System of Governance: Guildocracy
A flowchart illustrating the political process of the Council.

The government structure of Kildar is a loose Guildocracy. After the fall of the central government and the end of the royal Medvedov
line, the 500-year-old Kingdom of Kildar fragmented into a collection of independent city-states. These city-states and towns vary widely in governance, with some embracing democratic principles, others ruled by oligarchs, and a few functioning as miniature kingdoms. Despite their differences, they are united—albeit tenuously—by the influence and networks of the
Guilds, which serve as the backbone of what is left of Kildar's interconnected society.
The variety of Guilds, representing various trades, crafts, and mercantile interests, act as the primary force maintaining cohesion across the fractured realm. They facilitate commerce, security, justice, knowledge, etc. all for the right price. However, this unity is far from idyllic. A delicate balance of power exists (in)between the Guilds, the local governments, and other influential factions. Alliances and rivalries shift like the tides, as factions constantly maneuver to safeguard their interests. When one faction acts out of step—whether by hoarding resources, price-scalping, overreaching for power, or attempting to use military force to impose its will—others quickly forge counter-alliances to restore equilibrium. This constant dance of power has, so far, prevented large-scale wars from breaking out, as the Guilds have found that maintaining a balance of power is ultimately the most profitable strategy.
The Merchants’ Guild stands as the most powerful and influential among all the Guilds. With its widespread presence and immense profitability, it is often the key player in major negotiations. Though it does not dictate every agreement, its representatives are nearly always present, ensuring that the Guild secures a significant share of the proverbial pie. Its reach extends into almost every corner of Kildar’s economy, making it an ever-present force in shaping the realm’s policies and trade dynamics.
As the largest city in Kildar, Stormhaven wields unparalleled influence. Its size and strategic location give it an outsized role in trade and political negotiations, and its control over key trade routes enhances its leverage in alliances and agreements. The Merchants’ Guild, headquartered in Stormhaven, benefits immensely from the city’s prosperity, further cementing its dominance in Kildar’s fractured political landscape.
Countryside
The absence of a central government has left much of Kildar’s countryside lawless and perilous. Roads are often unsafe, and the wilderness teems with dangers, from marauding bandits to roaming beasts and ancient, forgotten threats. Travelers must be both brave and well-armed to journey between settlements, creating ample opportunities for adventurers, mercenaries, and bounty hunters to thrive. For the right reward, they bring justice to wrongdoers, recover lost treasures, and protect those who cannot defend themselves.
Trade with the Sword Coast
Kildar is a large island to the far west of the Sword Coast. It is relatively isolated from in the treacherous seas that surround the island. The journey to or from the mainland is fraught with peril. The further one ventures from Kildar’s shores, the more dangerous the storms become. Howling winds and towering waves plague the surrounding seas, and the region’s unpredictable weather has claimed countless ships. Only the bravest—or most desperate—sailors dare to make the journey, and even they rarely succeed without losses.
The danger of these voyages makes trade with the mainland exceedingly rare, and cultural exchange is minimal. While the Guilds maintain a tenuous connection to other lands through costly and infrequent voyages, for most of Kildar’s inhabitants, the outside world is little more than a distant legend. This isolation has shaped Kildar’s identity, fostering a strong sense of independence and self-reliance among its people. It has also created a thriving local economy where the Guilds are indispensable, as importing goods or assistance from beyond the seas is an option few can afford—or survive.
For adventurers, the seas offer as much opportunity as danger. Stories of ships laden with gold lying at the bottom of the ocean tempt those bold enough to brave the waves. Yet, even for those who make it to the Sword Coast or back, the risks often outweigh the rewards, ensuring that Kildar remains an isolated but self-sustaining realm, thriving within its own borders despite the vast and dangerous world beyond.
Challenges
While they may not be fully aware of it yet, Grand Mothers Coven is the biggest threat to the delicate balance. The Covens secret agents infiltrating every layer of every faction. A vast network of spies and assassins, gently or not-so-gently steering the different people for whatever nefarious purpose Grand Mother needs them to. A literal and figurative shadow-government.