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== Culture == | == Culture == | ||
=== Religion === | |||
The people of Viridia primarily worship the gods of the common pantheon, though contact with travellers from all around the world has introduced other pantheons and deities to the western cities in particular. Iomedae is the most often worshipped deity, and the church of Iomedae is patronized by the monarchy. However, though they will rarely say so directly, the high priests of the Lady of Valor have grown increasingly discontent with what they view as the increasing betrayal of the goddess’s values by the monarchy. | The people of Viridia primarily worship the gods of the common pantheon, though contact with travellers from all around the world has introduced other pantheons and deities to the western cities in particular. Iomedae is the most often worshipped deity, and the church of Iomedae is patronized by the monarchy. However, though they will rarely say so directly, the high priests of the Lady of Valor have grown increasingly discontent with what they view as the increasing betrayal of the goddess’s values by the monarchy. | ||
Other deities whose churches and temples can be commonly found include Abadar, Shelyn, Torag, and Gorum. More recently cults to Groetus have begun appearing throughout the Dominion - the state and religious figures keep a wary eye on the growing faithful of this god, but otherwise view the cults as harmless. | Other deities whose churches and temples can be commonly found include Abadar, Shelyn, Torag, and Gorum. More recently cults to Groetus have begun appearing throughout the Dominion - the state and religious figures keep a wary eye on the growing faithful of this god, but otherwise view the cults as harmless. | ||
=== Arts === | |||
Viridia is well known throughout the world for the artistic skill and body of work of its poets. While some poets are commissioned by the monarchy or nobility, many are also simply ordinary people with a degree of education who choose to write about their experiences. Similar to travelling bards, some poets journey between communities to write and recite their works for local audiences. | Viridia is well known throughout the world for the artistic skill and body of work of its poets. While some poets are commissioned by the monarchy or nobility, many are also simply ordinary people with a degree of education who choose to write about their experiences. Similar to travelling bards, some poets journey between communities to write and recite their works for local audiences. | ||
One person shows are popular attractions within the Dominion. These bards are not only skilled in music or oration, but also carry with them small stages from which they act out all the characters in a play. Audience participation is a core part of this art form, either with audience members jumping in to play a character (often completely unscripted) or shouting out changes they would like to see in the performance. This impromptu nature means that the same play may take wildly different forms between each performance. | One person shows are popular attractions within the Dominion. These bards are not only skilled in music or oration, but also carry with them small stages from which they act out all the characters in a play. Audience participation is a core part of this art form, either with audience members jumping in to play a character (often completely unscripted) or shouting out changes they would like to see in the performance. This impromptu nature means that the same play may take wildly different forms between each performance. | ||
=== Traditions === | |||
Festivals and celebrations within Viridia usually involve a large amount of music and dancing. Some visitors to the Dominion have remarked that the Viridian people take any opportunity they can to engage in these celebrations, especially in the more traditional regions of Thadria. Even more somber gatherings like funerals often feature musicians and dancing. | Festivals and celebrations within Viridia usually involve a large amount of music and dancing. Some visitors to the Dominion have remarked that the Viridian people take any opportunity they can to engage in these celebrations, especially in the more traditional regions of Thadria. Even more somber gatherings like funerals often feature musicians and dancing. | ||
=== Languages === | |||
Depending on where one is within Viridia, a variety of languages can be heard. [[Thadrian]] is the most often spoken, but [[Hellean]] and [[Common]] are also widespread. Elven, Dwarven, and Orcish are also widely prevalent. Multilingualism is typical in the cities around the [[Sea of Ersas]] and near the Tanerde Gates, though less standard as one moves farther into Thadria. | Depending on where one is within Viridia, a variety of languages can be heard. [[Thadrian]] is the most often spoken, but [[Hellean]] and [[Common]] are also widespread. Elven, Dwarven, and Orcish are also widely prevalent. Multilingualism is typical in the cities around the [[Sea of Ersas]] and near the Tanerde Gates, though less standard as one moves farther into Thadria. | ||
=== Food and cuisine === | |||
While the traditional Thadrian diet is centered around a number of staple foods, specifically bread, beer, other wheat-derived foods, olives, eggplants, fruits like apples and dates, and a variety of meat, the cuisine of Viridia today is a complex fusion of cultures. In addition to the above ingredients, foods originating from Hellea, Khapesh, and the eastern Chaska have all entered common use. Viridian food tends to use a complex blend of spices, depending on what can be afforded. | While the traditional Thadrian diet is centered around a number of staple foods, specifically bread, beer, other wheat-derived foods, olives, eggplants, fruits like apples and dates, and a variety of meat, the cuisine of Viridia today is a complex fusion of cultures. In addition to the above ingredients, foods originating from Hellea, Khapesh, and the eastern Chaska have all entered common use. Viridian food tends to use a complex blend of spices, depending on what can be afforded. | ||
=== Society === | |||
Especially among the urban populations, Viridian society has historically been held together by a sense of duty to the empire. With the slow decline of the Dominion, however, this has begun to falter. Corruption and graft, once rare as a matter of honor, have become much more common. | Especially among the urban populations, Viridian society has historically been held together by a sense of duty to the empire. With the slow decline of the Dominion, however, this has begun to falter. Corruption and graft, once rare as a matter of honor, have become much more common. | ||
Social status is incredibly important within the Dominion, and can be obtained in one of three ways. The easiest is to be born into the aristocracy, as even lower nobility are granted privileges that ordinary folk are not. Many have found that wealth buys access to higher social circles, and this is taken advantage of by Viridian merchants both for social reasons and to further their business interests. The only method the common people have of increasing their social status is through an honorable and distinguished military career, though since the institution of the drafts this has become less and less reliable. | Social status is incredibly important within the Dominion, and can be obtained in one of three ways. The easiest is to be born into the aristocracy, as even lower nobility are granted privileges that ordinary folk are not. Many have found that wealth buys access to higher social circles, and this is taken advantage of by Viridian merchants both for social reasons and to further their business interests. The only method the common people have of increasing their social status is through an honorable and distinguished military career, though since the institution of the drafts this has become less and less reliable. | ||
Goblins have long been a nuisance to the people of Viridia, throughout the empire but especially in [[Harran]]. The last governor of Harran, [[Serim Onaral]], was convinced he could integrate these goblins into the rest of society. While initially having some success, he was removed as governor after the goblins he moved into a neighborhood of [[Orhassu]] burned a quarter of the city. | |||
=== Architecture and urbanization === | |||
Viridian architecture tends to favor carved stone or stone brick structures. While the houses and shops owned by lower class people tend to be rather simple, some Viridian architecture can get quite elaborate. The cities of the Dominion are full of spires and steeples rising from religious buildings and palaces. The [[Palace of the Kings]] in Ilirnas is a great complex of domes, massive arches, and spires, and it has long been popular for any nobility that can afford it to replicate the same architectural styles, albeit on a smaller scale. | Viridian architecture tends to favor carved stone or stone brick structures. While the houses and shops owned by lower class people tend to be rather simple, some Viridian architecture can get quite elaborate. The cities of the Dominion are full of spires and steeples rising from religious buildings and palaces. The [[Palace of the Kings]] in Ilirnas is a great complex of domes, massive arches, and spires, and it has long been popular for any nobility that can afford it to replicate the same architectural styles, albeit on a smaller scale. | ||
=== Travel === | |||
The Dominion has an extensive and well maintained road network, designed chiefly to facilitate the travel of the military to the borders of the empire. Though these roads are smaller and less well maintained in the Thadrian interior and along the south coast, they have proved more than capable to allow the legions to swiftly crush local rebellions in the past. The roads are also widely travelled by merchants and ordinary people. | The Dominion has an extensive and well maintained road network, designed chiefly to facilitate the travel of the military to the borders of the empire. Though these roads are smaller and less well maintained in the Thadrian interior and along the south coast, they have proved more than capable to allow the legions to swiftly crush local rebellions in the past. The roads are also widely travelled by merchants and ordinary people. | ||
== Government == | == Government == | ||
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A senate advises the monarch in the governance of their realm. Senators come from the historically important families of each province, though some have lost the wealth and prestige they once enjoyed. New senatorial families are rarely appointed, as to do so would require breaking tradition and expanding the size of the senate, or else removing another family from the position, a great slight. The senate has little codified power but a great deal of informal influence, and convention dictates that the senate’s recommendations should be followed by the monarch. | A senate advises the monarch in the governance of their realm. Senators come from the historically important families of each province, though some have lost the wealth and prestige they once enjoyed. New senatorial families are rarely appointed, as to do so would require breaking tradition and expanding the size of the senate, or else removing another family from the position, a great slight. The senate has little codified power but a great deal of informal influence, and convention dictates that the senate’s recommendations should be followed by the monarch. | ||
=== Military === | |||
Viridia’s empire is built off the strength of its military, renowned or feared (depending on who you ask) throughout the region. Until relatively recently the imperial legions were entirely volunteer forces who underwent long training regimens before seeing service. However, conscription to increase the ranks has begun as part of an attempt to stem the decline of the empire, as imperial forces are sent throughout the realm. Viridia has taken the unusual step of not only conscripting foot soldiers but also casters to serve as combat healers and magical frontliners. | |||
Two branches of the Viridian military carry a particular prestige with them. First are the janissaries, recruited from among the young orcs of Druzda and given years of training to drill them into being deadly and extremely loyal soldiers. The janissaries serve as the bodyguards for the monarch primarily, and as highly trained frontline soldiers secondarily, but only when the Viridian generals think their presence is required. Second are the cataphracts, heavily armored cavalry who can wreak havoc against infantry. Viridia is also known for having made great advances in siege engine designs. | |||
== Provinces of Viridia == | == Provinces of Viridia == |
Revision as of 03:00, 26 January 2022
Viridia, formally the Dominion of Viridia, is a large kingdom split between Thadria and Hellea. Though still wealthy and glorious, Viridia is an empire reckoning with its long, slow decline. Despite having lost over half its territory over the last centuries, Viridia still demands respect as it attempts to regain its lost prestige.
Geography, flora, and fauna
Even in its diminished state, the Dominion of Viridia sprawls across Thadria and Hellea. From the capital in Ilirnas, the kings and queens of Viridia have ruled over a land that includes plains, forests, mountains, and innumerable lakes and islands.
As with much of the surrounding region, Viridia has a warm to temperate climate, with moderate rainfall throughout the year, mild to warm summers, and cool winters. As Viridia is quite large, this of course varies by particular location. The southern and eastern coastal regions tend to be warmer, and the higher elevations of the mountains and uplands are in general colder.
Centuries of expansion and development have pushed many of the larger animals away from the regions of Viridia where populations are concentrated, particularly in Attalea Major and Minor. Despite this, animals like deer, bears, wolves, badgers, hawks, and so on are common elsewhere within the Dominion. Smaller animals are widespread. A variety of magical beasts can be found in various regions of Viridia, but especially among the dense trees of the Sotosa Woods or Penmaerd Forests.
The Penmaerd Forests and the grasslands surrounding it are also home to a number of megafauna, specifically glyptodons and chalicotherium. It is unknown why the glyptodons have evolved such heavy armor, as they have no natural predators remaining in the region, though it has certainly helped protect them from the hunters who seek their bony plates. The chalicotherium, in addition to living wild, are sometimes tamed and used as mounts or pack animals within the provinces of Harran and Penmaerd, where the roads are of a lesser quality.
The coastlines around Viridia are generally safe and easily navigable, without many dangerous oceanic creatures or natural hazards. As with much of the Sea of Ersas, fish populations in the west of Viridia have declined heavily from what they previously were, driven by increased populations needing more and more food.
Innumerable lakes dot Viridia, both large and small, many of which have a good amount of aquatic life. The lakes in the Penmaerd Forests and Sotosa Woods in particular are notable for being inhabited by large insects like giant water striders.
Much of Atallea Minor, especially around Lake Giresun, is quite swampy, with differing flora and fauna as a result. A large number of birds, including cranes, egrets, and others, hide and make their nests in the reeds. Travellers are advised to beware the deceptive calls of the Liarbird, a carnivorous bird that mimics the sounds of people calling for help, drawing its victims into the marshlands and ambushing them. These birds are known to mimic multiple languages.
Viridia straddles the Tanerde Gates, the long yet narrow strait that separates Hellea and Thadria. This geography is crucial to Viridian power, as it ensures they are able to control any ships leaving or entering the Phiora Sea.
History
Viridia is a quite old empire, having existed in some form for well over a thousand years. It has long been the dominant regional power of the area.
Timeline
- Y6285 - The "alliance" between Viridia and the Druzda Khanate began. See the Druzda timeline for more details.
- Y6350 - Y6402 - The Dominion of Viridia reached the zenith of its power under the rule of Turan IV, also known as the Sun King.
Demographics
Though the population of Viridia is predominantly human, the Dominion is a heavily multicultural empire with citizens of a variety of ancestries. Besides humans, there are sizable populations of half elves, elves, ratfolk, dwarves, halflings, half-orcs, and orcs, and smaller numbers of other races.
Orcs have become somewhat common in Viridia, though less so after the break away of Hkarzda.
Viridia has a high goblin population, especially in regions farther from the capital. While many are integrated into Viridia society, more or less, some of the more unruly and independent-minded goblin tribes pose a constant nuisance .
Centaurs occasionally cross over Viridia’s western border from the Thunderlands, one of the few remaining centaur ancestral lands still under their traditional rule. While mostly keeping to themselves, a small number of centaurs have joined Viridian society, most notably becoming some of the most legendary cataphracts.
Culture
Religion
The people of Viridia primarily worship the gods of the common pantheon, though contact with travellers from all around the world has introduced other pantheons and deities to the western cities in particular. Iomedae is the most often worshipped deity, and the church of Iomedae is patronized by the monarchy. However, though they will rarely say so directly, the high priests of the Lady of Valor have grown increasingly discontent with what they view as the increasing betrayal of the goddess’s values by the monarchy.
Other deities whose churches and temples can be commonly found include Abadar, Shelyn, Torag, and Gorum. More recently cults to Groetus have begun appearing throughout the Dominion - the state and religious figures keep a wary eye on the growing faithful of this god, but otherwise view the cults as harmless.
Arts
Viridia is well known throughout the world for the artistic skill and body of work of its poets. While some poets are commissioned by the monarchy or nobility, many are also simply ordinary people with a degree of education who choose to write about their experiences. Similar to travelling bards, some poets journey between communities to write and recite their works for local audiences.
One person shows are popular attractions within the Dominion. These bards are not only skilled in music or oration, but also carry with them small stages from which they act out all the characters in a play. Audience participation is a core part of this art form, either with audience members jumping in to play a character (often completely unscripted) or shouting out changes they would like to see in the performance. This impromptu nature means that the same play may take wildly different forms between each performance.
Traditions
Festivals and celebrations within Viridia usually involve a large amount of music and dancing. Some visitors to the Dominion have remarked that the Viridian people take any opportunity they can to engage in these celebrations, especially in the more traditional regions of Thadria. Even more somber gatherings like funerals often feature musicians and dancing.
Languages
Depending on where one is within Viridia, a variety of languages can be heard. Thadrian is the most often spoken, but Hellean and Common are also widespread. Elven, Dwarven, and Orcish are also widely prevalent. Multilingualism is typical in the cities around the Sea of Ersas and near the Tanerde Gates, though less standard as one moves farther into Thadria.
Food and cuisine
While the traditional Thadrian diet is centered around a number of staple foods, specifically bread, beer, other wheat-derived foods, olives, eggplants, fruits like apples and dates, and a variety of meat, the cuisine of Viridia today is a complex fusion of cultures. In addition to the above ingredients, foods originating from Hellea, Khapesh, and the eastern Chaska have all entered common use. Viridian food tends to use a complex blend of spices, depending on what can be afforded.
Society
Especially among the urban populations, Viridian society has historically been held together by a sense of duty to the empire. With the slow decline of the Dominion, however, this has begun to falter. Corruption and graft, once rare as a matter of honor, have become much more common.
Social status is incredibly important within the Dominion, and can be obtained in one of three ways. The easiest is to be born into the aristocracy, as even lower nobility are granted privileges that ordinary folk are not. Many have found that wealth buys access to higher social circles, and this is taken advantage of by Viridian merchants both for social reasons and to further their business interests. The only method the common people have of increasing their social status is through an honorable and distinguished military career, though since the institution of the drafts this has become less and less reliable.
Goblins have long been a nuisance to the people of Viridia, throughout the empire but especially in Harran. The last governor of Harran, Serim Onaral, was convinced he could integrate these goblins into the rest of society. While initially having some success, he was removed as governor after the goblins he moved into a neighborhood of Orhassu burned a quarter of the city.
Architecture and urbanization
Viridian architecture tends to favor carved stone or stone brick structures. While the houses and shops owned by lower class people tend to be rather simple, some Viridian architecture can get quite elaborate. The cities of the Dominion are full of spires and steeples rising from religious buildings and palaces. The Palace of the Kings in Ilirnas is a great complex of domes, massive arches, and spires, and it has long been popular for any nobility that can afford it to replicate the same architectural styles, albeit on a smaller scale.
Travel
The Dominion has an extensive and well maintained road network, designed chiefly to facilitate the travel of the military to the borders of the empire. Though these roads are smaller and less well maintained in the Thadrian interior and along the south coast, they have proved more than capable to allow the legions to swiftly crush local rebellions in the past. The roads are also widely travelled by merchants and ordinary people.
Government
Viridia is a hereditary monarchy, ruled by the same dynasty since it was established. The monarch, currently King Sanctus V, delegates regional control to a governor of each province. Governorships are semi-hereditary positions; if one performs well, their child is likely to be chosen as the next governor when the need arises. On the other hand, if one does not perform well then they are likely to be unceremoniously removed from power and replaced with a trusted advisor of the monarch.
A senate advises the monarch in the governance of their realm. Senators come from the historically important families of each province, though some have lost the wealth and prestige they once enjoyed. New senatorial families are rarely appointed, as to do so would require breaking tradition and expanding the size of the senate, or else removing another family from the position, a great slight. The senate has little codified power but a great deal of informal influence, and convention dictates that the senate’s recommendations should be followed by the monarch.
Military
Viridia’s empire is built off the strength of its military, renowned or feared (depending on who you ask) throughout the region. Until relatively recently the imperial legions were entirely volunteer forces who underwent long training regimens before seeing service. However, conscription to increase the ranks has begun as part of an attempt to stem the decline of the empire, as imperial forces are sent throughout the realm. Viridia has taken the unusual step of not only conscripting foot soldiers but also casters to serve as combat healers and magical frontliners.
Two branches of the Viridian military carry a particular prestige with them. First are the janissaries, recruited from among the young orcs of Druzda and given years of training to drill them into being deadly and extremely loyal soldiers. The janissaries serve as the bodyguards for the monarch primarily, and as highly trained frontline soldiers secondarily, but only when the Viridian generals think their presence is required. Second are the cataphracts, heavily armored cavalry who can wreak havoc against infantry. Viridia is also known for having made great advances in siege engine designs.
Provinces of Viridia
Current provinces
Attalea Major
Attalea Major is the region of Thadria from the Tanerde Gates in the west, to the Konya River in the east, and to the Tumunzari Hills in the south. Its capital is Ilirnas.
Attalea Minor
Attalea Minor is the only remaining province of Viridia in Hellea, encompassing all of the remaining Viridian territory west of the Tanerde Gates. Its capital is Felasan.
Sivas
Sivas is a province in Thadria between the Konya and Mersin rivers. Its capital is Alticalar.
Harran
Harran is a province in southern Thadria, bordered to the north and west by the Amasya river and to the east by the Khats Andund mountains. The province today is also widely considered to include the coastal land south of the Silverwood Hills that was formerly part of Vitheoda. Its capital is Orhassu.
Mardin
Mardin is the province east of the Mersin river, bordering Erenon to the west. Its capital is Agisil.
Penmaerd
Penmaerd is an only lightly inhabited province, encompassing the Penmaerd Forests and a small region to the east of the forests. Its capital is Felaveli.
Ertan
Ertan is a province encompassing the cities surrounding the Bay of Ertan, in eastern Thadria. Along with Attalea Major and Attalea Minor, Ertan is one of the most populous provinces of Viridia. The leaders of the cities of Ertan frequently undermine the provincial leadership - the province has a reputation as being a haven for seedy types. Some pirates have agreements with mayors that both benefit from. Bribery is frequently used as the method of choice in diplomatic matters. Ertan's capital is Antikaria.
Tumunzar
Tumunzar is a small province in the Tumunzari Hills. The province is an autonomous region for the almost entirely dwarven population. Instead of a provincial governor, Tumunzar is led by the dwarven High Council. The dwarves that live here are some of the greatest smiths in Viridia, assisted by the use of ancient forges they brought back to life. Compared to their cousins in Barat Rkund, the dwarves of Tumunzar have adopted more of the culture of those surrounding them. Their culture and society is much like that of the primarily human regions of Viridia, and they de-emphasize the worship of their traditional gods in favor of those of the common pantheon. Tumunzar's capital is Moruk.
Past provinces
Erenon
Erenon was abandoned centuries ago after plagues proved nearly impossible to contain. The region is now functionally independent. See Erenon for more details.
Vitheoda
Formerly known as Vitheoda, in Hkarzda the descendants of janissaries seized the opportunity presented by Vidiria’s instability to declare themselves outside of human control. The region is currently engaged in a low-level civil war of sorts, with tensions between families (and in effect, clans) that remain loyal to the crown and those that desire independence. Many of the loyal clans receive some degree of support from Ilirnas. See Hkarzda for more details.
Forloroth
After the collapse of order in Erenon, the eastern provinces of Viridia became keenly aware of how little bound them to central rule from Ilirnas, and also developed increasing concerns that they would be abandoned as well if Erenon's fate were to befall them. Forloroth was one of these provinces that broke away as a result in a nearly bloodless war for independence. See Forloroth & Valadhel for more details.
Valadhel
Valadhel is another eastern province that separated from Viridia after the crisis in Erenon (see above). Unlike in Forlorth, the imperial forces fought hard to keep control, primarily spearheaded by the Legion of the East. See Forloroth & Valadhel for more details.
Karnosea
Karnosea has flipped between Hellean and Viridian control for centuries, but currently is enjoying a rare period of independence, granted after shadowy diplomatic negotiations with Viridia. Some believe there are layers to this arrangement that are not known by the general population.
Sarvestan
Sarvestan is now a region within Ashurayu. This area was only briefly a province of Viridia during the reign of the Sun King.
Terqa
Terqa is now a region within Ashurayu. See above.
Ekron
Ekron is now a region within Ashurayu. See above.
Enesur
Enesur is now a region within Ashurayu. See above.
Economy
Historically, Viridia has dominated trade in the northern Sea of Ersas by controlling passage through the Tanerde Gates, a situation that continues to present. This has allowed the Dominion to favor its own merchants, and to enact high tariffs on merchant vessels flying the flags of other states.
Viridia also has still plentiful yet declining natural resources, which is the second major source of the monarchy’s wealth. Viridian iron from the Tumunzari Hills is highly sought after due to its quality in particular.