In ancient times, scargs ruled over most of what is today called Alteris. In those days, the lands had different names: Heroc referred to the lands north and east of the center of the continent, Dolceca the lands south, and Secuba the lands east. The land of Heroc was among the first to fall to the race of man when they sailed south from Tandavar at the behest of their god Sherrphoght. And when the eastern lands of Heroc were taken by them, they called them Loxmun. This region is what is today called Silg.
As the centuries past through the Dawn Age, humanity moved farther into Heroc, into the region that became Mul Debbon. But as the Dawn age and the Second Dragon War drew to a close, humanity spread abroad into all the lands of Alteris. When humanity returned to Loxmun, the influence of the dark gods still raged among their species. This led to countless conflicts in the region; war, slavery, genocide, and all forms of debauchery ravaged the region of Loxmun.
Then, in the year 101 FE, a human named Vero Silgis united his brethren under a new ideal focused on a return to Sherrphoght worship. He believed that order among men could only be achieved through a strict hierarchy of kings and nobility, providing a structure to their society that allowed for the rule of law. King Silgis waged a campaign across the region of Loxmun, calling for peaceful transfer of power wherever he could, and taking control of the villages and communities by force when required. As time passed and King Silgis asserted his dominance over the region, he declared worship of the dark gods a crime punishable by death, and instituted laws that protected against murder, theft, and all other manner of amoral behavior to the affect of harming another. Most historians agree, the work of King Silgis did more to bring stability to the people of Loxmun than any other person in history to that point.
After uniting the people, he declared the land a new kingdom, which bore his name. Those who joined with him willingly were granted noble titles in the kingdom, and given ruling authority of the eight provinces. As the kingdom of Silg grew, it sent waves through the surrounding region, exciting the grok tribes who lived in the southern swamplands below. Fearing that the groks would unite and attack his kingdom, King Silgis marshalled his army and declared a preemptive war on the groks in 115 FE. The conflict lasted four years, and many lives were lost on both sides. But in the end, the swampland was tamed and claimed by the kingdom of Silg, adding the province of Lestmarsh to their borders.
The capital of Silg is in the province of Wortol, where Vero Silgis rebuilt the ruined temple of Sherrphoght there into his own palace. The structure continues to act as both a site of worship and the residence of the royal line to this day. The nine provinces, from north to south, east to west, are Wortol, Reb Tenn, Rastis, Olganny, Vether, Whilhol, Menganny, Cheshton (also called Cheshly), and Lestmarsh. Each province is governed by a person of a noble bloodline, either a lord or a lady, for the duration of that individuals lifetime. After they have passed, the nobility of that region vote to select the next nobleman who will operate the governing seat. The kingdom is ruled over by either a king or a queen, often passed down by birth; however, the nobility can vote to decide who is the next ruler of the kingdom upon the death of the previous ruler. The complexity of this system has led to no shortage of conflict among the ruling class, seeking to establish themselves or their family line as the rulers throughout the kingdom.
There are hundreds of noble families in the kingdom of Silg. The most prominent family lines are those of the Silgis’ and the Braith’s, with both families having held the kingship at different times throughout the last 1500 years. The kingdom is based on a strict caste system, nobles and peasants, to maintain order and function in their society. The peasantry operate the farmlands, as well as the industrial complex of the nation, manufacturing the metals, tools, textiles, and other useful goods for the kingdom. Generally, the caste system is looked upon favorably by the people of Silg. There are some, however, that find the system degrading.
It is believed that the Thieves Society is centered in the kingdom of Silg, but there is little evidence to suggest this. There are high crime rates in some of the midwestern provinces, however, with many peasants choosing to join or form criminal organizations to get ahead. If someone is found to have ties with these gangs, they are charged with sedition, a crime punishable by death. Gangs with the names of House Uncanny, Rotten Gut, and even more subtle names like the Tradesmen, can be found throughout the kingdom.
To combat these seditionists, as well as to defend the interests of the kingdom at large, Vero Silgis established the Royal Guard in the last days of his rule. It is the military corps of Silg. Every province of Silg is protected by a sizable detatchment of the Royal Guard, and membership with this military corps grants greater rights and privileges to those born outside of nobility. Peasants who join are given the social status of citizen, elevating those of the peasantry who join out of poverty, and even offering them greater education and quality of life.
The people of Silg prize entrepreneurship, and hold enterprise as one of the highest virtues. This is reflected in their intrepid spirit toward sailing, and exploring. While no vessels from Alteris dare sail too far into the oceans round about them, most maps of Alteris are of Silgen origin, their cartographers working tirelessly to discover every place the world has to offer. Traders from Silg run trade routes into every nation of Alteris, delivering of their own goods, and returning with rare and unique spices, textiles, and mineral ores to be sold in the cities of Silg. The people of Silg also prize the arts, having many performance halls, authors, and painters among their citizenry.
Silg is a kingdom of order. Their fealty to the god Sherrphoght has established a peace among their people for generations. Silgens are a proud people, with many beliefs and customs. They believe in their leaders, and worship many old gods, including Grukscava, god of the hunt. Their culture holds closely to the ideals of family bonds and utilitarianism. Among all the nations of Alteris, the people of Silg are known to be generally jovial, but do not underestimate them; they are a force to be reckoned with.