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|name = Halakros
|name = Halakros
|image = Flag_Halakros.webp
|image = Flag_Halakros.webp
|capital = [[Tyricus]]
|capital = [[Asetta]]
|ruler = Queen [[Ianthe Halakrid]]
|ruler = League council
|government = Feudal monarchy
|government = League council
|demonym = Halakran
|demonym = Halakran
|adjective = Halakran
|adjective = Halakran
|languages = [[Hellean]], [[Common]]
|languages = [[Hellean]], [[Common]]
|religions = [[Hero-gods]]; [[Hellean pantheon]]
|religions = [[hero-god|Hero-gods]]; [[Hellean pantheon]]
}}
}}
'''Halakros''' {{Pronunciation|ha-LOCK-ros}} is the largest of the Hellean states, and one of very few feudal kingdoms in the world. Many of the oldest cities, structures, and ruins of [[Hellea]] are located within Halakros. Under much of the kingdom, within the [[Depths]], lies a [[Acheron Labyrinth|massive and elaborate labyrinth]] that has trapped many adventurers.
The '''Halakran League''' {{Pronunciation|hah-LOCK-ran}} is a large confederation of [[Hellea|Hellean]] city-states that encompasses most of the central and southern regions of the peninsula. Originally formed as a defensive bulwark to counter the ambitions of [[Iaramnae]], the city-states of the Halakran League have since turned their eyes towards the reunification of Hellea as well, though more through diplomatic maneuvering than force. Under much of the League, within the [[Depths]], lies a [[Acheron Labyrinth|massive and winding labyrinth]] that has trapped many adventurers.


== Geography, flora, and fauna ==
== Geography, flora, and fauna ==
Halakros stretches across almost half the land area of Hellea, from the [[Sea of Khoros]] in the west to the [[Sea of Ersas]] in the east. Encompassing everything from the densely forested mountains of the [[Greenwall]] to the flat, placid plains of the [[Charados River|Charados]] river basin, Halakros is geographically highly varied. The climate of the region ranges from the warm Chaskan coast to the more seasonal weather of the Hellean interior. The Halakran interior, away from the coastal storms and the weather patterns off the Greenwall, tends to be somewhat dry, though most of the rest of the region receives fairly consistent precipitation.
The territory of the Halakran League stretches across almost half the land area of Hellea, from the [[Sea of Khoros]] in the west to the [[Sea of Ersas]] in the east. Encompassing everything from the densely forested mountains of the [[Greenwall]] to the flat, placid plains of the [[Evenus River|Evenus]] river basin, this landscape is geographically highly varied. The climate of the region ranges from the warm Chaskan coast to the more seasonal weather of the Hellean interior. Parts of the northwest, from the coast, can be somewhat dry, though most of the rest of the region receives fairly consistent precipitation.


The Greenwall is a relatively old mountain range. It has been somewhat eroded by time, the formerly sharp peaks ground down by wind and water. In comparison, the mountains in southeastern Halakros are much younger. These are still relatively rough and bear the signs of their volcanic births.
The Greenwall is a relatively old mountain range. It has been somewhat eroded by time, the formerly sharp peaks ground down by wind and water. In comparison, the mountains in of the southeastern Halakran League are much younger. These are still relatively rough and bear the signs of their volcanic births.


Rivers in Halakros generally originate from within the Greenwall before making their way to the coasts. The Charados River is the largest within Halakros, winding its way east across the center of the kingdom. The Charados river basin is home to the center of Halakran agriculture, with most of the old forests felled to make use of the fertile soil.  
Most rivers in the Halakran League originate from within the Greenwall before making their way to the coasts. The Evenus River is the largest within Halakros, winding its way north across the center of the League. The basin of this river is home to the center of Halakran agriculture, with most of the old forests felled to make use of the fertile soil.  


The [[wikipedia:Dadia_Forest|interior forests]], especially around the border with [[Metrya]] and [[Ephardia]], are old growth forests of pine and oak. Though the trees grow well in the rocky and hilly landscape, most crops can’t take root nearly as well, which has contributed to the lack of development in the area. Alongside the number of dangerous creatures that make their home in the forests, this is enough to discourage most from venturing within. In comparison, coastal tree cover tends to be much more sparse, generally consisting of groves of shorter trees like olives, mastics, and others.
The [[wikipedia:Dadia_Forest|interior forests]], especially around the border with the [[Machaian League]] and [[Ephardia]], are old growth forests of pine and oak. Though the trees grow well in the rocky and hilly landscape, most crops can’t take root nearly as well, which has contributed to the lack of development in the area. Alongside the number of dangerous creatures that make their home in the forests, this is enough to discourage most from venturing within. In comparison, coastal tree cover tends to be much more sparse, generally consisting of groves of shorter trees like olives, mastics, and others.


Wildlife in Halakros ranges from the large, such as bears, wolves, leopards, boars, wild horses, ibexes, and deer, to the small, including hedgehogs, birds, polecats, and rodents. Though fewer in number now than they were in the past, some small herds of elephants still roam the highlands of Halakros. Some believe the elephants, normally native to the lands south of the Chaska Sea, were introduced to Hellea long ago by cyclops. Marine life is common off the coasts, including [[wikipedia:Mediterranean_monk_seal|seals]] and a large variety of fish and crustaceans.
Wildlife in the Halakran League ranges from the large, such as bears, wolves, leopards, boars, wild horses, ibexes, and deer, to the small, including hedgehogs, birds, polecats, and rodents. Though fewer in number now than they were in the past, some small herds of elephants still roam the highlands near the Greenwall. Some believe the elephants, normally native to the lands south of the Chaska Sea, were introduced to Hellea long ago by cyclops. Marine life is common off the coasts, including [[wikipedia:Mediterranean_monk_seal|seals]] and a large variety of fish and crustaceans.


Fauns, nymphs, and naiads can be commonly found in the interior forests. Generally peaceful and amenable to visitors, these fey are nonetheless territorial and protective of what they view as their domains, and will not hesitate to act if their forests are threatened. Hellean legends are full of stories of mortals and their interactions with these fey, some of which end positively and some of which do not.
Fauns, nymphs, and naiads can be commonly found in the interior forests. Generally peaceful and amenable to visitors, these fey are nonetheless territorial and protective of what they view as their domains, and will not hesitate to act if their forests are threatened. Hellean legends are full of stories of mortals and their interactions with these fey, some of which end positively and some of which do not.


Less willing to coexist peacefully with the society of Halakros are the harpies of Hellea. Found throughout Hellea but especially in the southern part of Halakros, harpies are intelligent despite their preference for humanoid flesh, and often cleverly avoid drawing enough attention to themselves to the point of provoking a response. Some Halakran lords have attempted to form alliances with local harpy tribes, but this rarely works particularly well.
Less willing to coexist peacefully with the society of the Halakran League are the harpies of Hellea. Found throughout Hellea but especially in the southern part of the League, harpies are intelligent despite their preference for humanoid flesh, and often cleverly avoid drawing enough attention to themselves to the point of provoking a response. Some local Halakran leaders have attempted to form alliances with local harpy tribes, but this rarely ends particularly well.


Griffons are known to live in the wilds of central Hellea, making their nests in the remote parts of the interior forests. Some Halakrans even train these creatures, though as they are intelligent and value loyalty highly, some find it better to gain their friendship instead.
Griffons are known to live in the wilds of central Hellea, making their nests in the remote parts of the interior forests. Some Halakrans even train these creatures, though as they are intelligent and value loyalty highly, some find it better to gain their friendship instead.


Catoblepas are occasionally reported in the inland forests as well. Fortunately these large and aggressive creatures do not often venture near population centers, as it is quite a significant cause for concern when they do.
== History ==
=== Formation of the League ===
Leagues between the city-states of Hellea have not been uncommon throughout the history of the peninsula, usually forming as a response to a mutual threat before disbanding once the danger has passed. In this sense the Halakran League carries with it a long tradition. Though organized in {{Year|5814}} in response to Iaramnaean efforts to conquer central Hellea, it was not the first, second, or even third league to be organized for this purpose, though it was certainly the largest, surpassing even the [[Niumean League]] five centuries prior.  


Alongside the wolves and other mundane large predators, farmers in Halakros keep a watchful eye out for the presence of cerastes near their herds. These highly flexible, horned, snake-like creatures are excellent ambush predators and are willing to attack animals (or people) even larger than themselves.
The Halakran League initially consisted of the city-states along the Evenus River and around [[Lake Coronis]], those who were most concerned with the outright conquests they feared would soon follow the ongoing Iaramnaean incursions into their territory, but by {{Year|5900}} they were joined by the southern port cities along the Chaska Sea as well.
 
=== Expansion ===
Unusually, though their shared show of strength temporarily deterred Iaramnae and led to its forces retreating back towards the Ersas coast, the Halakran League did not immediately disband. Certain leaders within, notably the despot of [[Niumea]] and the orator-electors of [[Mysia]], knew well that the threat would soon arise again, likely even within their own lifetimes. They pushed to retain the confederation indefinitely, an effort that may have faltered and failed were it not for the descent of the hostile [[Rock-Thrower]] giants from the Greenwall near [[Asetta]] in {{Year|5921}}. Even though the danger was well outside their own territory, the League formed an army and sent it west, soon driving the giants back into the mountains. Positioning themselves as a source of safety and stability from the centuries of conflict that had defined Hellea, the Halakran League was soon able to entice other city-states and realms to join with it, eventually encompassing the [[Acapetra Islands]] and [[Philiraki Peninsula]] by {{Year|6000}} and the city-states around the [[Cebren River]] by {{Year|6200}}.
 
=== Modern ambitions ===
Since then, with their role solidified in Hellea, the League has continued to attempt to expand, though if by more diplomatic means than are employed by their arch-rivals in Iaramnae. The city-states on the islands within the [[Gulf of Teneucia]], for example, were convinced into joining the confederation by {{Year|6750}} after Halakran diplomats were able to persuade local leaders that the increase in [[Viridia|Viridian]] warships in the gulf, and the legions' new presence in [[Magnia]], meant that an invasion by the Dominion was imminent. While they rarely resort to military means, many peoples in Hellea outside the Halakran League have come to view them as just as much a threat as Iaramnae, especially with the recent rhetoric from the League council indicating they too wish to re-forge a unified Hellea, if perhaps by different methods.


== Demographics ==
== Demographics ==
The inhabitants of Halakros are predominantly human, alongside large populations of [[Dwarf|dwarves]], half-elves, tieflings, aasimar, goblins, oreads, [[tengu]], and others. Generally speaking, coastal cities, especially those in the east, have more cosmopolitan demographics than those elsewhere in the region. Though usually reclusive, some tribes of centaurs live a nomadic existence in the forests east of the Greenwall.
The inhabitants of the Halakran League are predominantly [[human,]] alongside large populations of [[Dwarf|dwarves]], half-elves, [[goblin|goblins]], [[tengu]], and others. Generally speaking, coastal cities, especially those in the east, have more cosmopolitan demographics than those elsewhere in the region. Though usually reclusive, some tribes of [[centaur|centaurs]], most notably the [[Kheironoi]], live a nomadic existence in the forests east of the Greenwall and in the [[Thunderlands]]. [[Minotaur|Minotaurs]] can be found in the territory of the League as well.


== Culture ==
== Culture ==
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=== Religion ===
=== Religion ===
Like elsewhere in Hellea, the [[hero-gods]] play a prominent role in Halakran religion. At least two hero-gods, [[Hephaistos]] and [[Antikythera]], currently reside in or under Halakros.  
Like elsewhere in Hellea, the [[hero-god|hero-gods]] play a prominent role in Halakran religion. At least two hero-gods, [[Hephaistos]] and [[Antikythera]], currently reside in or under Halakros.
 
Aside from the hero-gods, the people of the Halakran League also follow the gods of the [[Hellean pantheon]]. The largest temples and followings are to [[Hemera]], [[Psais]], and [[Khalkeus]], but nearly all gods have at least some devotees in the League.
 
=== Society ===
Ultimately each city-state within the Halakran League remains largely independent, often with very different laws, traditions, and customs than their neighbors. While all work together within the League for their mutual goals, the confederation is specifically structured in such a way that various populations and communities throughout it can still govern themselves as they see fit, as long as all contribute to their shared defense.


Aside from the hero-gods, the people of Halakros also follow the gods of the [[Hellean pantheon]]. The largest temples and followings in Halakros are to [[Hemera]], [[Psais]], and [[Khalkeus]], but nearly all gods have at least some devotees in the kingdom.
The population of the Halakran League is disproportionately distributed along the southern and northern coasts, as well as along the major rivers. Much of the inland territory of the League is sparsely inhabited - travelers can cover large expanses of land and not see a single other person other than those who are accompanying them. Historically this was not always the case, as the plentiful ruins in various states of decay can attest.


=== Languages ===
=== Languages ===
[[Hellean]] is by far the most frequently spoken language in Halakros, followed by [[Common]]. Racial languages, especially Elven and Dwarven, are also widespread. Regional languages of elsewhere can be heard widely in the coastal cities of Halakros, but become less common as one travels to the interior.  
[[Hellean]] is by far the most frequently spoken language in the Halakran League, followed by [[Common]]. Ancestral languages, especially [[Elven]] and [[Dwarven]], are also widespread. Regional languages of elsewhere can be heard widely in the coastal cities of the League but become less common as one travels to the interior.  


=== Food and cuisine ===
=== Food and cuisine ===
Halakran food and agriculture shares many of the same characteristics as elsewhere in Hellea. However, Halakran cuisine varies widely - the food eaten by those on the southern coast, for example, is going to be quite different from the ingredients and preparations of choice in the northern interior.  
Halakran food and agriculture shares many of the same characteristics as elsewhere in Hellea. However, Halakran cuisine varies widely - the food eaten by those on the southern coast, for example, is quite different from the ingredients and preparations of choice in the interior, which is itself distinct from that of the northern coast. This difference is largely due to the changing climate as one moves throughout Hellea.


=== Occupations ===
=== Occupations ===
Most inhabitants of Halakros find a living as farmers or craftspeople in cottage industries - the economic changes that have begun to transform neighboring [[Metrya]] and [[Eretrebus]] have not yet found root in the kingdom. Halakros is, however, known for its shipbuilding. Most ships from Hellea, at least those that see mercantile and not military use, are first floated in the dockyards of [[Niumea]], [[Harpasus]], and [[Kerkada]].
Most inhabitants of the Halakran League find a living as farmers or craftspeople in cottage industries, or else supporting the mercantile activity of the coastal city-states. The League is also known for its shipbuilding. Most ships from Hellea, at least those that see mercantile and not military use, are first floated in the dockyards of [[Prythra]], [[Harpasus]], and [[Thyrsus]].


=== Architecture and urbanization ===
=== Architecture and urbanization ===
Quite similar to elsewhere in Hellea, Halakran 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, at least for those who can afford them, 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.
Quite similar to elsewhere in Hellea, Halakran 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.
 
=== Acheron Labyrinth ===
{{SeeAlso|Acheron Labyrinth}}


Under Halakros lies the [[Acheron Labyrinth]], an immense underground maze that stretches across almost the entire kingdom. Usually considered part of poorly mapped Depths, the Labyrinth is connected to the surface by a number of cave systems, as well as some intentionally connected entrances. The Labyrinth itself was built at some point in the distant past by unknown creators - while much of it has been seriously damaged by time, geological processes, and the denizens of the dark, other sections remain remarkably intact and still show the original architectural style. The floors and walls in these better-preserved parts of the Labyrinth are cut and polished to perfect right angles and smooth faces. Doors, bridges, and other moving parts are made of the same local stone, but are fitted together so impossibly closely that these are almost indistinguishable from the surrounding maze. A great number of dangerous creatures live in the Acheron Labyrinth, and some who wish to hide from the above world make their homes within the maze. In addition to being highly confusing to navigate simply due to its layout, many have reported the Labyrinth seems to warp space, further disorienting those that attempt to venture within.
Under the Halakran League lies the [[Acheron Labyrinth]], an immense underground maze that stretches across almost the entire kingdom. Usually considered part of poorly mapped Depths, the Labyrinth is connected to the surface by a number of cave systems, as well as some intentionally connected entrances. The Labyrinth itself was built at some point in the distant past by unknown creators - while much of it has been seriously damaged by time, geological processes, and the denizens of the dark, other sections remain remarkably intact and still show the original architectural style. The floors and walls in these better-preserved parts of the Labyrinth are cut and polished to perfect right angles and smooth faces. Doors, bridges, and other moving parts are made of the same local stone, but are fitted together so impossibly closely that these are almost indistinguishable from the surrounding maze. A great number of dangerous creatures live in the Acheron Labyrinth, and some who wish to hide from the above world make their homes within the maze. In addition to being highly confusing to navigate simply due to its layout, many have reported the Labyrinth seems to warp space, further disorienting those that attempt to venture within.


=== Travel ===
=== Travel ===
Travel in Halakros is undertaken using the rivers and seas as much as possible - roads are of inconsistent quality, often highly dependent on the priorities of local lords. While bandits might be an unfortunately regular sight on some roads, travellers must be wary that the highwaymen are not sponsored by the area’s baron or count, who generally do not take kindly on adventurers who murder their soldiers for levying “legitimate tolls”.
Travel through the Halakran League is undertaken using the rivers and seas as much as possible - roads are of inconsistent quality, often highly dependent on the priorities of local leaders. While bandits might be an unfortunately regular sight on some roads, travelers must also be wary of highwaymen are not sponsored by the area's local leaders, whoever that may be, who generally do not take kindly on adventurers who murder their soldiers for levying "legitimate tolls".
 
Halakros does not see much immigration, and in fact the population of the kingdom is in slow decline as many of those with means relocate to parts of Hellea that have more opportunities.  


=== Magic ===
=== Magic ===
Of all the mages of Halakros, the construct crafters stand out in particular. Mostly followers of the hero-god Hephaistos, these casters are renowned for their ability to bring inanimate material to motion, whether using purely magical means, like golems, or using a combination of magic with intricate mechanical contraptions.
Of all the mages of the Halakran League, the construct crafters stand out in particular. Mostly followers of the hero-god Hephaistos, these casters are renowned for their ability to bring inanimate material to motion, whether using purely magical means, like golems, or using a combination of magic with intricate mechanical contraptions.
 
=== Education ===
Higher educational institutions in Halakros are primarily religious in nature, prioritizing the learning prospective clerics require. However, most temples also offer schooling for the children of their congregation, instructing in all the basic subjects. The quality of these schools, as well as literacy rates in Halakros, are widely variable, depending on location (generally better along the coasts) and the inclination of local rulers (temple schools that enjoy the patronage of their liege usually do much better).
 
=== Society ===
The population of Halakros is disproportionately distributed along the southern and eastern coasts, as well as along the major rivers. Much of inland Halakros is sparsely inhabited - travelers can cover large expanses of land and not see a single other person other than those who are accompanying them. This was not always the case, as the plentiful ruins can attest.
 
Halakros is littered with ancient ruins in various states of decay. The kingdom is known in Hellean popular culture as the “land of legend”, the site of many of the peninsula’s most famous tales and heroes. This reputation pulls many adventurers to the region, who find they have plentiful places to explore (and dangerous creatures to face).  


== Government ==
== Government ==
While monarchies and autocracies of various sorts are common throughout the world, including in Hellea, Halakros is unique among these. Though most monarchies elsewhere make heavy use of a bureaucracy for administrative purposes, the Halakran system of governance has instead developed into a [[wikipedia:Feudalism|decentralized hierarchy relying on codified obligations]]. In Halakros, a monarch does not oversee appointed administrators but instead heads a network with the monarch at the top, dukes and duchesses below them, then counts and finally barons still lower.  
The Halakran League is a confederation between a great many city-states of the Hellean peninsula. While the League itself is led by a council representing each major city, their authority is limited to matters of shared defense - each city can still govern itself, and have its own diplomatic relations, as it sees fit. In this fractious system, it is not uncommon for rival city-states within the League to engage in diplomatic maneuvering against each other, even when it comes to relations with other nations; all is permitted as long as they do not undermine the mutual interests of the League.
 
To the rest of the world, the Halakran feudal system is something of an anomaly, and looked upon strangely by most. It manages to effectively keep at least nominal control over a vast stretch of territory, but the central monarch has little direct sway or influence in most matters. Bickering between their underlings is widespread, sometimes even escalating to warfare.
 
This system developed in the aftermath of the collapse of the last remaining diadochi state (aside from Iaramnae), at the time ruled by the Halakrid dynasty. Unable to exercise the direct control they had long enjoyed, and seeking ways to placate their large and restless armies, the Halakrid rulers took to granting their strategoi rights to large amounts of land, in exchange for loyalty, taxation, labor, and military support in the form of levies. Over time this system morphed to incorporate the same type of reciprocal land grants between the strategoi and their underlings, which added additional steps to the hierarchy. Though not initially the case, these various titles slowly became hereditary as well.
 
The Halakran government and legal code relies heavily on unwritten rights and laws, rather than a strictly codified framework. Despite being largely informal, a flagrant disregard of these is looked upon extremely negatively. This applies not just to laws regarding everyday activities, but also to the feudal lords - each has obligations expected of them, by those both above and below.


The decentralization of the feudal system means that dukes and counts are given a fair amount of latitude in how they rule. As a result, the exact experience one has in Halakros can vary widely depending on whether or not the local ruler is benevolently-natured.  
In order to enjoy the benefits of the League, most notably protections from Iaramnae, each city-state must contribute soldiers and their armaments, raw resources, and coin to the defense of the League. These soldiers are organized into a military that is under the authority of the League council to direct as it sees fit.


The name “Halakros” is something of an exonym - people within the region will more commonly describe themselves as living in the land of their local lord, whoever that might be. The [[House Halakrid|Halakrid dynasty]] still rules the region today, though this has not been without interruption. The dynasty has been replaced and restored many times over the centuries, with other families taking the throne for brief periods.
Individual city-states are governed in a variety of ways. While some are democracies, akin to in the Machaian League or in Iaramnae, most are instead merchant republics or autocracies ruled by despots.


== Economy ==
== Economy ==
Generally speaking, Halakros is internally self-sufficient, or at least could be. The feudal system introduces many complexities and pitfalls that stop this, as local rulers often raise heavy tariffs on merchants from their rivals’ lands, or outright ban the merchants from passing through their territory. As a result, trade networks in Halakros are often highly unintuitive and frustrating for those unfamiliar with their inner workings.
The river basins of the Halakran League are highly fertile and produce large amounts of food, some of which ends up exported elsewhere. Ores and other minimally-worked raw materials are the League's largest exports by a significant margin, followed by wines from the north.


The river basins of Halakros are highly fertile and produce large amounts of food, some of which ends up exported elsewhere. Ores and other minimally-worked raw materials are Halakros’ largest exports by a significant margin.  
As the League is only unified as a loose confederation, trade networks throughout can be complex, as local rulers are free to, and often do, raise heavy tariffs on merchants from their rivals' lands, or even ban them from passing through their territory. As a result trade in the Halakran League can be highly unintuitive and frustrated to those unfamiliar with its inner workings and history.


More recently, some cities in Halakros have been granted special privileges as “free ports”. Under this arrangement, these cities are given far more latitude in their self-administration, and are free from most feudal obligations. Generally those living within cannot be called up as levies, for example, but are taxed highe in exchanger. The free ports were created to draw merchants into Halakros and grow the economies of the regions around them, as the status of Halakros has faltered somewhat over the centuries as their neighbors have grown far faster in wealth, power, and prestige. The current free cities are [[Pyrgillai]], [[Thasos]], [[Harpasus]], and [[Agrinespontos]].  
Certain cities in the League enjoy the designation of "free port". Under this arrangement, the cities are released from the burden of providing soldiers and material to support the League, and are instead permitted to contribute only monetarily towards the confederation's shared goals. The current free ports are [[Harpasus]], [[Asine]], [[Caeno]], and [[Cressa]].


== Relations ==
{{CitiesHalakros}}
Historically, Halakran monarchs have been strongly opposed to [[Viridia|Viridian]] influence in Hellea and have often sought to form alliances with other Hellean states as a bulwark against further expansion. In the current era of slow Viridian decline, Halakran rulers have taken on an expansionist viewpoint and seek to present themselves as the new lords of greater Hellea, a position that has not been appreciated by many.


{{CitiesHalakros}}
[[Category:Nations]]
[[Category:Nations]]
[[Category:Halakros]]
[[Category:Halakros]]
[[Category:Monarchies]]
[[Category:Hellea]]
[[Category:Hellea]]

Latest revision as of 03:02, 20 June 2024

The Halakran League (pronounced hah-LOCK-ran) is a large confederation of Hellean city-states that encompasses most of the central and southern regions of the peninsula. Originally formed as a defensive bulwark to counter the ambitions of Iaramnae, the city-states of the Halakran League have since turned their eyes towards the reunification of Hellea as well, though more through diplomatic maneuvering than force. Under much of the League, within the Depths, lies a massive and winding labyrinth that has trapped many adventurers.

Geography, flora, and fauna

The territory of the Halakran League stretches across almost half the land area of Hellea, from the Sea of Khoros in the west to the Sea of Ersas in the east. Encompassing everything from the densely forested mountains of the Greenwall to the flat, placid plains of the Evenus river basin, this landscape is geographically highly varied. The climate of the region ranges from the warm Chaskan coast to the more seasonal weather of the Hellean interior. Parts of the northwest, from the coast, can be somewhat dry, though most of the rest of the region receives fairly consistent precipitation.

The Greenwall is a relatively old mountain range. It has been somewhat eroded by time, the formerly sharp peaks ground down by wind and water. In comparison, the mountains in of the southeastern Halakran League are much younger. These are still relatively rough and bear the signs of their volcanic births.

Most rivers in the Halakran League originate from within the Greenwall before making their way to the coasts. The Evenus River is the largest within Halakros, winding its way north across the center of the League. The basin of this river is home to the center of Halakran agriculture, with most of the old forests felled to make use of the fertile soil.

The interior forests, especially around the border with the Machaian League and Ephardia, are old growth forests of pine and oak. Though the trees grow well in the rocky and hilly landscape, most crops can’t take root nearly as well, which has contributed to the lack of development in the area. Alongside the number of dangerous creatures that make their home in the forests, this is enough to discourage most from venturing within. In comparison, coastal tree cover tends to be much more sparse, generally consisting of groves of shorter trees like olives, mastics, and others.

Wildlife in the Halakran League ranges from the large, such as bears, wolves, leopards, boars, wild horses, ibexes, and deer, to the small, including hedgehogs, birds, polecats, and rodents. Though fewer in number now than they were in the past, some small herds of elephants still roam the highlands near the Greenwall. Some believe the elephants, normally native to the lands south of the Chaska Sea, were introduced to Hellea long ago by cyclops. Marine life is common off the coasts, including seals and a large variety of fish and crustaceans.

Fauns, nymphs, and naiads can be commonly found in the interior forests. Generally peaceful and amenable to visitors, these fey are nonetheless territorial and protective of what they view as their domains, and will not hesitate to act if their forests are threatened. Hellean legends are full of stories of mortals and their interactions with these fey, some of which end positively and some of which do not.

Less willing to coexist peacefully with the society of the Halakran League are the harpies of Hellea. Found throughout Hellea but especially in the southern part of the League, harpies are intelligent despite their preference for humanoid flesh, and often cleverly avoid drawing enough attention to themselves to the point of provoking a response. Some local Halakran leaders have attempted to form alliances with local harpy tribes, but this rarely ends particularly well.

Griffons are known to live in the wilds of central Hellea, making their nests in the remote parts of the interior forests. Some Halakrans even train these creatures, though as they are intelligent and value loyalty highly, some find it better to gain their friendship instead.

History

Formation of the League

Leagues between the city-states of Hellea have not been uncommon throughout the history of the peninsula, usually forming as a response to a mutual threat before disbanding once the danger has passed. In this sense the Halakran League carries with it a long tradition. Though organized in Y8814* in response to Iaramnaean efforts to conquer central Hellea, it was not the first, second, or even third league to be organized for this purpose, though it was certainly the largest, surpassing even the Niumean League five centuries prior.

The Halakran League initially consisted of the city-states along the Evenus River and around Lake Coronis, those who were most concerned with the outright conquests they feared would soon follow the ongoing Iaramnaean incursions into their territory, but by Y8900* they were joined by the southern port cities along the Chaska Sea as well.

Expansion

Unusually, though their shared show of strength temporarily deterred Iaramnae and led to its forces retreating back towards the Ersas coast, the Halakran League did not immediately disband. Certain leaders within, notably the despot of Niumea and the orator-electors of Mysia, knew well that the threat would soon arise again, likely even within their own lifetimes. They pushed to retain the confederation indefinitely, an effort that may have faltered and failed were it not for the descent of the hostile Rock-Thrower giants from the Greenwall near Asetta in Y8921*. Even though the danger was well outside their own territory, the League formed an army and sent it west, soon driving the giants back into the mountains. Positioning themselves as a source of safety and stability from the centuries of conflict that had defined Hellea, the Halakran League was soon able to entice other city-states and realms to join with it, eventually encompassing the Acapetra Islands and Philiraki Peninsula by Y9000* and the city-states around the Cebren River by Y9200*.

Modern ambitions

Since then, with their role solidified in Hellea, the League has continued to attempt to expand, though if by more diplomatic means than are employed by their arch-rivals in Iaramnae. The city-states on the islands within the Gulf of Teneucia, for example, were convinced into joining the confederation by Y9750* after Halakran diplomats were able to persuade local leaders that the increase in Viridian warships in the gulf, and the legions' new presence in Magnia, meant that an invasion by the Dominion was imminent. While they rarely resort to military means, many peoples in Hellea outside the Halakran League have come to view them as just as much a threat as Iaramnae, especially with the recent rhetoric from the League council indicating they too wish to re-forge a unified Hellea, if perhaps by different methods.

Demographics

The inhabitants of the Halakran League are predominantly human, alongside large populations of dwarves, half-elves, goblins, tengu, and others. Generally speaking, coastal cities, especially those in the east, have more cosmopolitan demographics than those elsewhere in the region. Though usually reclusive, some tribes of centaurs, most notably the Kheironoi, live a nomadic existence in the forests east of the Greenwall and in the Thunderlands. Minotaurs can be found in the territory of the League as well.

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 Halakran religion. At least two hero-gods, Hephaistos and Antikythera, currently reside in or under Halakros.

Aside from the hero-gods, the people of the Halakran League also follow the gods of the Hellean pantheon. The largest temples and followings are to Hemera, Psais, and Khalkeus, but nearly all gods have at least some devotees in the League.

Society

Ultimately each city-state within the Halakran League remains largely independent, often with very different laws, traditions, and customs than their neighbors. While all work together within the League for their mutual goals, the confederation is specifically structured in such a way that various populations and communities throughout it can still govern themselves as they see fit, as long as all contribute to their shared defense.

The population of the Halakran League is disproportionately distributed along the southern and northern coasts, as well as along the major rivers. Much of the inland territory of the League is sparsely inhabited - travelers can cover large expanses of land and not see a single other person other than those who are accompanying them. Historically this was not always the case, as the plentiful ruins in various states of decay can attest.

Languages

Hellean is by far the most frequently spoken language in the Halakran League, followed by Common. Ancestral languages, especially Elven and Dwarven, are also widespread. Regional languages of elsewhere can be heard widely in the coastal cities of the League but become less common as one travels to the interior.

Food and cuisine

Halakran food and agriculture shares many of the same characteristics as elsewhere in Hellea. However, Halakran cuisine varies widely - the food eaten by those on the southern coast, for example, is quite different from the ingredients and preparations of choice in the interior, which is itself distinct from that of the northern coast. This difference is largely due to the changing climate as one moves throughout Hellea.

Occupations

Most inhabitants of the Halakran League find a living as farmers or craftspeople in cottage industries, or else supporting the mercantile activity of the coastal city-states. The League is also known for its shipbuilding. Most ships from Hellea, at least those that see mercantile and not military use, are first floated in the dockyards of Prythra, Harpasus, and Thyrsus.

Architecture and urbanization

Quite similar to elsewhere in Hellea, Halakran 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.

Acheron Labyrinth

See also: Acheron Labyrinth

Under the Halakran League lies the Acheron Labyrinth, an immense underground maze that stretches across almost the entire kingdom. Usually considered part of poorly mapped Depths, the Labyrinth is connected to the surface by a number of cave systems, as well as some intentionally connected entrances. The Labyrinth itself was built at some point in the distant past by unknown creators - while much of it has been seriously damaged by time, geological processes, and the denizens of the dark, other sections remain remarkably intact and still show the original architectural style. The floors and walls in these better-preserved parts of the Labyrinth are cut and polished to perfect right angles and smooth faces. Doors, bridges, and other moving parts are made of the same local stone, but are fitted together so impossibly closely that these are almost indistinguishable from the surrounding maze. A great number of dangerous creatures live in the Acheron Labyrinth, and some who wish to hide from the above world make their homes within the maze. In addition to being highly confusing to navigate simply due to its layout, many have reported the Labyrinth seems to warp space, further disorienting those that attempt to venture within.

Travel

Travel through the Halakran League is undertaken using the rivers and seas as much as possible - roads are of inconsistent quality, often highly dependent on the priorities of local leaders. While bandits might be an unfortunately regular sight on some roads, travelers must also be wary of highwaymen are not sponsored by the area's local leaders, whoever that may be, who generally do not take kindly on adventurers who murder their soldiers for levying "legitimate tolls".

Magic

Of all the mages of the Halakran League, the construct crafters stand out in particular. Mostly followers of the hero-god Hephaistos, these casters are renowned for their ability to bring inanimate material to motion, whether using purely magical means, like golems, or using a combination of magic with intricate mechanical contraptions.

Government

The Halakran League is a confederation between a great many city-states of the Hellean peninsula. While the League itself is led by a council representing each major city, their authority is limited to matters of shared defense - each city can still govern itself, and have its own diplomatic relations, as it sees fit. In this fractious system, it is not uncommon for rival city-states within the League to engage in diplomatic maneuvering against each other, even when it comes to relations with other nations; all is permitted as long as they do not undermine the mutual interests of the League.

In order to enjoy the benefits of the League, most notably protections from Iaramnae, each city-state must contribute soldiers and their armaments, raw resources, and coin to the defense of the League. These soldiers are organized into a military that is under the authority of the League council to direct as it sees fit.

Individual city-states are governed in a variety of ways. While some are democracies, akin to in the Machaian League or in Iaramnae, most are instead merchant republics or autocracies ruled by despots.

Economy

The river basins of the Halakran League are highly fertile and produce large amounts of food, some of which ends up exported elsewhere. Ores and other minimally-worked raw materials are the League's largest exports by a significant margin, followed by wines from the north.

As the League is only unified as a loose confederation, trade networks throughout can be complex, as local rulers are free to, and often do, raise heavy tariffs on merchants from their rivals' lands, or even ban them from passing through their territory. As a result trade in the Halakran League can be highly unintuitive and frustrated to those unfamiliar with its inner workings and history.

Certain cities in the League enjoy the designation of "free port". Under this arrangement, the cities are released from the burden of providing soldiers and material to support the League, and are instead permitted to contribute only monetarily towards the confederation's shared goals. The current free ports are Harpasus, Asine, Caeno, and Cressa.