Kingdom of Dune
- Game Tag
- DUN
- Capital
- Djeba
- Ruler
- Eudocia Djedhid
- Government
- Plutocratic Monarchy
- Primary Culture
- Nasatan
- Faith
- Beatepian Pantheon
- Territory
- 18 controlled provinces at start.
- Levy Composition
- Light Infantry 50%, Light Cavalry 20%, Camels 10%, Heavy Infantry 20%
The Kingdom of Dune is the realm of the True Pharon, the surviving native line of the Baetepian people and keepers of the worship of the gods of Djehid. It is the great southern claimant against Zanic and Sertemic rule over Baetep.
- Tag
- DUN
- Founded
- After the defeat of Khewer-Sedjet Djedhid and the exile of the native Pharon line.
- Heartland
- Upper Baetep and the southern refuge of the Djedhid claim.
- Faith
- Baetepian, centered on the gods of Djehid and native royal legitimacy.
- Levy Profile
- Baetepian: light infantry, light cavalry, heavy infantry, and camel auxiliaries.
History¶
When Khewer-Sedjet Djedhid, the last native Pharon of Baetep, was defeated by the armies of Zanis the Great, he was forced to abandon his birthright and flee south with his family. There the Djedhid line endured, carrying the Blood of the True Pharons and the memory of a free Baetep.
The Pomegranate Throne became central to this memory. When Zanis conquered Baetep in 58 LC, loyalists smuggled the throne away rather than allow the conqueror to claim it uncontested. Its survival turned Dune into a keeper of royal legitimacy.
Situation at 1000 LC¶
The Upper Baetepians chafe under foreign rule as their northern cousins are once again subjugated, this time by the silver-tongued Sertem, who continue the Zanic tradition of suppressing native gods.
The enduring Kingdom of Dune, under the True Pharon, has allied with the rival Age kingdom, setting aside old differences to free Baetep from the false god Zanis of the Geallians and restore rightful Djehid rule. Their chief enemy is Ara Sertem, who has vowed that native restoration will never happen while she holds power.
Legacy¶
Dune is important because it preserves a defeated but unbroken claim. Where Baetep under the Sertem represents accommodation to Zanicized foreign rule, Dune represents memory, exile, and restoration.
Main Cities and Military¶
Dune's power rests in Upper Baetep, where royalist strongholds preserve the Djedhid line, the Pomegranate Throne, and the cultic memory of old Baetep. Its levies are balanced desert and riverland forces: light infantry form the bulk, supported by heavy infantry, light cavalry, and camel troops for southern campaigning.
See also: Baetepian, Kingdom of Baetep, Ara Sertem, Zanis the Great, Jarenam Invasion, and Countries.
Campaign Profile¶
Kingdom of Dune begins in Djeba as a Plutocratic Monarchy state led by a Nasatan political core and professing Beatepian Pantheon. Its opening position is best understood through the people, ruler, land, and institutions recorded in the game files.
Starting Ruler¶
Eudocia Djedhid is the fixed, authored ruler at campaign start, born in 982 LC. The setup records Martial 6, Charisma 5, Finesse 13, Zeal 7; the authored traits are Poet, Lustful, Founder, Scholar, Magically Attuned, and Blood of the True Pharons. This is a canonical opening character, not a randomly generated officeholder.
Peoples and Cultural World¶
Nasatan belongs to the Upper Tetepic culture group, alongside Tosepian. The culture definition uses the Baetep Upper ethnicity set for character appearance. Across the realm's starting provinces, population-weighted provincial culture is recorded as Nasatan (100%). Provincial culture is a broad administrative label rather than a census of every household, but it provides firmer evidence than assuming the entire country matches its court.
Religion in the Realm¶
The state faith is Beatepian Pantheon. Starting provinces are recorded as Baetepian (89%), Da Ash-Hêbriq (11%). Game localization describes it this way: “The history of the indigenous Baetep religion stretches back many thousands of years and is defined by the rituals that the priestly caste faithfully uphold. Manifesting as a polytheistic faith, the worship of Sutet, Atepr, Sunet and others displays a deep reverence for the fundamental aspects of the natural world.”
Land, Settlements, and Livelihood¶
At the 1000 LC start it controls 18 provinces, making it a substantial middle power. From Djeba, its government must turn a meaningful territorial base into durable regional influence. Province count measures the opening political footprint, not the number or worth of its people. The starting provinces contain 4 cities or metropolises. Their population-weighted terrain is farmland (43%), plains (22%), desert (19%), and floodplain (13%); their leading trade goods are earthenware (18%), glass (13%), tobacco (13%), cloth (12%), dates (10%), and grain (6%). These records give the country's culture a material setting without inventing unsupported customs.
Government and Army¶
Its Plutocratic Monarchy locates formal power in a crown and dynasty. The title is therefore more than flavor: succession and the standing of the ruling house are central to the realm's continuity.
The levy is built chiefly around light infantry (50%), supported by light cavalry (20%), heavy infantry (20%), camels (10%). This is a statement about the forces available at the campaign opening, not a claim that every inhabitant shares a single martial way of life.
The army profile should be read together with the terrain and economy above: it shows what the state can raise in 1000 LC, while the province records show the communities and resources supporting that force.
See also: Countries, Cultures, Races, Religions, and Timeline.
Realm at a Glance¶
Kingdom of Dune enters the 1000 LC world from Djeba, with a Nasatan political core and Beatepian Pantheon as its recorded faith. Those labels connect the state to the wider cultural record history and to Baetepian religious tradition; they describe the court and starting state, not a claim that every subject has the same ancestry, language, or belief.
Rule and Scale¶
Its Plutocratic Monarchy locates formal power in a crown and dynasty. The title is therefore more than flavor: succession and the standing of the ruling house are central to the realm's continuity.
At the 1000 LC start it controls 18 provinces, making it a substantial middle power. From Djeba, its government must turn a meaningful territorial base into durable regional influence. Province count measures the opening political footprint, not the number or worth of its people.
People and Belief¶
Primary culture and state faith show which traditions possess official standing at the campaign opening. They also provide the safest canon-grounded starting point for understanding daily identity: Nasatan institutions shape the realm's public face, while Beatepian Pantheon supplies its formal religious vocabulary. Border communities, minorities, and local practice may be more varied than those state labels can show; see Cultures and Races for the distinction between culture and ancestry.
Ways of War¶
The levy is built chiefly around light infantry (50%), supported by light cavalry (20%), heavy infantry (20%), camels (10%). This is a statement about the forces available at the campaign opening, not a claim that every inhabitant shares a single martial way of life.
Together, the capital, territorial footprint, political form, and levy make Kingdom of Dune more than a colored patch on the atlas: they define the problems its rulers face and the resources with which its people meet them.
See also: Countries, Timeline, the wider cultural record, and Baetepian religious tradition.