Machaian League: Difference between revisions

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{{NationInfobox
{{NationInfobox
|name = Metrya
|name = Machaian League
|image =  
|image = Flag_Metrya.webp
|capital = [[Metrya (city)|Metrya]]
|capital = None
|ruler = -
|ruler = League Council
|government = Direct democracy
|government = Confederation (league-level); democracy (city-level)
|demonym = Metryan
|demonym = Machaian (infrequently used; city-level demonyms preferred)
|adjective = Metryan
|adjective = Machaian
|languages = [[Hellean]], [[Common]]
|languages = [[Hellean]], [[Common]]
|religions = Various ancestries, but plurality human
|religions = [[hero-god|Hero-gods]]; [[Hellean pantheon]]
}}
}}
'''Metrya''' has revived the ancient [[Hellea|Hellean]] traditions of democracy, though the lingering inequality of this system has led to undercurrents that threaten this prosperous state. Traditional cottage industries in Metrya have begun to be replaced by centralized workshops.
The '''Machaian League''' {{Pronunciation|mah-KAI-an}} is a confederation of [[Hellea|Hellean]] city-states in the northwest of the peninsula who have allied together for mutual defense against the ambitions of the [[Halakran League]]. Following the lead of the largest of the city-states, [[Metrya]], the Machaian League has revived the ancient Hellean practices of direct democracy.


== Geography, flora, and fauna ==
== Geography, flora, and fauna ==
Tirione stretches along the eastern coast of the Chaska Sea. Though a largely coastal state, Tirione also reaches into the arid highlands of the [[Banai Mountains]] that separates the temperate coast from the dry inland of the [[Taizzan Expanse]]. Tirione is warm but dry most of the year, with a cooler and wetter winter.
The lands of the League lie between the northern [[Greenwall]] and the [[Gulf of Teneucia]], with a generally cooler climate than Hellea as a whole. This hilly and rugged landscape of the west, against the mountains, becomes flatter and less forested as one moves east towards the coast. Machaian forests are primarily comprised of oaks, spruces, beeches, and black pines. The plains near the gulf are not only grasses but also small bushes and a large variety of flowering plants - in the springs, the grasslands bloom into fields of many colors.


Once the domain of wide-ranging cedar forests for which the region is famous, millenia of use has seen these forests reduced greatly, largely replaced with farmland or pastureland. Once the economic centerpiece of Tirione, these trees still hold great cultural significance. Certain cedar groves also serve as homes to a unique type of treant that closely resembles these trees.
Lycanthropes reportedly have negative reactions to the water of the [[Aralo River]] that begins in the Greenwall before flowing east into the Gulf. Some suspect this to be the result of particulate silver carried south from the ore-rich mountains.


Large herds of goats roam the highlands, well suited to the arid landscape and protected from beasts by attentive shepherds. Although merely legends for a long time, shepherds now know to be watchful for chupacabras that will pick off their weaker animals. Even in the cities, parents try to scare their children into behaving by telling them a chupacabra will carry them off if they don’t.  
A wide range of animals can be found in the Machaian League, including badgers, lions, lynx, wolves, otters, weasels, deer, and chamois. Birds such as falcons, eagles, and vultures are common as well.


Besides vermin, birds, and anything escaped from captivity, the densely settled coastal region of Tirione has a sparse presence of non-aquatic wild animals. Farther inland, travelers are recommended to be wary, as there are many creatures, both large and small, that are well adapted to life in the dry highlands. From small solifugids, to lions, to ankhegs and the dreaded ankhravs, many dangers await the unready. A host of non-predatory wildlife also roams the lands.
Though less common in the Machaian League than in the neighboring Halakran League, griffons live in the wilds of the region. Some even train these creatures, though as they are intelligent and value loyalty highly, some find it better to gain their friendship instead.  
 
A small number of blue dragons reside on the eastern side of the Banai Mountains. Most travelers are warned from visiting these regions, as the dragons are highly territorial and unlikely to be reasoned with.


== History ==
== History ==
The cities within Tirione have existed for millennia, and the Tirione Republic itself has weathered many centuries as well.
While the city-states of the region had long had close ties, it was only in {{Year|6698}} that the Machaian League was formed. Concerned about the growing ambitions of the Halakran League to the south, and fearful they could be the next targets of Halakran aggression as they attempted to unify the peninsula, the cities banded together to form a league of their own. The League initially contained Metrya, [[Taretus]], and [[Sirra]], with [[Axus]] joining in {{Year|6702}} after breaking away from the Halakran alliance.
 
=== Prehistory ===
The lands that now comprise Tirione have been inhabited since ancient times. Though a great number of places make this claim, many scholars believe the region to be the birthplace of the human population of the world.
 
=== City-state period - Y2100 (approx) to Y4000 (approx) ===
Previously disparate small cities and towns, political unification began in the region in this period, a shifting alliance of city states and minor petty kingdoms.
 
=== Vivras and the Eastern Crusade - Y4031 to Y4100 (approx) ===
In Y4031, [[Vivras the Animator]], a powerful necromancer, took control of [[Anaharath]], a city north of Tirione. After consolidating power, she began an unholy crusade against the other polities in the region, quickly conquering south to [[Arwad]] and [[Gath Padalla]], north up to the [[River Qes]], and east to the frontier of the [[Arrajan Wilds]].
 
After years of study and terrible deeds, in Y4040 Vivras succeeded in her goal of attaining lichdom. Powers around the Chaska began to take notice and draft plans to defeat the new evil. The Eastern Crusade began in Y4046 as a direct result, a coalition between [[Thadria|Thadrian]] and [[Hellea|Hellean]] states alongside a variety of religious orders. Though slow and extremely costly, the crusaders were eventually successful in pushing the necromancer back to her capital in Anaharath. In the final battle outside the city in Y4052, half the remaining allied crusader force was flash-petrified, where they remain outside of the city today at the [[Field of the Victorious]]. With her phylactery destroyed and scattered, the body of Vivras was entombed and warded deep below Anaharath to seal it away, where she remains today. Tirione took centuries to recover from these wars.
 
=== Kingdom period - Y4624 to Y6460 ===
The Kingdom of Tirione was formed in Y4624, initially including just the cities of Tirione and [[Karka]] as well as the outlying area, but soon through conquest encompassing the entire modern state of Tirione as well as [[Sarepta]] and [[Rusadir]].
 
The kingdom persevered for a remarkably long time, until collapsing in Y6460 due to a sustained period of instability prompted by long-lasting droughts. A brief power struggle commenced between royalist and republican factions with an eventual republican victory. The modern state of Tirione was proclaimed in Y6490.
 
=== Modern period - Y6460 to present ===
Facing economic decline from its rapidly disappearing forests and natural resources, as well as more competition for control of trade in the Chaska Sea from the resurgent [[Kingdom of Eretrebus]], Tirione began to look to the far coast of the sea to reverse its faltering fortunes. The colonial system began in Y6527 with the takeover of what would become [[Nionegrast]].


== Demographics ==
== Demographics ==
Tirione is primarily human, with sizable halfling, half-elf, and half-orc minorities. There is also an unusually large oread population. Due to the importance of Tirione’s ports for trade within the Chaska, visitors and permanent inhabitants of most races can be found as well.
The Machaian League is quite cosmopolitan, with individuals of many ancestries calling the region home. [[human|Humans]], half-elves, [[Elf|elves]], [[Dwarf|dwarves]], and sylphs account for most but not all of the League's population. Though few in number, a handful of [[centaur|centaurs]] live in the Machaian League, where they often important roles as figures of state. Several giant clans also call the Machaian Greenwell home.


== Culture ==
== Culture ==
The inhabitants of Tirione mostly follow the common pantheon, with a particularly strong focus on Abadar and Gozreh. Large temples to both gods exist in the city of Tirione, and more temples to both (as well as to their peers) are found throughout the country. The large merchant class of Tirione is particularly devoted to Abadar, following the god’s tenets in hopes of greater rewards and business opportunities. Meanwhile, Gozreh is worshiped by those that sail from Tirione, who pray to the deity for safe travels. Small shrines to deities of foreign pantheons can be found in Tirionite cities as well, visited primarily by travelers from other lands. Additionally, Milani has a small following in the region who primarily concern themselves with the fair treatment of the colonies.
{{MoreHellea}}
 
The culture of Tirione holds the native cedar forests in great esteem. Many of the oldest tales and legends in Tirionite folklore take place in the cedar groves, and they are viewed almost with reverence. Despite this, the forests are a pale shadow of their former extant, having been cut down for material and profit. Today much of the remaining forests are protected by the Libani Order of druids, who tend to the remaining ancient groves, encourage new growth, and protect the trees from those who wish to cut them down.
 
Among other holidays, Firstbloom, on the vernal equinox, is widely celebrated in Tirione with festivals, feasts, and offerings. A tradition inherited from followers of Gozreh, this holy day has become celebrated by all in Tirione.
 
Though [[Telan]] is the native language of the region, and nearly all Tirionites are fluent in it, the country is very multilingual - an inevitable result of being the nexus of trade through the Chaska. Usage of [[Common]] is very prevalent to bridge language gaps, though travelers through the streets of Tirione will encounter people speaking in all manner of tongues, finding shared languages where possible. Tirionite halflings frequently speak their racial tongue as their primary language as well. Signs in the cities of Tirione are frequently written in multiple languages - nearly always Telan and Halfling, with other languages depending on the particular location.
 
Tirione has an outsized merchant class, who make their living shipping and trading all across the seas. Within the cities, most work as laborers of some description, particularly as longshoremen. A significant bloc of craftspeople also make their living supporting the city populations and visitors. In the interior, traditional agricultural roles remain common, especially shepherds. The city of Karka is renowned for its apothecaries and those who run them, with many ships stopping by this city particularly to pay these shops a visit.
 
Among other crops, Tirionite farmers commonly grow legumes such as chickpeas and lentils, grains such as wheat and barley, and a large variety of vegetables. Eggplants, beans, tomatoes, and garlic are grown widely. Nuts and fruits are cultivated as well. Goats and sheep are, by a significant margin, the most common livestock, with cattle and poultry kept to a lesser degree. Some spices and herbs are grown locally, such as anise and parsley, while many others are imported.
 
Tirionite cuisine is heavily based around fish, goat, dairy, grains, and legumes. Regardless of social status, these ingredients are available at low cost to all citizens - due in large part to state subsidies. Class distinctions arise mostly in spices and seasonings, with more expensive flavorings gracing the tables of the wealthy. Olives are heavily used in Tirionite cuisine but are mostly imported from Hellea.
 
Besides typical subsistence fare, inn- and tavern-goers in Tirione are likely to encounter some of the following well known dishes:
* Goat kebabs
* Parsley, olive, chickpea, and lemon salads
* Goat and green beans over rice
* Boiled sheep’s head
* Chickpeas, lentils and rice in spicy tomato sauce
* [[wikipedia:Arak_(drink)|Anise-flavored moonshine]]
 
Tirionite architecture tends to favor stone brick and timber construction, usually with roofs made of thatch in the interior or lead in the cities. A simple yet refined architectural style, this type of construction has been done for many centuries in the region. Many travellers to Tirione remark on the large row houses in the areas of cities inhabited by the merchant class, often up to four stories tall with small fenced gardens in both front and back.


The population of Tirione is heavily urban, primarily concentrated in the coastal cities. Inland cities have seen slow emigration towards the west for a long time, as prospects lessen in the interior. The rural population in particular is remarkably small and low density. This relatively small number of farmers does not grow nearly enough food to support Tirione’s citizenry, and the state relies heavily on imports. Many of the younger generations have given up entirely on rural life, driven by inconsistent harvests and persistent ankheg infestations.
=== Religion ===
Like elsewhere in Hellea, the [[hero-god|hero-gods]] play a prominent role in Machaian religion. The region's long stability and relatively high populations means that when hero-gods seek servants to further their goals, they frequently turn to the cities of the League. One hero-god, [[Kynos]], resides within the the city-state of Metrya, and many of his itinerant clerics can be found across the region's cities.


Unusual for states in the region, Tirione has instituted a form of conscription. Though the state has not been to war for centuries, and makes every effort to avoid conflicts in the belief they are bad for prosperous trade, there remains a prevalent belief that it is in the best interest to maintain a method of defending the merchant navy. All families are required to send one child, upon reaching adulthood, to train as part of the navy for three years. At the end of this period, the individual leaves active service but will remain in the reserve for the next twenty years. Usually the firstborn child takes this responsibility, but this can be waived for any number of reasons (medical reasons, already being part of a merchant crew, joining a monastery, etc). This required service is entirely waived for rural populations, and the exceptions so broad that it is easy to find a way to avoid being conscripted, should one desire.
Aside from the hero-gods, the people of the Machaian League also follow the gods of the [[Hellean pantheon]]. [[Khalkeus]], [[Triteia]], and [[Hemera]] are particularly popular, as are [[Psais]] and [[Lycia]] to lesser degrees. Major cities usually have large religious districts, home to monumental temples and those who serve within them.  


The most distinctive characteristic of Tirionite music is its use of the [[wikipedia:Nevel_(instrument)|nevel]], a unique form of frame harp. Most Tirionite bards use this instrument, or variants upon it. The nevel is considered an instrument for the music of the upper class - it is common to hear musicians play it at fancy parties or religious events, but not in a common tavern.
=== Traditions ===
The people of the Machaian League have a strong culture of festivals, held to commemorate historical events, holy days, or simply to have fun. Many festivals are sponsored and funded directly by the city-states, as long as they can gain approval. Those that are not state-sponsored are still legal and tolerated, but generally smaller and less lavish as they must rely on private support instead.


The works of Tirionite potters and glassblowers are known throughout the world. Their finished goods are not only exquisitely well-made, but also artistically decorated with depictions of animals, magical creatures, and holy symbols.  
=== Languages ===
[[Hellean]] is by far the most frequently spoken language in the Machaian League, followed by [[Common]]. Ancestral languages, especially [[Elven]] and [[Dwarven]], are also widespread. Regional languages of elsewhere, especially [[Thadrian]] and to a lesser degree [[Roeda]], can be heard widely in the major cities of the League.


Most travel within Tirione is by way of the extensive and mostly well-maintained road system of the region. Carriages and wagons can reliably travel between the major cities and towns without running into dangerous creatures or damaged stretches of road that are difficult to pass. Farther inland, the road system becomes rather more unreliable.
=== Arts ===
[[wikipedia:Black-figure_pottery|Black-figure pottery]] is an art form with a long history in the city-states of the League. Leaving behind realistic depictions in favor of stylistic elements, this type of decoration is used not just for formal art pieces but also for pottery that sees every-day use. Liquid or loose trade goods from the League, those that are shipped in pithoi, can be easily identified by the decoration on their containers.


Tirione has relatively high levels of population growth, partially as a result of immigration from other regions. At the same time, a steady stream of people leave for the colonies. By and large, however, those that depart are the lower classes who are in search of better employment and living conditions elsewhere (whether or not they actually find that) while those who arrive are mostly wealthier merchants or the like.
The art of oration is a longstanding tradition in the Machaian League, as it is in much of Hellea. In addition to the common forms of oratory, satire is a popular art form in the cities of the League. Satire is used both for entertainment, as a way of humorously mocking public figures, and also as a political tool. Throughout the city-states figures of state frequently employ satirists to write and perform works critical of their opponents, or even write satirical plays themselves. Many satirists incorporate minor magical tricks into their works to enhance the effect. There are even a handful of oratory schools in Metrya that specialize in teaching this style.


The [[Apsium Magical Institute]] in Tirzah is one of the foremost centers of magical learning in the world, and is especially prestigious among mages around the Chaska Sea. The Institute has cemented Tirione’s reputation as a desirable place to live if one is interested in the magical arts.
Bards are disproportionately common in the Machaian League, in particular those that fuse their magic with their oratory skills. These bards use their spells to aid their speaking abilities in convincing others of their views, riling up crowds, or performing in other contexts. In democratic politics, however, use of any kind of magic that would aid in electoral efforts is strictly prohibited - this ban was instituted after orators began using spells like mass suggestion to "convince" others to vote their way. However, the exact wording of the ban is somewhat vague, and some try to find ways to skirt this prohibition.


Basic levels of education are easily accessible to all in Tirione, as schools are funded by the state and are free to attend. Higher levels require the attendee to pay, though large numbers of Tirionites achieve higher levels of education regardless. Basic education focuses on subjects like mathematics and literacy, while higher education emphasizes oration, history, and related topics. Literacy races are generally high in Tirione.
=== Architecture and urbanization ===
Similar to elsewhere in Hellea, Machaian architecture takes a variety of forms, depending on the purpose of the building. Most immediately striking are the palaces and temples, with their tall marble columns, grand arches, gabled roofs, and detailed reliefs carved in the walls. More mundane buildings are usually built of stone, brick, and stucco. Whether buildings are ceremonial or domestic, Hellean architecture emphasizes open space - tall hallways, paths, and courtyards are all common. Floors are usually made of polished stone or mosaics. These mosaics generally depict something related to the purpose of the building. An apothecary's shop, for example, might have a mosaic showing plants sold there or the owner of the shop tending to them.


Races are especially common sporting activities in Tirione. Using chariots pulled by horses or more exotic creatures, races are team events - betting is widespread, especially if one has a preferred team. Teams are often sponsored as well, usually by wealthy individuals, cities, or companies. Sometimes these bets and sponsorships result in fans (or teams themselves) sabotaging other teams in various ways - though completely against the rules of the sport, this behavior is widespread regardless. Winning a race not only brings wealth but also a great deal of prestige.
The city-states of the Machaian League contains some of the oldest still-standing examples of ancient Hellean architecture, many of which remain in use. This is especially the case in the mountains, where a combination of their diligent maintenance and out of the way locations has led to a remarkable level of preservation. The temples of Taretus and Sirra in particular are quite old, as even when damaged or destroyed they are rebuilt using as much of the original material and design as possible.


Tirionite clothing primarily centers around simple tunics and robes, similar in style to the clothing of Khapesh and Ashurayu. Among the common people clothing is usually sparsely decorated or ornamented, while both are far more widespread among the upper class. Most clothes are made of linen or cotton and dyed in various colors. Purple is especially popular among the upper class.
=== Travel ===
Most travel throughout the League is by way of the Gulf of Teneucia or the Aralo River, at least as much as is possible. Those wishing to travel the [[Asterian Trail]] often journey to the start of the route by first passing through the Machaian League, as it provides the fastest and easiest way through the Greenwall.


== Government ==
== Government ==
Within the metropole, Tirione’s government is a representative democracy. The country is divided into thirty districts, each of which elects three delegates via a ranked system to the parliament, referred to as the National Assembly. The Assembly is vested with the ability to draft, enact, and enforce legislation. There is no executive role in Tirione’s government, though the leading coalition of the Assembly appoints a delegate, known as the Master of the Assembly, to serve as speaker and leader of internal actions. Rather than a judicial system, Tirione relies upon district councils to arbitrate disputes and interpret the law as necessary.
Unified far more by their shared opposition to the Halakran League rather than by shared ideals, each city in the Machaian League governs itself independently. Once despotic city-states, all are now democracies, following in the footsteps of Metrya which revived this ancient, pre-[[Eurykrates|Eurykratian]] Hellean tradition around two centuries ago.


Delegates serve in five year terms. Due to the complexity and size of elections, results are generally only known a year after voting begins.
As with the old practices, there remain limits on who can engage in democratic politics of the Machaian League. Only long-term residents are allowed a vote or to share their voice in the agora, and in some communities, most notably Axus, one must own a certain amount of land in or around the city as well.


Districts in parliament are redrawn as necessary every thirty years, to ensure a roughly equal population between them. To facilitate this, a detailed census is kept. This population based system means that districts can be quite lopsided in land area - for example, district 1 encompasses only the North Waterside and Stormguard neighborhoods of the city of Tirione, while district 27 consists of much of the northeast part of the state.
Assemblies convene regularly in Machaian cities, where citizens can discuss and vote on issues that have been raised. All assemblies are public affairs - votes are never secret. Voting is usually preceded by speeches where advocates of differing positions attempt to make their case. Local agora and amphitheaters serve as the central location of political life, outdoor structures that also serve as gathering places for festivals, entertainers, and other special occasions. Assemblies are organized and led by directly elected representatives of each city.
 
Tirione is currently led by the 102nd Assembly, which includes the following parties:
 
* Western Seas Alliance (55 assembly members)
** Drawing its support from the merchants guilds and the urban population, the Western Seas Alliance seeks to further Tirione’s control over Chaskan trade. The party also advocates for expanded colonial endeavors, both in “uninhabited” regions and by taking over existing settlements. It is widely understood that the party controls elections by bribery, giving out favors and promising local developments unrelated to its agenda if the party’s delegates are elected. The party’s continued strong presence in the Assembly has thwarted any attempt to end this practice.
* Agricultural Unionist Party (11 assembly members)
** The AUP’s delegates almost entirely come from the highlands regions of Tirione, where they focus on projects that encourage local development of rural regions versus colonial growth. The sole exception is Zuranna Arannal from district 8 (east side of Tirzah), who was elected in an odd protest vote situation in an urban district.
* Tirione Restoration Party (4 assembly members)
** The Restoration Party views the independent city states to the north and south as being rightfully part of Tirione, on the bases of the ancient political union, and advocates for this kingdom to be reformed - diplomatically or militarily.
* Movement for Separation (3 assembly members)
** Not all in Tirione are supportive of the nation’s colonial endeavors. The inhabitants of the interior city of Ras Shamra in particular have become increasingly opposed to what they see as unfair advantages given to the merchants based in the coastal cities; the MFS represents this discontent, and pushes (essentially completely ineffectively, given their number) for an end to Tirione’s colonial system.
* Magical Dominion Party (1 assembly member)
** The Magical Dominion Party, represented only by Zisinma Lagalu, delegate from district 8 (Tirzah South), is a single issue party that believes all delegates in Tirionite politics should be required to have magical abilities - the justification being that this would give them increased insights and better judgement. The party is supported by the Apsium Magical Institute in Tirzah, from which it draws almost all its votes.
* Independent delegates (16 assembly members)
** Independent members of the Assembly do not formally associate with any political party, though frequently align with one or more based on shared interests. These delegates hail from districts across Tirione.
 
Tirione’s administration of its colonies is quite different from its internal governance. Though this varies by colony, it tends towards the dictatorial - the Assembly in Tirione determines how the colonies are to be run, and colonies generally do not enjoy the representative politics of the metropole.


== Economy ==
== Economy ==
While previously centered around its own natural resources, today Tirione’s economy is heavily built off the backs of its colonies, with which it has a generally quite extractive relationship. Raw resources and finished goods are shipped in from the colonies, where they are then sold by Tirionite merchants throughout the Chaska and beyond. Tirione is one of the dominant maritime merchant powers, and frequently closely involves its military navy to assist its merchant fleet.
Within the Machaian League, the city-states of Taretus and Metrya have economies that are primarily oriented around trade, while those of Sirra and Axus are based more around raw resource production. Taretus' position in the largest pass in the Greenwall affords it great control and influence over goods passing east and west from the Gulf of Teneucia and [[Ephardia]], while Metrya's location at the mouth of the Aralo River means most merchants in the League eventually pass through its ports.
 
Agriculture of course remains significant within Tirione, but has by this point shifted to focus on purely supporting its own inhabitants rather than for profit motives.


== Relations ==
{{CitiesMachaianLeague}}
Tirione is one of the few surface states surrounding the Chaska Sea to have official diplomatic relations with the underwater cities and kingdoms. Though normally rather xenophobic in nature, Tirione has managed to curry enough favor with most underwater polities to at least cause them to be open to discussions. Tirione uses these relationships to the advantage of its merchant fleet, frequently creating deals with powerful undersea spellcasters to ensure calm waters (or to blow the fleets of its competitors off course).


{{CitiesMetrya}}
[[Category:Nations]]
[[Category:Nations]]
[[Category:Metrya]]
[[Category:Machaian League]]
[[Category:Democracies]]
[[Category:Hellea]]
[[Category:Hellea]]

Latest revision as of 00:18, 12 June 2024

The Machaian League (pronounced mah-KAI-an) is a confederation of Hellean city-states in the northwest of the peninsula who have allied together for mutual defense against the ambitions of the Halakran League. Following the lead of the largest of the city-states, Metrya, the Machaian League has revived the ancient Hellean practices of direct democracy.

Geography, flora, and fauna

The lands of the League lie between the northern Greenwall and the Gulf of Teneucia, with a generally cooler climate than Hellea as a whole. This hilly and rugged landscape of the west, against the mountains, becomes flatter and less forested as one moves east towards the coast. Machaian forests are primarily comprised of oaks, spruces, beeches, and black pines. The plains near the gulf are not only grasses but also small bushes and a large variety of flowering plants - in the springs, the grasslands bloom into fields of many colors.

Lycanthropes reportedly have negative reactions to the water of the Aralo River that begins in the Greenwall before flowing east into the Gulf. Some suspect this to be the result of particulate silver carried south from the ore-rich mountains.

A wide range of animals can be found in the Machaian League, including badgers, lions, lynx, wolves, otters, weasels, deer, and chamois. Birds such as falcons, eagles, and vultures are common as well.

Though less common in the Machaian League than in the neighboring Halakran League, griffons live in the wilds of the region. Some even train these creatures, though as they are intelligent and value loyalty highly, some find it better to gain their friendship instead.

History

While the city-states of the region had long had close ties, it was only in Y9698* that the Machaian League was formed. Concerned about the growing ambitions of the Halakran League to the south, and fearful they could be the next targets of Halakran aggression as they attempted to unify the peninsula, the cities banded together to form a league of their own. The League initially contained Metrya, Taretus, and Sirra, with Axus joining in Y9702* after breaking away from the Halakran alliance.

Demographics

The Machaian League is quite cosmopolitan, with individuals of many ancestries calling the region home. Humans, half-elves, elves, dwarves, and sylphs account for most but not all of the League's population. Though few in number, a handful of centaurs live in the Machaian League, where they often important roles as figures of state. Several giant clans also call the Machaian Greenwell home.

Culture

See Hellea for more information on culture, geography, and history that is common to the nations of the peninsula.

Religion

Like elsewhere in Hellea, the hero-gods play a prominent role in Machaian religion. The region's long stability and relatively high populations means that when hero-gods seek servants to further their goals, they frequently turn to the cities of the League. One hero-god, Kynos, resides within the the city-state of Metrya, and many of his itinerant clerics can be found across the region's cities.

Aside from the hero-gods, the people of the Machaian League also follow the gods of the Hellean pantheon. Khalkeus, Triteia, and Hemera are particularly popular, as are Psais and Lycia to lesser degrees. Major cities usually have large religious districts, home to monumental temples and those who serve within them.

Traditions

The people of the Machaian League have a strong culture of festivals, held to commemorate historical events, holy days, or simply to have fun. Many festivals are sponsored and funded directly by the city-states, as long as they can gain approval. Those that are not state-sponsored are still legal and tolerated, but generally smaller and less lavish as they must rely on private support instead.

Languages

Hellean is by far the most frequently spoken language in the Machaian League, followed by Common. Ancestral languages, especially Elven and Dwarven, are also widespread. Regional languages of elsewhere, especially Thadrian and to a lesser degree Roeda, can be heard widely in the major cities of the League.

Arts

Black-figure pottery is an art form with a long history in the city-states of the League. Leaving behind realistic depictions in favor of stylistic elements, this type of decoration is used not just for formal art pieces but also for pottery that sees every-day use. Liquid or loose trade goods from the League, those that are shipped in pithoi, can be easily identified by the decoration on their containers.

The art of oration is a longstanding tradition in the Machaian League, as it is in much of Hellea. In addition to the common forms of oratory, satire is a popular art form in the cities of the League. Satire is used both for entertainment, as a way of humorously mocking public figures, and also as a political tool. Throughout the city-states figures of state frequently employ satirists to write and perform works critical of their opponents, or even write satirical plays themselves. Many satirists incorporate minor magical tricks into their works to enhance the effect. There are even a handful of oratory schools in Metrya that specialize in teaching this style.

Bards are disproportionately common in the Machaian League, in particular those that fuse their magic with their oratory skills. These bards use their spells to aid their speaking abilities in convincing others of their views, riling up crowds, or performing in other contexts. In democratic politics, however, use of any kind of magic that would aid in electoral efforts is strictly prohibited - this ban was instituted after orators began using spells like mass suggestion to "convince" others to vote their way. However, the exact wording of the ban is somewhat vague, and some try to find ways to skirt this prohibition.

Architecture and urbanization

Similar to elsewhere in Hellea, Machaian architecture takes a variety of forms, depending on the purpose of the building. Most immediately striking are the palaces and temples, with their tall marble columns, grand arches, gabled roofs, and detailed reliefs carved in the walls. More mundane buildings are usually built of stone, brick, and stucco. Whether buildings are ceremonial or domestic, Hellean architecture emphasizes open space - tall hallways, paths, and courtyards are all common. Floors are usually made of polished stone or mosaics. These mosaics generally depict something related to the purpose of the building. An apothecary's shop, for example, might have a mosaic showing plants sold there or the owner of the shop tending to them.

The city-states of the Machaian League contains some of the oldest still-standing examples of ancient Hellean architecture, many of which remain in use. This is especially the case in the mountains, where a combination of their diligent maintenance and out of the way locations has led to a remarkable level of preservation. The temples of Taretus and Sirra in particular are quite old, as even when damaged or destroyed they are rebuilt using as much of the original material and design as possible.

Travel

Most travel throughout the League is by way of the Gulf of Teneucia or the Aralo River, at least as much as is possible. Those wishing to travel the Asterian Trail often journey to the start of the route by first passing through the Machaian League, as it provides the fastest and easiest way through the Greenwall.

Government

Unified far more by their shared opposition to the Halakran League rather than by shared ideals, each city in the Machaian League governs itself independently. Once despotic city-states, all are now democracies, following in the footsteps of Metrya which revived this ancient, pre-Eurykratian Hellean tradition around two centuries ago.

As with the old practices, there remain limits on who can engage in democratic politics of the Machaian League. Only long-term residents are allowed a vote or to share their voice in the agora, and in some communities, most notably Axus, one must own a certain amount of land in or around the city as well.

Assemblies convene regularly in Machaian cities, where citizens can discuss and vote on issues that have been raised. All assemblies are public affairs - votes are never secret. Voting is usually preceded by speeches where advocates of differing positions attempt to make their case. Local agora and amphitheaters serve as the central location of political life, outdoor structures that also serve as gathering places for festivals, entertainers, and other special occasions. Assemblies are organized and led by directly elected representatives of each city.

Economy

Within the Machaian League, the city-states of Taretus and Metrya have economies that are primarily oriented around trade, while those of Sirra and Axus are based more around raw resource production. Taretus' position in the largest pass in the Greenwall affords it great control and influence over goods passing east and west from the Gulf of Teneucia and Ephardia, while Metrya's location at the mouth of the Aralo River means most merchants in the League eventually pass through its ports.