier while also aknowledging the authority carried by the monarchy and the aristocracy. This traditional and modenr set of military structures often find themselves at odds with one another, but are reconciled by a Eirangardian tendency to respect capability over social rank. By Eirangardian military law, rank is given but respect is earned. 

Outside of the unique and complex military tradition’s of the Eirangardian armed forces, the actual organizational stucture is fairly simple with only two branches to the military – the Naval and Ground forces. The naval forces – referred to as the BannerFleet – are comprised of standardized, functional designs that are bought, maintained and operated by the various houses loyal to the Brandt monarchy. This stucture is similar for the grounder forces – or the Banners. However, of the budget spent on military expendenture, a Lord must pay 25% of that sum as tribute to the royal family, allowing the Brandt monarchy to maintain a huge percentage of the overal Eirangardian armed forces under their own command. 


 Main Article – Culture of the Kingdom of Eirangard