Druthal

Druthal is the nation at the center of the Maradaine novels. It is ruled by the Druth Parliament, with a (largely) ceremonial King. Its capital is Maradaine.

Druthal has numerous potential power bases (royal, noble, merchant, church, popular), leading to a divided politics and many sets of potentially divergent interests.

Druth Intelligence, the increasingly powerful security service, is prohibited from getting involved in internal politics. This may not be fully observed, however.

Druthal has numerous navigable rivers, augmented by a strong canal system.

Druthal has a tentative relationship with magic, no longer persecuting mages, but also not embracing them. Mages are governed by their own separate set of laws, which established Mage Circles, and only the Red Wolf Circle engages significantly with government operations.

The Druth flag is dark blue with two crossed pikes over a golden circle, with ten colored segments. The national sport is tetchball.

Druthal shares land borders with Waisholm, Kellirac, and Acseria.

Archduchies
Druthal is made up of ten archduchies, which had been separate kingdoms until the reunification of 1009. Druthal has some other territories that are not part of the archduchies. Druth territories outside other than the ten Archduchies have no representation in Parliament.
 * Coastal
 * Acora
 * Linjar
 * a less conservative archduchy, with more revealing clothing styles than Maradaine...
 * Maradaine
 * North Maradaine, including the Parliament and Royal areas, is in the Archduchy of Maradaine.
 * Patyma
 * Sauriya
 * South Maradaine is in Sauriya
 * Scaloi
 * Yinara
 * Landlocked
 * Kesta
 * Monim
 * Oblune
 * Napolic island colonies,
 * The island of Corvia just off the Sauriyan coast
 * City of Monitel.

Institutions
Royal Post

Druth Army

Druth Navy

Elite Orders

Druth Parliament

King's Marshals

Loyalty... something (- Sticks, sparks, yellowshields, etc.)

...

Other Reference Pages
Druth Calendar

Druth Parliamentary System

Druth Money

History of Druthal