Izgrev

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Izgrev (pronounced IZ-grev) is a protectorate of Viridia and a relatively undeveloped nation in the northern part of the world. Viridian senatorial families continue to rule the region, relying on fragile relationships with local administrators to keep peace and order. The Green Faith and other druidic practices that were once widely followed in Koritan continue to be common in Izgrev today.

Geography, flora, and fauna

Izgrev lies on the northeast coast of the Phiora Sea, separated from the Hellean peninsula by the Sentinel Peaks. Like nearby Asteria and Koritan, the climate in Izgrev is on the colder side. Mild summers are joined by freezing winters, especially in the more inland areas of the nation.

The Runewith Mountains in western Izgrev are a popular destination amongst adventurers. Ancient dwarven ruins lie under these peaks, though many are today inhabited by orc tribes or dangerous creatures. Both the Runewith Mountains and the Sentinel Peaks are inhabited by a great number of white dragons - though these dragons rarely venture from their cold mountain homes, they remain a constant concern for the people of Izgrev.

The largest river in Izgrev is the Byala, which begins in the Runewith Mountains before flowing out to the sea. The three largest cities in Izgrev - Vatar, Imorkan, and the capital Cherven - are all located along this river. The Rekan River, once part of Izgrev, now lies in the inhospitable no man's land of the Cursed Barrens. This magically altered and warped territory was created by Koritanite battlemages at the conclusion of the last war between the two states, and has functioned as an obstacle to further conflicts since.

Most of Izgrev is covered by plains, forests, or bogs. Much of western Izgrev is too marshy for large scale agriculture or urbanization, and the area remains sparsely inhabited. Boggards and trolls are very common in the west, and the roads between communities can often be rather hazardous.

Across northern Izgrev are innumerable sinkholes leading to large caverns. Too close to the surface to be considered part of the Darklands, these cave systems are nonetheless highly unusual. Entire forests of giant mushrooms grow in the depths. Spores released by some of these fungi can induce paralysis in surface creatures unfortunate enough to fall into the caves - once rendered immobile, the fungi then begin to grow from the bodies of these animals. This results in an odd sight, where creatures like bears or deer are still visibly recognizable by form yet have been transformed entirely by the mushrooms.

History

Old Razgovir

Together with Koritan, the lands that are today Izgrev were for many centuries known as Razgovir. Razgoviri society was led by innumerable druids, who served as protectors, leaders, and guides to their communities and local areas, often consulting and working alongside local fey. While the druids were generally benevolent, this situation was often highly chaotic and unstable. The human, orc, and giant tribes of Laurentia frequently launched raids into Izgrev in search of loot and captives.

Viridian conquest

The reign of Viridian king Avus IV, commonly referred to as the Sun King, marked a time of rapid expansion and conquest for the Dominion. In conjunction with the legions sent to invade Ishtar, armies were also directed to bring Viridian rule to the lands north and west around the Phiora Sea. Beginning in Y9356, Viridian legions made quick progress in their conquest of the disunited territory, securing most of what would become modern Izgrev and Koritan by Y9368. The druids were swept aside, and Viridian nobility were appointed to serve as leaders in their stead.

In much of conquered Razgovir, early Viridian governance was not precisely benevolent. The nobles and senatorial families granted positions and titles continued their old disagreements and feuds, but now in a land where they were free from the laws of the Dominion. In this period of its history, Izgrev fared significantly better than did northern Razgovir, the future nation of Koritan. While Koritan declined into squalid cities and anarchic countryside, the Viridian rulers of Izgrev managed to keep significantly better control of the situation. Old leaders that were willing to work under new overlords were given minor positions in government, and efforts were made to ensure Razgoviri traditions and practices could continue unabated.

Largely due to these efforts of Izgrev's new rulers, the rebellion that took root in Koritan had very little success in Izgrev. The Asmodeans in particular found few sympathizers. After the Sun King's death in Y9402* and the withdrawal of the legions from Koritan in Y9410*, Viridian control of Izgrev became much more tenuous. The ruling Viridian nobles were able to ensure enough military presence remained in Izgrev that Viridian control continued, though with some lands north of the Rekan River lost to the Asmodeans. Since Y9935* the Seventh Legion has been stationed in cities and towns across Izgrev, serving as guards against bandits and wild animals, though an Izgreve military exists in parallel as well.

Wars with Koritan

Resenting the continued rule of Viridian nobles in Izgrev, and wishing to further expand their infernal influence, the monarchs of Koritan waged many wars against their neighbor to the southwest. In the culmination of their last conflict in Y9735, Koritanite battlemages cursed the entire border region between the two realms, leaving it incredibly hostile to life. The Cursed Barrens, as they are now known, is now a no man’s land of warped creatures and dangerous hazards.

Demographics

The inhabitants of Izgrev are largely human, with sizable populations of orcs, half-orcs, and halflings. Many kobolds live in the southern and western mountains, though they rarely consider themselves to be Izgreve.

Culture

Religion

The Green Faith remains the dominant religion in Izgrev, and druidic religious and cultural practices are central to Izgreve life. There are relatively few temples in the cities and towns of the nation, as the most religiously inclined usually prefer to worship in secluded natural locations. Like in most of the world, the Green Faith in Izgrev is very decentralized, with independent druids serving as religious leaders of their communities.

Among more traditional faiths, Gozreh and Erastil have the largest followings in Izgrev.

Following the Viridian invasion, the churches of Abadar and Iomedae have begun to expand in Izgrev. Both faiths find few adherents among the Izgreve, with the two gods worshiped mostly by Viridian transplants to the region.

Traditions

A collective sense of community is important to the Izgreve. Public markets and other gatherings serve as social occasions and opportunities to stay up to date with the activities of one's neighbors. Even in the few larger cities of the nation, neighborhood gatherings are common for the same purpose.

The beginning of each new year is a somber occasion to many Izgrev. Rather than a moment of celebration, the day is primarily remembered as the anniversary of the creation of the Cursed Barrens. Respect is paid not only to the tens of thousands of Izgreve who lost their lives when the landscape was warped and defiled, but also to the land itself and the plants and animals that are now distorted versions of their natural selves.

Languages

Most Izgreve are fluent in Razgovir and use it as a first language. Common and Thadrian are widely used as well due to the continuing Viridian rule of Izgrev, and Hellean has seen more use recently with the increasing population of neighboring Asteria. Orcish is additionally spoken by both orcs and non-orcs, especially in the western parts of the nation.

Magic

Druids and other casters of primal magic are disproportionately common in Izgrev.

Architecture and urbanization

Most buildings in Izgrev cities are constructed in half-timbered styles, traditional to the region. Cities themselves tend to be low-density, with wide streets and many public plazas, parks, and other common areas. Most of the population of Izgrev lives in small rural communities across the nation.

Leisure

During the winter, ice skating on the frozen rivers of Izgrev is a popular activity.

Government

Izgrev is jointly ruled by four Viridian senatorial families as a protectorate. In the aftermath of Viridia's conquest of the territory in Y9368*, the Asellus, Laeva, Corvus, and Russus families were granted the right to rule the newly occupied land. As part of the charter of Izgrev, taxes levied on all exports from the nation are granted to the noble families, as a reward for their continued management. This arrangement has made all four families quite wealthy, though much of the income gets reinvested into Izgrev.

Though historically the heads of each house have had active roles in the governance of Izgrev, they rely heavily upon appointed local leaders. Many of these are druids, continuing older Razgoviri traditions.

Even though Izgrev is led by individuals that have hereditary rights to one of Viridia's most important institutions of government, the nation is not considered part of the Dominion. Izgrev remains independent, with the decisions of the ruling families officially separate from their actions within Viridia.

Economy

Izgrev is largely agrarian. After Forloroth & Valadhel separated from the Dominion in Y9620*, Viridia lost its primary breadbasket. The ruling families of Izgrev have attempted to greatly increase the nation's agricultural output in an effort to provide enough food to support the population centers of western Thadria, potentially removing the need to pay the much higher prices the United Provinces now demand.

Relations

The recently renewed influx of settlers into Asteria is not looked upon favorably by the rulers of Izgrev. Despite being highly protective of their territory, the noble families of Izgrev are unable to properly defend the nation's porous western border. Settlers have begun establishing new communities in lands the Izgreve consider their own, usually with few consequences.