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The World of Aldermere Geography & Political Structure

Aldermere Kingdom spans diverse territories across a peninsula bordered by mountains to the north, forests to the west, farmlands to the east, and the Great Sea to the south. The kingdom is divided into twelve provinces, each governed by a noble house that answers to the crown.

The Twelve Provinces

Highcrest (Central Province) - Seat of royal power, home to the capital city of Alderton and royal palace. Ruled directly by the Crown.

Westmarch - Mountainous western territory rich in minerals and metals. Ruled by House Blackthorn, known for military strength and mining operations.

Eastfeld - Fertile farmlands providing much of the kingdom's grain. Ruled by House Greenfield, agricultural experts.

Southport - Major trade hub with access to the Great Sea. Ruled by House Tidewater, wealthy merchant family.

Northpeak - Cold, harsh territory with hardened people. Ruled by House Frostmantle, known for loyalty and resilience.

Silverwood - Ancient forest territory with valuable timber and mysterious ruins. Ruled by House Silverleaf, known for wisdom and tradition.

Redmarsh - Swamplands with unique resources and herbs. Ruled by House Bogdon, master herbalists.

Sunhollow - Southern desert region with rare minerals. Ruled by House Sandstorm, expert craftsmen.

Ironvale - Industrial center for metalworking. Ruled by House Forgeson, weapon smiths and engineers.

Mistfall - Coastal foggy region with fishing villages. Ruled by House Greywater, seafarers and navigators.

Goldencrest - Rolling hills with vineyards and orchards. Ruled by House Vintner, suppliers of luxury goods.

Shadowfen - Mysterious borderlands with a history of magical phenomena. Ruled by House Nightshade, scholars and historians.

Kingdom Governance

The kingdom operates on a feudal system with several layers:

The Crown - Ultimate authority, held by the royal House of Aldermere for fifteen generations.

The King's Council - Twelve lords representing each province plus key royal advisors.

The High Court - Judges and magistrates who interpret kingdom law.

Provincial Lords - Nobles who manage their territories with considerable autonomy.

Town Mayors and Village Elders - Local governance under provincial authority.

The Common Folk - Farmers, craftsmen, merchants, and laborers.

The Guild System - Professional organizations that regulate various trades and crafts.

Kingdom Building Mechanics

The novel's "kingdom building" theme operates on multiple levels:

Physical Infrastructure

Resource Management - The kingdom must balance its resources (food, timber, stone, metals, etc.) for various needs.

Construction Projects - Roads, bridges, fortifications, public buildings, irrigation systems, etc.

Trade Networks - Establishing and maintaining trade routes with neighboring kingdoms.

Military Strength - Training soldiers, building defenses, developing strategic capabilities.

Social Infrastructure

Education System - Once robust, now diminished under King Roderick's rule.

Healthcare - Healers, herbalists, and medical knowledge dissemination.

Cultural Development - Arts, festivals, shared traditions that unite the kingdom.

Justice System - Laws, enforcement, and fair resolution of disputes.

Magical Infrastructure (Historical, now abandoned)

Keystones Network - Magical relay points that once connected the kingdom.

Enchanted Facilities - Buildings and structures once powered by magic.

Arcane Education - The lost tradition of training gifted individuals.

Magical Defenses - Protective wards and barriers once securing borders.

The Magic System: Resonance Fundamental Principles

Magic in Aldermere is called "Resonance" – the art of harmonizing with the natural energies of the world to produce supernatural effects. It is not an external force but exists within the fabric of reality itself.

The Source: The Ley Lines

Ley Lines - Natural channels of magical energy that crisscross the world.

Nodes - Points where multiple ley lines intersect, creating pools of concentrated magical energy.

The Ancient Caldera - The most powerful node in the region, where the seven Keystones were discovered.

Keystones: The Magical Catalysts

The seven Keystones are ancient crystalline artifacts that serve as focal points for magical energy:

The Azure Keystone (Water) - Controls water, weather, and healing.

The Crimson Keystone (Fire) - Governs heat, light, and transformation.

The Emerald Keystone (Earth) - Commands growth, fertility, and strength.

The Zephyr Keystone (Air) - Masters wind, sound, and movement.

The Obsidian Keystone (Void) - Manipulates space, darkness, and binding.

The Amber Keystone (Life) - Influences living beings, healing, and growth.

The Diamond Keystone (Mind) - Affects thought, memory, and perception.

Each Keystone responds uniquely to those of royal blood, with the potential for greater power but also greater risk.

Practical Applications of Magic

Before the ban, magic was integrated into daily life:

Agricultural Enhancement - Boosting crop yields and preventing blights.

Medical Healing - Curing diseases and healing injuries beyond conventional means.

Construction Aid - Moving heavy materials and reinforcing structures.

Energy Production - Powering mills, forges, and lighting systems.

Communication - Instant messaging across distances.

Transportation - Enchanted carriages and floating barges.

Military Applications - Enhanced weapons, protective barriers, scrying.

Practitioners of Magic

Different types of magic users existed in Aldermere's golden age:

Resonators - Generalists who could work with multiple forms of magic.

Attunists - Specialists who mastered one particular element or application.

Keywardens - Elite practitioners who could directly channel Keystone energies.

Runesmiths - Craftsmen who created permanent magical items and structures.

Harmonists - Healers who specialized in life magic.

Whisperers - Those who communicated with natural forces and elements.

The Calamity of the Crimson Moon

Twenty-two years ago, a rare celestial event called the Crimson Moon occurred, during which King Roderick attempted to use all seven Keystones simultaneously to expand Aldermere's power. The result was catastrophic:

The Unraveling - A magical backlash that killed hundreds of practitioners.

The Blighted Lands - Areas where magic became corrupted, creating dangerous zones.

The Sundering - A fracture in the ley line network, destabilizing magical energy.

The Royal Curse - A mysterious affliction that began affecting the royal family.

In the aftermath, King Roderick banned all magical practices, dismantled the academies, and locked away six of the seven Keystones (with one believed to be lost).

Current State of Magic

Now, magic in Aldermere exists in four forms:

Underground Practice - Secretive individuals and groups maintaining the old knowledge.

Remnant Magic - Lingering enchantments and items from the golden age.

Wild Magic - Unpredictable manifestations in areas affected by the Calamity.

Theoretical Knowledge - Books and scrolls preserved in hidden libraries.

The reintroduction of magic represents both tremendous opportunity and grave risk for Aldermere.

Kingdom Building Through Magic

Prince Albert's potential path to restoring the kingdom through controlled magical implementation might include:

Phase One: Rediscovery

Historical Research - Uncovering the true nature of the Keystones.

Identifying Practitioners - Finding those who still remember the old ways.

Ley Line Mapping - Charting the changed magical landscape.

Keystone Recovery - Locating and securing all seven artifacts.

Phase Two: Controlled Reintroduction

Agricultural Restoration - Using earth magic to restore failing crops.

Medical Applications - Healing the sick, including potentially the King.

Infrastructure Repair - Fixing critical structures damaged by neglect.

Energy Solutions - Restoring magical power sources for essential services.

Phase Three: Innovation

New Applications - Developing safer, more controlled magical techniques.

Defense Systems - Creating protective measures against magical threats.

Educational Reform - Training a new generation of responsible practitioners.

Diplomatic Leverage - Using magical capabilities to strengthen Aldermere's position.

Challenges and Obstacles

The resurrection of magic faces significant hurdles:

Fear and Superstition - Generations taught to fear magic.

Political Opposition - Nobles who profit from the current system.

Foreign Interest - Other kingdoms wanting to control or destroy the Keystones.

The Corrupted - Individuals and creatures warped by wild magic.

The True Nature of the Calamity - Hidden facts about what really happened.

The Royal Curse - The mysterious connection between the royal blood and the Keystones.

Cultural Context of Magic

Different attitudes toward magic exist across Aldermere:

Traditionalists - Believe the ban should remain for safety.

Pragmatists - Support controlled reintroduction for practical benefits.

Revivalists - Secretly practice and wish for complete restoration.

Opportunists - Seek personal gain through magical means.

Purists - Consider magic unnatural and morally corrupting.

The Hidden Truth

Unknown to most, including Prince Albert initially, is that the royal line of Aldermere doesn't merely have an affinity for the Keystones – they are fundamentally connected to them. The first king, Alaric, didn't just find the Keystones; he was changed by them, and this change has been passed down through royal blood.

This connection explains why:

The Keystones respond uniquely to royal touch The royal family experiences prophetic dreams King Roderick's current illness manifested after the removal of the Keystones Albert feels drawn to the Azure Keystone without understanding why

As Albert gradually discovers this connection, he must decide whether to embrace this heritage or find a way to sever it – a choice that will determine not just his future but the future of Aldermere itself.

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