Most Edranish prehistory lore is attributed to legend and tales, and thus there is speculation and uncertainty involved in it's discussion. Scholars refer to prehistory Edrane as Early Edrane. The Edranish are said to have mass migrated from their original homeland, who modern scholars have named Edranea. The reason behind this migration is generally believed to be a mass extinction event in Edranea, leaving the large islands uninhabitable, and causing the early-day Edranish to flee in rudimentary ships. This event, and the following ocean voyage, is purported to have caused the deaths of hundreds of thousands, leaving the early day Edranish with numbers estimated around five to ten thousand when they arrived in the deserts of Southern Andoras.
For unknown reasons, the Edranish spread out among Southern Andoras widely, leaving the landscape dotted with hundreds of small tribes. The coastal and semi-arid deserts of this region is said to have been at the least adaptable for the early day Edranish, Edranea being purported as having semi-tropical mesas. For a couple thousand years the Edranish tribes fought, grew, expanded, and vanished among themselves, neither the Dragons or the Giants close enough to stray into the desert lands. As time persisted, the tribes managed to develop a sort of feeble husbandry system with desert horses, and soon the ever-growing tribes started to found villages and towns.
CA 10500 (est.)
As both literacy and politics became more widespread, it's said that the tribes of Edrane had developed a county system around this period, purportedly creating Edrane's inheritance and marriage traditions. An Edranish Count could take up to five concubines, as well as pick one Blessed Wife, who would serve as the Count's most faithful lover and lifelong partner. While concubines could be set aside or request freedom, a Blessed Wife was considered the God's gift to the Count, and was a permanent partner. Bouts of land were ruled by the Counts, powerful men who controlled castles and towns, and could force nearby villages to pay tribute taxes.
The region of Edrane was at this time comprised of dozens of loosely connected counties in what is referred to as the Old Edrane. These Counts ruled Old Edrane with the Senate of Day, a council made up of every Count in Old Edrane in a rudimentary senatorial system, where a single Grand-Comte would be elected to have advanced power. Old Edrane was a very loose region, it's territories having so much autonomy that Old Edrane was barely a nation at all, rather a collection of allied counties. However, it was during this time period that the concept of countdom was truly set in stone, and further fleshed out. Edranish counties were almost identical to the typical county systems of modern Andoras, with the notable difference that the count would typically hold numerous castles aswell as their court city.
It's during this era that Old Edrane negotiated a pact with the First Empire of Andoras, ensuring their independence with the terms that a significantly large battalion of Edranish mercenaries be created and available to the Empire at a cheap cost. Many of the Counts of Old Edrane viewed the Thyllanorian Empire with panic, despite the diplomatic pact between them. Such a large and powerful nation was seen as a threat to the loosely-unified desert counties, and the Council of Day agreed to hold a final election, dubbed the Grand Election. The purpose of the Grand Election was to pick a Count that would take the title of King of Edrane, as well as unify several counties into duchies.
An Edranish duchy was similar to the normal Andorasi Duchy, with the notable difference that the Duke would rule all counties in the duchy's territory, thus solidifying the duchy as a permanent megaprovince. Former Counts that were forced to integrate into an duchy were given governance of the territories that once made up their county. Thus, a duchy and all the lands within would be ruled absolutely by the Duke, with anywhere from three to five provincial governors serving him. Keep in mind that while the regional borders of those counties still exist, they are not shown on exported maps and are instead used for economic purposes.
In the Great Election of 7,648, Deyn Tyseth was elected as King of Edrane by his many supporters, who helped reorganize Edrane's lands, creating six duchies to cut down on the autonomy of the country. This included a Grand Duchy, which was the title for House Tyseth's new duchy, Tynor. The Council of Day was reformed, becoming a six-member council to the King himself, acting as advisors, governors, generals, and more. These events marked the formal creation of the Kingdom of Edrane.
8E 1 AC (est.) When Draegon I Dragomyr invaded and began subjugating the many regions of Andoras, the current King of Edrane (Seren II Tyseth) revived the ancient Edranish act that had forged peace with the Thyllanorians. He recreated the Army of the Sun, the massive Edranish mercenary-army, and offered it, as well as titular fealty, to the Dragomyrs while facing impending invasion in 10 AC, with the rest of Andoras all but subjugated. Thus, the Kingdom of Andoras would control Edrane on the map, while its autonomy remained, all the while having a large standing Edranish army ready for battle. Unlike the concord with the Thyllanorian Kingdom, King Seren II wisely chose to offer the army for free rather than ask for a cost. However, Edrane was forced to take the title of Princedom as not to have more than one King on Andoras, and Edrane would keep the title of Princedom to this day.
In 8E 337, a large force of religious peasentry led by the Chapter of the Sun, Edrane's church, declared rebellion against the ruling family. Claiming that House Tyseth was impious and against the Gods, managed to convince most of the religious lower class that House Tyseth was not fit to rule, leading to a bloody, year long religious revolt in the country. Hundreds of thousands of commonfolk were suddenly up in arms, seizing armories and small towns, before suddenly a poorly trained but well-equipped force of religious rebels was rampaging through the country.
The ruling Prince, Dessar Tyseth, assembled Edrane's military quickly, quelling internal doubts and taking the fight directly to the rebels. The revolters were pushed into western Edrane through numerous tactical flankings, where they holed up in the formerly ruined Mudtalon Castle. A little more than a year after the revolt had begun, Prince Dessar Tyseth led the Siege of Mudtalon Castle, where the revolting forces were slaughtered, marking the end of the Paragon's Revolt.
All commonfolk prisoners were spared, but the leading officers from the Chapter of the Sun were all put to death, and the Chapter of the Sun was abolished, leaving Edrane with no official church. Prince Dessar declared that the Throne was the highest authority in Edrane, and that there would be no official church in the region again. There was surprisingly little backlash to this, the shock of the bloody revolt having returned the commonfolk to their past ideals, that Edrane was meant to be ruled by the Throne, and only advised by the Gods.
346 AC Rebellion
During the civil war, Edrane once more extended it's Army of the Sun for the Dragomyr's usage, commanded by Roger Malierd. What remained of Edrane's native armies focused on defending it's borders and raiding beyond them, harassing what they safely could, until their home forces were destroyed in the Battle of Stebal, and Diras Tyseth was killed in action. With the primary of it's forces serving as the Army of the Sun, Edrane quickly backed out of the war, and the Army of the Sun began to desert back to Edrane en masse once it was clear that it was a losing war.
Despite the Kingdom of Andoras' fall, Edrane still recognizes it as a rightful nation, and the nation still maintains it's loyal attitude to the Dragomyrs, though discreetly.
The Princedom of Edrane has been ruled by House Tyseth since it's formal formation, the gryphon-adorned banners of the House could be spotted all over the Princedom. The Prince of Edrane has a relatively solid hold regarding loyalties, but there is a fair amount of fighting between the dukes over neighboring counties, causing the internal borders of Edrane to shift and stutter frequently. A castle or farm changes hands occasionally because of it.
Unlike some regions, Edrane's provinces are very large in comparison to other nations of Andoras, an Edranish county could be the size of a typical Andoras duchy. This led to there being much less independant entities in Edrane. Edrane currently has one territory, eight counties and six duchies, as listed below.
Edrane was a desertous region, dominated by coastal and semi-arid deserts, as well as large, lush oases. Though Edrane's deserts did scorch, they were not extreme enough to keep life limited to the coasts, and numerous rocky villages, castles, towns, and a couple cities littered the region's interior just as frequently as it's coastline. The average temperature in Edrane was 90 degrees(fahrenheit), the temperature raising from 95 to 100 in the most inland of deserts, and lowering to 85 to 90 on the coast. Edranishmen were comfortable in their climate and this temperature, and had trouble adjusting to Frostfall's cold, just as a Northfolk had trouble adjusting to Edrane's heat.
Edranish forces were equipped with high variety, similarly to other Andorasi armies. Their best soldiers are arguably their infantry, who are well trained, well equipped, and diverse. Edranish infantry were skilled in mixed unit tactics, having a variety of ground soldiers including but not limited to: Spearmen, Footmen, Berserkers, Bowmen, Pikemen, Twohanders, and Man-At-Arms. Standard Edranish infantry carried round shields, longswords, and throwing knives. As far as armor is concerned, heavy plate is rare and generally reserved for Commanders, Caballero(Knights), and Sergeants. The typical Edranish infantrymen wears chain or scalemail, with heraldic cloth tabards over the torso. Thus, it is easy to identify the source of a soldier by looking at the colors he bears.
Edrane has a similar cavalry structure to most armies, balancing light and heavy cavalry equally. However, Edrane has little to no shock cavalry, as it tends to focus more on defensive infantry advances on the field. Scout cavalry ride fast, lightly saddled desert horses to harass or spy on enemy forces and caravans. Edrane's heavy cavalry, the Muladiirs, carry one handed maces and large round shields. Their horses are covered in thick chainmail, with cloth bannering hanging over the torso.
Being that almost all of Edrane's borders are with the ocean, Edrane has an impressive fleet second only to Thunder's Shore, but most of it is dedicated to rooting out pirates, protecting trade, and patrolling Edrane's seas. However, Edranishmen stock very little culture in their navy, and consider it little more than another standing force.
Typically, Edrane can field an army of up to 70,000 soldiers if every levy was called upon. This number was reduced somewhat by the Edranish Army of the Sun. When not serving as a huge standing merc army, the Army of the Sun was a 30,000 strong sellsword band working in Doras Edrossi, sending most of the profits home to Edrane. While this number is indeed vast, it's lack of heavy armor and shock cavalry makes these numbers less oppressing. A great deal of the army is off-duty, only around 40,000 men could be mustered immediatly, the remaining would have to be recalled from Doras Edrossi and marshalled from their Seyddah(leisure time).
From the people's perspective, joining the military is an optional, but honorable thing to do. Soldiers tend to be fondly looked upon for their service, and there is a service called Seyddah, where soldiers are given weeks of vacation with an allowance. Seyddah soldiers are often found in Edrane's brothels and cornerclubs, drinking and whoring away their free time. It is not uncommon for men to be forced into lifelong military service for grand crimes, but this was considered a somewhat priveleged punishment, and was not often offered to the common man.
Marriage and Inheritance
Both marriage and inheritance were looked upon more progressively than most of Andoras, women being allowed to head Houses or own lands. Though instances of countessa are very rare, as men still inherit before women. A woman only inherits if the rest of the heirs are bastards, and in the case of regency, a female heir could be picked to be Regent-Countessa, Regent-Duchess, or Regent-Queen until the male heir was old enough to take the throne. Typically this would occur when the male reached the age of 12.
Noble men were permitted to take five lovers as concubines, or "favored lovers". Being a concubine was considered a position of influence and could even be looked on with the same prestige as a Caballero, depending on the Lord. A ruler was expected to also have a Blessed Wife, with which a marriage would take place. This is normally an arranged marriage, and is a familiar concept to the rest of Andoras, Blessed Marriages mirroring marriage in most of Andoras almost perfectly. Women were not allowed to have concubines, and a female ruler is bound by law to to have a Blessed Husband by age within at least a year of their reign.
Despite this marriage system, it wasn't uncommon for the ruler of Edrane to take only a Blessed Wife, as their brides were typically foreign nobility, and would be offended. However, some of the more baudy brides to Edrane's ruling family have been known to allow the ruler to take concubines.
Sex in Edrane was looked upon differently from the rest of Andoras, as the threats to general life was less perceived, it occured more often for pleasure than procreation. Prostitutes held little to no stigma in Edrane, practically seen as public workers keeping the people's morale up. There's not a single town or city in Edrane without a brothel.