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(Created page with "{{NationInfobox |name = Tirione |image = |capital = Tirione |ruler = 102nd Assembly |government = Parliamentary republic |demonym = Tirionite |adjective = Tirionite |languages = Telan, Common |religions = Common pantheon, especially Abadar and Gozreh; other pantheons to lesser degrees }} '''Khapesh''', formally the Kingdom of Khapesh, is an ancient land full of mysteries and remnants of the distant past. Old ruins are frequently only a short d...")
 
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|religions = Common pantheon, especially Abadar and Gozreh; other pantheons to lesser degrees
|religions = Common pantheon, especially Abadar and Gozreh; other pantheons to lesser degrees
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'''Khapesh''', formally the Kingdom of Khapesh, is an ancient land full of mysteries and remnants of the distant past. Old ruins are frequently only a short distance from major cities, and the remains of a prehistoric civilization hide beneath the sands. One of the most densely populated regions of the world, the [[Aur River]] provides the lifeblood of Khapesh within the inhospitable deserts of the [[Red Lands]].
'''Tirione''', formally the Tirione Union, is a republic on the eastern coast of the Chaska Sea. One of the most powerful trading states of the Chaska Sea, Tirione has become quite wealthy through its extractive colonial system and influential conglomerates.


== Geography, flora, and fauna ==
== Geography, flora, and fauna ==
Khapesh is centered around the Aur River, its lifeblood in the otherwise hot and inhospitable [[Sangora Desolation]]. Aside from small settlements around oases within the Red Lands, the Khapeshan term for the Desolation, almost the entire population of Khapesh lives along the river. The Aur River provides the means of transportation that ties the kingdom together by trade, and the river’s regular yearly cycles of flooding ensures agricultural plenty in the middle of the desert. Farmlands, mostly growing wheat and other grains, cling close to the river. Reeds and other tall grasses grow along the riverbank in places where it is not cultivated.
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.


To the north the Aur reaches the [[Chaska Sea]] - most international travel and trade from Khapesh comes and goes by this route. To the east is the [[Salt Coast]] of the [[Kilche Sea]]. Far less kind to human habitation than the northern coast, there is little here beyond beaches of salt and outposts established to collect it. Some small fortresses exist here as well, in an attempt to deter pirates along the trade routes between [[Avaris]], [[Rudamun]], and [[Tarkuss]].
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.


Sandstorms are a periodic concern to the inhabitants of Khapesh. Sometimes taking days to pass, these storms inhibit travel, damage crops, pose health concerns, and cover settlements with a thick layer of sand once they pass.
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.  


The Red Lands are a barren wasteland of rocky sand and dunes. Small shrubs and cacti, well adapted to live in these dry conditions, are the only vegetation to be seen. Most vegetation in the Red Lands is inedible to people, save for sparse prickly pair cacti, black persimmon, and a handful of other species. Few choose to travel through these harsh conditions, much less live in it.
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, travellers 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.


Along with a handful of smaller oases, the [[Turquoise Oasis|Turquoise]] and [[Kharga Oasis|Kharga]] Oases are the major sites away from the Aur River. These refuges from the desert remain sparsely inhabited, though ancient ruins are common sights near both. Rumors abound of strange phenomena surrounding both oases. However, there is little to entice adventurers, and most stay away.
A small number of blue dragons reside on the eastern side of the Banai Mountains. Most travellers are warned from visiting these regions, as the dragons are highly territorial and unlikely to be reasoned with.
 
The fauna of Khapesh is separated based on proximity to water. Along the river, northern coast, and oases, one can find crocodiles, hippopotami, and large flocks of birds. Within the Red Lands, there are few animals besides scorpions, snakes, small rodents and reptiles, jackals, and foxes. Magical creatures are also relatively commonplace within Khapesh. While most native magical creatures live only in remote parts of the river or in the desert away from civilization, non-native magical creatures can be found with relative ease near the cities, whether they moved there by choice or were inadvertently set free.
 
The Red Lands are home to a number of sphinx, generally in remote locations where they can avoid those that wish to seek their advice.
 
Some bagiennik live in the reeds along the Aur River. While their pranks can be an annoyance to farmers and those travelling the river, many towns accept or even welcome their presence due to their healing abilities and their enthusiasm to use them.


== History ==
== History ==
The Kingdom of Khapesh is an ancient kingdom built on the ruins of civilizations even older. Founded somewhere around Y300 by the quasi-mythical [[Narmer the Conqueror]], Khapesh has been ruled since by monarchs of thirty-one dynasties. This has not all been a time of peace, with many wars, both external and within, breaking up long periods of fairly high degrees of stability. At times the lands of Khapesh have been temporarily divided among multiple states and later reunified again.
The cities within Tirione have existed for millenia, and the Tirione Union itself has weathered many centuries as well.


=== Prehistory ===
=== Prehistory ===
Relics and ruins of civilizations even older than Khapesh can be found by adventurers, provided they are willing to go deep enough or far enough out into the Red Lands. Architecturally these ruins look utterly alien to Khapesh: circular structures carved deep into the earth, with impenetrable walls of perfectly smooth metals and green lights embedded within. Surviving relics are treated with great scholarly curiosity, though their purposes are rarely understood. The [[Incident at Faiyan]], in which a legion of constructed creations terrorized the region around its namesake city, was by far the largest “discovery” of relics of this civilization. Very little is known about the creators of these artifacts, save that they were vaguely humanoid and had a grasp of magic and technology extremely rare within the world now.
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.


=== Unification - Y300 (approx) ===
=== City-state period - Y2100 (approx) to Y4000 (approx) ===
Though historical records are inexact, sometime around Y300 Khapesh was founded by Narmer the Conqueror, bringing the separate small kingdoms and city states along the Aur River into a unified nation. Contrary to the name given to him by later historians, evidence points to the unification as a mostly diplomatic effort, not borne of conflict.
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.


=== First Dynastic Period - Y300 (approx) to Y1087 ===
=== Vivras and the Eastern Crusade - Y4031 to Y4100 (approx) ===
Not much can be conclusively dated from this time, and few records exist. Settlements began to be founded in Upper Khapesh, away from the early unification in the delta. Worship of the Osiron pantheon became well established in this period, as temples began to be established around these local dieties.
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.  


The lands outside the river are known to have been more habitable in this period - mostly arid grasslands instead of barren desert. Most of the ancient ruins away from the river originate from this period in Khapesh’s history.
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 Thadrian and 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.


The [[Stoics of Iteru]] were formed during the First Dynastic Period. While they have varied in size and influence since, the order of living monoliths remains active to the present day.
=== 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.


=== First Intermediate Period - Y1087 to Y1292 ===
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.


The Scouring, a massive centuries-long magical sandstorm, forced drastic changes in Khapesh, causing a near total societal collapse. Those that survived were forced into a pattern of yearly or sometimes seasonal migrations along the river, moving to avoid the worst of the storm. Most settlements are abandoned during this time. It is unknown what caused this storm.
=== 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.
=== Second Dynastic Period - Y1292 to Y4030 ===
 
During the later part of this period, the kingdom reached its greatest extent, stretching east up to the Tela River and the [[Lakes of False Promises]], and south to [[Lake Nulukkhaz]].
 
King [[Khentimeresh the Evil]] reigned from Y1756 to Y2001. A despotic tyrant, Khentimeresh is best remembered for his attempts to attain immortality via lichdom. Legends hold that magical countermeasures of some type were put in place so that this could not happen again, though there is much dispute as to what form this would take.
 
=== Second Intermediate Period - Y4030 to Y4955 ===
 
Internal wars caused by droughts and famines brought upon the separation of Khapesh into shifting alliances of city states. Control of Khapesh’s outer territories collapsed, helped by scavenging bandits and raider lords.
 
=== Third Dynastic Period - Y4955 to present ===
 
The Third Dynastic Period has been an n almost two millennia long era with a high degree of stability
 
In Y5940, the mages and scholars that would later found the [[Citadel of Yhidothrus]] within the [[Arnkelvik Magocracy]] were expelled from Khapesh.
 
During the Incident at Faiyan in Y6975, ancient automatons under the control of [[Zamanth]], one of the vizers of [[Faiyan]], terrorized the area around the city before they were defeated and contained.
 
Clearsilence Noir, also known as Chephren the Learned, took the throne of Khapesh in Y6976 after the disappearance of [[Menes II]].


== Demographics ==
== Demographics ==
The population of Khapesh is mostly [[Common]]-speaking humans, though especially within the northern cities there are large populations of other races as well. There are sizable gnomish, [[tengu]], and [[catfolk]] communities, especially in Lower Khapesh. Khapeshan cities are quite cosmopolitan, and individuals of most races can be sighted without much searching.
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.
 
Away from the river, bands of [[kasatha]] live within the Red Lands. Not large in number and to a significant degree separate from the rest of Khapeshan society, these kasatha live as nomadic hunters within the desert. It is rare for a kasatha to live in a river-dwelling community, though some find work as guards and guides.


== Culture ==
== Culture ==
Although other pantheons and deities are followed in Khapesh, the local Osirion gods are worshipped in particular. The veneration of these gods began millenia ago, in the First Dynastic Period, and has continued largely uninterrupted since. Each major city within Khapesh has a patron deity - in most cases, the patron deity has a particularly large temple and following within the city’s surroundings. However, the reverence towards the entire pantheon stretches across all of Khapesh - a city with a grand temple to Ra, for example, will still have smaller temples dedicated to Anubis, Sobek, and so on.
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 worshipped 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 travellers from other lands. Additionally, Milani has a small following in the region, who primarily concern themselves with the fair treatment of the colonies.


Many of the cultural traditions of Khapesh are as similarly ancient as their religious beliefs. The yearly flooding of the Aur River serves as the beginning of a series of festivals and rituals, both a celebration and an offering to their gods to ensure an orderly and prosperous year. These festivities vary by city, but typically include the giving of alms and offerings to the major temples, elaborate reenactments of particular stories of their pantheon, feasts, and the consultation of oracles.
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. Paradoxically, 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.  


The Khapeshan [[calendar]] is divided into three seasons - Akhet (inundation), Peret (growth), and Shemu (harvest). As the Aur river floods with great regularity, these seasons end up starting at very nearly the same times every year. Irregularities tend to be viewed with superstition or fear, usually prompting  more and greater offerings to the Osirion deities. The start of the year is considered to be the end of Akhet, when the river’s flooding ceases.  
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.


The beginning of the year is marked across Khapesh with a great week-long festival, celebrating another year passed and giving offerings to ensure the next is bountiful. Communal feasts and gifts of food between neighbors are traditional, and generally looked forward to with anticipation by Khapeshans. Most tavern and inn keepers will make their goods and services available for free during this time (though donations are, of course, appreciated). In most cities, a large parade is organized, typically featuring large numbers of musicians and dancers. Until recently, the king and his retinue would also travel from city to city during this time to take part in the parades as well.
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 travellers 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.


Another week-long festival marks the end of Shemu, or the harvest season. This is a more muted affair, focusing more on rest and recuperation after the hard work put in during the last two seasons. Non-essential shops typically close, and those that remain open tend to only be available during the early part of the morning. Even less devout followers of the Osirion pantheon frequently spend long periods at the temples during this time in the year.
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.


Khapeshan music, often performed by devotees of Hathor, usually centers around vocals accompanied by flutes, harps, clarinets, shells used as whistles, and a variety of percussion instruments, particularly cymbals. Most Khapeshan bards are not soloists, but rather train as part of a group or choir. Music is frequently involved in religious and magical rituals, especially but not exclusively in rituals to the gods Hathor and Bastet. Funerary rites also usually involve rituals of chanting, other instrumentation, and dancing.  
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.


Khapeshan art follows a tradition many thousands of years old. While artists have their own techniques and flairs, they follow guidelines and standards that have persisted across the ages. Khapeshan paintings, carvings, and reliefs commonly feature simple lines and shapes, flat areas of color, and flat projections of figures without spatial depth, in order to create highly ordered works. Temples, palaces, graves, stelae, and other structures of socio-religious importance are usually covered in reliefs and paintings that depict subjects closely related to the structure’s purpose. Art often depicts historical or religious events, and is a method to teach about these events to the common people. Stone is the most common medium, and paints are usually sourced from mineral ores.
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.


Today, most citizens of Khapesh speak Common, though it is not unusual to hear the languages of other races and regions in the major cities. In the past, Khapesh had multiple languages of its own, though many of these died out thousands of years ago. [[Meritoic]] is the only remaining Khapeshan language in wide use, both as a scholarly language and as an everyday language by the common people. Those that use Meritoic as their primary tongue tend to live in upper Khapesh, away from the cosmopolitan delta, where there is less reason to learn Common to communicate with people of diverse backgrounds. Other older languages, for example [[Demotic]], are completely extinct. In the northern coastal cities, [[Telan]], [[Thadrian]], and [[Hellean]] are also quite commonly spoken.
Besides typical subsistence fare, inn- and tavern-goers in Tirione are likely to encounter some of the following well known dishes:


Architecturally, most buildings in Khapesh are made of sandstone or mud brick, usually with flat roofs and many canopies to provide shade and cool the structure. Buildings, particularly homes, are frequently painted bright colors in either geometric designs or murals representing the lives of the inhabitants. Reeds are frequently used to construct awnings and other scaffolding, as well as for floor mats, but the use of wood is uncommon and mostly limited to temples, state buildings, and other structures of importance, owing to its rarity in the desert. The style of temples vary by the deity. Temples to a city’s patron deity are usually constructed as large centerpieces of their cities.
* 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]]


Khapeshan cities tend to be quite densely populated, though with larger than normal distances between them. Cities are exclusively located along the Aur River, as the waters of the river provide for the irrigation and means of travel that the cities require. Along the river between the cities are low-density, rural, agricultural landscapes. Each city relies on the food produced in a large area up and down the river from itself in order to support its high population. The majority of Khapeshan people live in these rural regions.
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 rowhouses 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.  


A large percentage of the citizenry are farmers, supporting Khapesh’s relatively large population. Craftsmen of varying specialties are also very common, usually working in cottage industries. A smaller class of merchants trades wares between and within cities. Scribes hold a particularly respected occupation, usually requiring extensive training before being given the responsibility of tracking the calendar, administrative bookkeeping, and other tasks. Dockworking is also a very profitable trade, as river travel is key to transportation across the kingdom.
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.


Most people in Khapesh eat fairly simple diets, largely centering around bread, rice, vegetables, legumes, olive oil, dates, beer, and fish. Simpler spices are commonly used, such as pepper, ginger, coriander, and garlic. Other spices are imported into Khapesh, mostly from Tarkuss, though these are priced out of the reach of most people. Wealthier individuals are more likely to eat a greater proportion of meat in their diet, as well as pricier foodstuffs like honey, fruits, and items imported from other lands.
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.


Besides typical subsistence fare, inn- and tavern-goers in Khapesh are likely to encounter some of the following well known dishes:
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.


* Rice and barley with tomatoes, garlic, and onions
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.
* Fried eel
* Baked carp or perch marinated in cider vinegar
* Gourds with brown sugar and sauteed vegetables
* Baked hedgehog
* [[wikipedia:Haleem|Slow-cooked stew of lentils, lamb, and barley]]
* [[wikipedia:Sfenj|Fried spongy dough, often eaten with honey as a street food]]
* Deep-fried balls of ground fava beans, often eaten with vegetables and flatbread
* [[wikipedia:Imqaret|Date-filled pastries]]


On the Salt Coast, a popular method to prepare seafood involves creating a mixture of egg white, salt, and optionally extra spices for flavoring, completely encasing the whole but gutted and cleaned fish with the mixture, and slowly cooking it over a low fire.
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.


Many domesticated animals are kept in Khapesh. Oxen and cattle are most commonly used as draft animals or for meat - in the past, native aurochs were kept for this purpose, though they have been functionally extinct for millenia. Domesticated waterfowl are kept for meat and eggs. Some hunters and scouts are known to train jackals to assist them in their treks across the desert.
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.


While the technology of Khapesh is quite similar to the rest of the world, broadly speaking, the subterranean workshops of [[Tamiat]] are renowned for their remarkable clockwork creations. Elsewhere in Khapesh, particularly around Faiyan, these clockworks are often seen with suspicion due to their similarities with the more advanced ancient automatons that have appeared on occasion. Khapeshan agriculture relies on quite advanced irrigation techniques and methods, a necessity when the river is the only consistent source of water. Paper in Khapesh is made from the plentiful papyrus that grows on the river bank, used for books and other written material.
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.


Khapeshan sports tend to center around displays of practical skills, including rowing, javelin-throwing, archery, weightlifting, and other physical feats. Sporting activities are generally unorganized - unlike in [[Hellea]], there are no central guilds to govern the rules of sportsmanship. Board games are quite popular among all people in Khapeshan society, from farmers to viziers. Games often emphasize strategy or random chance, and betting is widespread.  
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.


Linen is by far the most common textile and material used in Khapeshan clothing. Dyes derived from plants are sometimes used to add extra color, but more commonly the material is left in its natural color. Among the upper class, bleached and dyed clothes are more widespread, along with jewelry and other cosmetics (particularly eyeliner and other makeup). Sewn leather sandals are the most common footwear. All clothing is designed to be light and avoid excess material, in order to keep the wearer cool in the hot desert climate.
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.


Khapesh has a high literacy rate; the vast majority of city dwellers can read and write, at least at a basic level, and around half of the rural population can as well. The cities of lower Khapesh are widely known for their printing industries, as large numbers of books are published there, printed on sheets of papyrus paper and bound in leather covers. Books are inexpensive enough that an average commoner can afford to buy one or two a year without too much trouble. Broadside [[newspapers]] are also fixtures of many Khapeshan cities, though usually only published on a weekly basis.
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.


Education and magical studies in Khapesh are closely tied to the temples. Even non-religious learning is usually conducted by priests and priestesses. While most Khapeshans receive their primary education as children, temple schools are open to the public and those of any age who wish to learn. Besides general studies, temples usually also teach classes that emphasize the domains of their deity. For example, temples to Ptah often teach metalworking and other forms of craftsmanship.  
== 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.


Khapeshan mages, while generally experienced and learned in the same types of magic as elsewhere, also know certain spells and techniques more specific to the kingdom. These include spells involved in the internment of the dead, manipulation of aging, and unique methods to raise and control undead.
Delegates serve in five year terms. Due to the complexity and size of elections, results are generally only known a year after voting begins.


Most travel within Khapesh is done via the Aur River. Most settlements are located directly beside the river and feature at least small docks, so the river provides a reliable method of transportation. Boats range from smaller vessels, able to carry a couple individuals, to larger river boats. Almost all are made of bundled reeds, sometimes coated in tar for waterproofing, and propelled by a combination setting poles, oars, and sails (on the larger vessels).  In the cities, wooden carts are used by those that can afford them, though more commonly seen are sledges. Either can be pulled by draft animals but typically are not. Within the desert, most travellers wisely choose to travel light, as the effort required to move cargo over the rough terrain is rarely worth it.
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.


Khapeshans tend to be superstitious about the ancient ruins surrounding them. While adventurers might gladly enter such structures in search of treasures or mysteries within, ordinary citizens tend to associate these ruins with burial places of the long dead. While Khapeshan scribes and scholars recognize the wealth of knowledge and items that could be found, they tend to be focused more on the vast amounts of poorly understood material already in easy access to them, and do not usually venture forth themselves or hire others to explore and gain more.
Currently, the Assembly is divided between the following parties:


=== Kasatha ===
* Western Seas Alliance
Kasatha culture is centered around each extended family, or clan. Clans tend to be very close knit and led by a matriarch, who is usually the oldest capable female member of the family. The kasatha clans move seasonally, travelling to follow the most favorable conditions in the desert. While kasatha camps typically appear plain from the outside, merely a collection of hide tents, inside each dwelling is usually brightly decorated with colorful fabrics and items valuable to its inhabitants. Kasatha normally eschew entering the ruins they occasionally live beside, viewing their abandonment as the result of ancient curses.
** 55 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 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 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 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 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 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.


Kasatha religion involves an eclectic mixture of faiths. Some worship the gods of the Osirion pantheon, like their settled neighbors by the river. Others favor the Eldest, particularly Shyka, Magdh, and Ng. Most, however, follow their own variant of the Green Faith. Kasatha do not have permanent temples, but do have particular sites in the Red Lands they regularly return to for worship.
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.


Most kasatha speak their racial tongue, Kasatha, as their primary language. Many are also fluent in Common, useful when interacting with blacklanders, but it is not uncommon to encounter Kasatha who only know their racial language. Most kasatha clans can speak Meritoic as well. and there are rumors that a small number of Kasatha who live deep in the Sangora still speak Demotic.
== 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.
While most kasatha remain in the Red Lands near their clans, some seek out work elsewhere. For Khapeshans who wish to travel across the desert for some reason, it is widely understood that kasatha guides provide the best chance for a safe and speedy journey. Others find jobs in river towns and cities. Kasatha adventurers are less common, as they generally prioritize remaining somewhere near their clans, but some do choose to set off and see the broader world.
 
The Khapeshan kasatha are not agriculturalists, but rather are hunter-gatherers. Most food is sourced through what can be found in the local environment, sparse as that sometimes may be. The kasatha are masters of these environments, often able to acquire food in places others would quickly starve. Foraged foods are supplemented by milk and dairy products, mostly from camels, as well as occasional supplies brought back by those who found work by the river. While ingredients can often be highly variable, depending on what can be acquired at the time, kasatha cuisine is not simple, and often involves complex mixes of flavors and seasonings. Teas are the drinks of choice for most kasatha.


Kasatha travel through the Red Lands almost entirely on foot, carrying their possessions with them. Some use camels or dogs as pack animals as well. It is often quite difficult to track even large clans as they move through the desert, as they have become experts in hiding their movements.
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.
 
Among the kasatha there are many who are knowledgeable about magic. Kasatha casters are disproportionately druids who closely tie together their magical understanding of the world and their desert survival abilities. These druids almost always have lizards, jackals, or other desert-adapted animals as their companions.
 
Kasatha clothing consists of loose robes and layers of fabric that cover the entire body and most of the face. These serve a practical purpose, as they keep the sun and sand away. Clothing is usually the color of the desert sand and rocks, in order to help blend in and remain unseen. Sometimes spells are infused into the clothing to assist with this as well.
 
Kasatha archers are renowned for their ability to use two bows at once, as well as use their arrows to disarm, trip, and otherwise incapacitate foes. Other kasatha martial experts often use a unique style of sword that is covered in bony spines and used to better poison their targets. Both these techniques are passed down by clan elders to younger members beginning their training.
 
At one point during the early part of the Second Intermediate Period, kasatha monarchs ruled most of Khapesh. Only one of the clans descended from these monarchs still survives. While the kasatha acknowledge this history, they do not view themselves as having a close connection to the Black Lands and have no desire to return to ruling the desert kingdom. The Second Intermediate Period was a time of great political instability, and Khapeshan scholars and historians still debate the causes that led these normally reclusive desert dwellers to gain political control of the major population centers.
 
== Government ==
Prior to Y6976, Khapesh was nominally ruled by King Menes II. Even prior to his disappearance in Y6975 he was rarely seen outside of his traditional role in pageantry and parades. Few had even seen the king directly, as he would almost never appear in public as anything more than a shadowy figure in a carriage, and all royal communication was handled by his retinue of scribes. Most of the primarily human population of Khapesh never knew another monarch, as Menes II had been the ruler for almost three hundred years - supernaturally long for a human.
 
In practice, each city and surrounding area within Khapesh is administered by one or more viziers, entrusted by the king with near complete autonomy to oversee the day to day governance. Viziers are granted a great deal of discretion over their territory, and are essentially given a lifetime position as long as they perform in line with the king’s expectations. However, it is not unknown for a vizier to be recalled and replaced if the king judges them incompetent.
 
After the disappearance of Menes II in Y6975, most viziers turned their cities into their own personal fiefdoms. The rulers of Faiyan, [[Sakha]], [[Arthribis]], and [[Akmis]], in Upper Khapesh, formed an alliance but the others became de facto independent, at least for a time. With the ascension of the new king Chephren the Learned to the throne, this situation was soon righted.
 
== Economy ==
Khapesh’s economy is primarily agricultural - at most times, the kingdom is able to produce an amount of food well in excess of what its inhabitants require. Much of this agricultural output  is exported to other lands, in exchange for spices and precious metals. A thriving gray market deals in antiquities, selling relics of Khapesh’s ancient past to wealthy collectors and scholars overseas. Some cities within the kingdom have more specialized economies - for example, the workshops of Tamiat prospers through selling their mechanical contraptions. The coastal cities benefit through trade passing through as well, supporting the large number of merchant vessels within the Chaska Sea.


== Relations ==
== Relations ==
Khapesh has generally good relations with its neighbors, and has not been involved in an external war in many centuries. Instead it prefers diplomacy by trade, exchanging its agricultural surplus, magical expertise, and ancient relics for resources that cannot be found in the desert or along the river. Despite past wars over mutual ambitions along the [[Asyut Coast]], relations with the city states of [[Tirione]] are today quite close. In addition to commerce, Khapesh has at times also provided military support in defense of Tirione’s western colonies. This has mutual benefits, as Khapesh has become increasingly reliant on the mineral wealth extracted from [[Nionegrast]] in particular.
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).
 
Aside from trade and diplomatic formalities, Khapesh has little relations with its other neighbors across the Chaska Sea. Khapeshan monarchs and viziers generally view the tensions between the many states of Hellea and surrounding islands as petty squabbles, unworthy of getting involved in. Similarly, Khapeshan interest in [[Thadria]] remains low, though ties with the the cities of [[Ashurayu]] have been solidifying more recently.
 
Khapesh has very close ties with the city state of [[Avaris]]. Nearly all Khapeshan trade within the Kilche Sea passes through the ports of Avaris, and Khapesh maintains something of a client state relationship with the city. Avaris is mostly left to continue its day to day operations under its own terms, but trade and diplomacy is dictated by Khapesh.  
 
Prior to the collapse of [[Ker]], Khapesh had cordial but not close relations. After the [[Deluge]], Khapesh assisted in the rescue and transport of the survivors to [[Rudamun]]. Khapeshan merchants frequently travel the Kilche Sea to Rudamun, though there remain no official relations.
 
The [[Arnkelvik Magocracy]] is openly antagonistic to Khapesh, and Khapesh returns the favor, short of ushering in war. Privateers hired by Arnkelvik mages search the trade routes within the Kilche for easy targets, looking for ships to raid and capture. All Khapeshan travellers are told to remain well clear of the [[Archipelago of Alabras]], and Khapeshan ships attempt to intercept the privateers. The Citadel of Yhidothrus is particularly hostile to Khapesh, and will sometimes contract privateers to outright sink any Khapeshan vessels they encounter.
 
Khapesh has no relations with the [[Free Captains]], and both are content to keep it that way. Pirates based in the clipper islands frequently target Khapeshan ships, and Khapesh refuses to recognize the [[Pirate Council]] as legitimate.
 
In spite of some past conflicts, relations between [[Tarkuss]] and Khapesh are quite good. Both are now mutually dependent on their trade, and have an agreement to stay out of each other's affairs, even when it may lead to conflicting interests.


Khapeshan relations with the [[Dawnflower Refuge]] are complicated. On one hand, Khapesh wishes to maintain a good standing with the crusader state, to avoid provoking the ire of Sarenrae’s followers both inside and outside of Khapesh. On the other hand, Khapesh’s ties to Tarkuss greatly complicates this. The official stance, then, has become an odd arrangement of both providing occasional gifts and tributes to the Dawnflower Refuge while at all other times pretending it doesn’t exist.
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{{CitiesTirione}}
{{CitiesTirione}}
[[Category:Nations]]
[[Category:Nations]]

Revision as of 03:18, 14 January 2022

Tirione, formally the Tirione Union, is a republic on the eastern coast of the Chaska Sea. One of the most powerful trading states of the Chaska Sea, Tirione has become quite wealthy through its extractive colonial system and influential conglomerates.

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.

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.

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.

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, travellers 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.

A small number of blue dragons reside on the eastern side of the Banai Mountains. Most travellers are warned from visiting these regions, as the dragons are highly territorial and unlikely to be reasoned with.

History

The cities within Tirione have existed for millenia, and the Tirione Union itself has weathered many centuries as well.

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 Thadrian and 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

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.

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 worshipped 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 travellers from other lands. Additionally, Milani has a small following in the region, who primarily concern themselves with the fair treatment of the colonies.

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. Paradoxically, 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 travellers 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
  • 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 rowhouses 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.

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.

The most distinctive characteristic of Tirionite music is its use of the 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.

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.

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.

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 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.

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.

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.

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.

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.

Delegates serve in five year terms. Due to the complexity and size of elections, results are generally only known a year after voting begins.

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.

Currently, the Assembly is divided between the following parties:

  • Western Seas Alliance
    • 55 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 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 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 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 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 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

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.

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

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).

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