Halakran League

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

Geography, flora, and fauna

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

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

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

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

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

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

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

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

History

Formation of the League

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

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

Expansion

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

Modern ambitions

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

Demographics

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

Culture

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

Religion

Like elsewhere in Hellea, the hero-gods play a prominent role in Halakran religion. At least two hero-gods, Hephaistos and Antikythera, currently reside in or under Halakros.

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

Society

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

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

Languages

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

Food and cuisine

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

Occupations

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

Architecture and urbanization

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

Acheron Labyrinth

See also: Acheron Labyrinth

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

Travel

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

Magic

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

Government

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

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

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

Economy

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

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

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