Viridia

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Viridia (pronounced vuh-RIH-dee-ah), formally the Dominion of Viridia, is a large kingdom that stretches across Thadria and Hellea. Though still wealthy and glorious, Viridia is an empire reckoning with its long, slow decline. Despite having lost over half its territory over the last centuries, Viridia still demands respect as it attempts to regain its lost prestige.

Geography, flora, and fauna

Even in its diminished state, the Dominion of Viridia sprawls across Thadria and Hellea. From the capital in Ilirnas, the kings and queens of Viridia have ruled over a land that includes plains, forests, mountains, and innumerable lakes and islands.

As with much of the surrounding region, Viridia has a warm to temperate climate, with moderate rainfall throughout the year, mild to warm summers, and cool winters. As Viridia is quite large, this of course varies by particular location. The southern and eastern coastal regions tend to be warmer, and the higher elevations of the mountains and uplands are in general colder.

Centuries of expansion and development have pushed many of the larger animals away from the regions of Viridia where populations are concentrated, particularly in Attalea Major and Minor. Despite this, wild animals like deer, bears, wolves, badgers, hawks, and so on are common elsewhere within the Dominion. Smaller creatures are widespread. A variety of magical beasts can be found in various regions of Viridia, but especially among the dense trees of the Sotosa Woods or Penmaerd Forests.

The Penmaerd Forests and the grasslands surrounding it are also home to a number of megafauna, specifically glyptodons and chalicotherium. It is unknown why the glyptodons have evolved such heavy armor, as they have no natural predators remaining in the region, though it has certainly helped protect them from the hunters who seek their bony plates. The chalicotherium, in addition to living wild, are sometimes tamed and used as mounts or pack animals within the provinces of Herren and Penmaerd, where the roads are of a lesser quality.

The coastlines around Viridia are generally safe and easily navigable, without many dangerous oceanic creatures or natural hazards. As with much of the Sea of Ersas, fish populations in the west of Viridia have declined heavily from what they previously were, driven by increased populations needing more and more food.

Innumerable lakes dot Viridia, both large and small, many of which have a good amount of aquatic life. The lakes in the Penmaerd Forests and Sotosa Woods in particular are notable for being inhabited by large insects like giant water striders.

Much of Atallea Minor, especially around Lake Gansal, is quite swampy, with differing flora and fauna as a result. A large number of birds, including cranes, egrets, and others, hide and make their nests in the reeds. Travelers are advised to beware the deceptive calls of the liarbird, a carnivorous bird that mimics the sounds of people calling for help, drawing its victims into the marshlands and ambushing them. These birds are known to mimic multiple languages.

Viridia straddles the Tanerde Strait, the long yet narrow strait that separates Hellea and Thadria. This geography is crucial to Viridian power, as it ensures they are able to control any ships leaving or entering the Phiora Sea.

History

Viridia is an old empire, having existed in some form for well over a thousand years. It has long been the dominant regional power of the area.

Timeline

  • Y8985* - The "alliance" between Viridia and the Druzda Khanate began. See the Druzda timeline for more details.
  • Y9350* - Y9402* - The Dominion of Viridia reached the zenith of its power under the rule of Avus IV, also known as the Sun King.

Demographics

Though the population of Viridia is predominantly human, the Dominion is a heavily multicultural empire with citizens of a variety of ancestries. Besides humans, there are sizable populations of half elves, elves, ratfolk, dwarves, halflings, half-orcs, and orcs, and smaller numbers of other races.

Orcs have become somewhat common in Viridia, though less so after the break away of Hkarzda.

Viridia has a high goblin population, especially in regions farther from the capital. While many are integrated into Viridia society, more or less, some of the more unruly and independent-minded goblin tribes pose a constant nuisance .

Centaurs occasionally cross over Viridia’s western border from the Thunderlands, one of the few remaining centaur ancestral lands still under their traditional rule. While mostly keeping to themselves, a small number of centaurs have joined Viridian society, most notably becoming some of the legendary cataphracts.

Culture

Religion

The people of Viridia primarily worship the gods of the common pantheon, though contact with travelers from all around the world has introduced other pantheons and deities to both the cities and countryside. Iomedae is the most often worshiped deity, and the church of Iomedae is patronized by the monarchy. However, though they will rarely say so directly, the high priests of the Lady of Valor have grown increasingly discontent with what they view as the increasing disregard of the goddess’s values by the monarchy.

Other deities whose churches and temples can be commonly found include Abadar, Shelyn, Torag, and Gorum. More recently cults to Groetus have begun appearing throughout the Dominion - the state and religious figures keep a wary eye on the growing faithful of this god, but otherwise view the cults as harmless.

Arts

Viridia is well known throughout the world for the artistic skill and body of work of its poets. While some poets are commissioned by the monarchy or nobility, many are also simply ordinary people with a degree of education who choose to write about their experiences. Similar to travelling bards, some poets journey between communities to write and recite their works for local audiences.

One person shows are popular attractions within the Dominion. These bards are not only skilled in music or oration, but also carry with them small stages from which they act out all the characters in a play. Audience participation is a core part of this art form, either with audience members jumping in to play a character (often completely unscripted) or shouting out changes they would like to see in the performance. This impromptu nature means that the same play may take wildly different forms between each performance.

Traditions

Festivals and celebrations within Viridia usually involve a large amount of music and dancing. Some visitors to the Dominion have remarked that the Viridian people take any opportunity they can to engage in these celebrations, especially in the more traditional regions of Thadria. Even more somber gatherings like funerals often feature musicians and dancing.

Languages

Depending on where one is within Viridia, a variety of languages can be heard. Thadrian is the most often spoken, but Hellean and Common are also widespread. Elven, Dwarven, and Orcish are also widely prevalent. Multilingualism is typical in the cities around the Sea of Ersas and near the Tanerde Strait, though less standard as one moves farther into Thadria.

Food and cuisine

While the traditional Thadrian diet is centered around a number of staple foods, specifically bread, beer, other wheat-derived foods, olives, eggplants, fruits like apples and dates, and a variety of meat, the cuisine of Viridia today is a complex fusion of cultures. In addition to the above ingredients, foods originating from Hellea, Khapesh, and the eastern Chaska have all entered common use. Viridian food tends to use a complex blend of spices, depending on what can be afforded.

Society

Especially among the urban populations, Viridian society has historically been held together by a sense of duty to the empire. With the slow decline of the Dominion, however, this has begun to falter. Corruption and graft, once rare as a matter of honor, have become much more common.

Social status is incredibly important within the Dominion, and can be obtained in one of three ways. The easiest is to be born into the aristocracy, as even lower nobility are granted privileges that ordinary folk are not. Many have found that wealth buys access to higher social circles, and this is taken advantage of by Viridian merchants both for social reasons and to further their business interests. The only reliable method the common people have of increasing their social status is through an honorable and distinguished military career.

Goblins have long been a nuisance to the people of Viridia, throughout the empire but especially in Herren. The last governor of Herren, Serim Onaral, was convinced he could integrate these goblins into the rest of society. While initially having some success, he was removed as governor after the goblins he moved into a neighborhood of Orhassu burned a quarter of the city.

Magic

Many wealthy families in Viridia employ constructs as servants. Most are mindless, simply ordered to complete rote tasks, but others are given a degree of intelligence and judgement so they can assist in more complicated work. These constructs are frequently dressed in clothes befitting their roles.

Viridian wizards and other learned arcane casters can find many opportunities to study and expand their skills, whether as an apprentice to a more experienced mage or in an educational institution. While these don't carry with them quite the prestige of universities elsewhere, they still provide a quality education.

A guild of Viridian alchemists, the League of Potion-Makers carries with it a significant amount of social and political power. As their services are so useful to the upper classes of Viridia, the League is one of the only organizations able to bend the normally rigidly protectionist Viridian trade policy. Most of their League's membership is in the provinces of Attalea Major and Ertan, with their headquarters in Felasan.

Education

City-run schools are relatively commonplace in Viridia. Though not free, children can enroll for a marginal yearly fee. Education in basic literacy, math, and history is available until age fifteen, at which point children are expected to seek out an apprenticeship or other full time employment. Especially among the poorer peoples of Viridia, if children attend school at all they are frequently pulled out before reaching fifteen in order to help support their families. In smaller communities in the rural provinces, these schools often do not exist.

Some major cities in Viridia publish regular newspapers alongside other written works.

Architecture and urbanization

Viridian architecture tends to favor stone or brick structures. While the houses and shops owned by lower class people tend to be rather simple, some Viridian architecture can get quite elaborate. The cities of the Dominion are full of spires and steeples rising from religious buildings and palaces. The Palace of the Kings in Ilirnas is a great complex of domes, massive arches, and spires, and it has long been popular for any nobility that can afford it to replicate the same architectural styles, albeit on a smaller scale.

Travel

The Dominion has an extensive and well maintained road network, designed chiefly to facilitate the travel of the military to the borders of the empire. Though these roads are smaller and less well maintained in the Thadrian interior and along the south coast, they have proved more than capable to allow the legions to swiftly crush local rebellions in the past. The roads are also widely travelled by merchants and ordinary people.

Government

Viridia is a hereditary monarchy, ruled by multiple dynasties since it was established. The monarch, currently King Sanctus III, delegates regional control to a governor of each province. Governorships are semi-hereditary positions; if one performs well, their child is likely to be chosen as the next governor when the need arises. On the other hand, if one does not perform well then they are likely to be unceremoniously removed from power and replaced with a trusted advisor of the monarch.

A senate advises the monarch in the governance of their realm. Senators come from the historically important families of each province, though some have lost the wealth and prestige they once enjoyed. New senatorial families are rarely appointed, as to do so would require breaking tradition and expanding the size of the senate, or else removing another family from the position, a great slight. The senate has little codified power but a great deal of informal influence, and convention dictates that the senate’s recommendations should be followed by the monarch.

Military

Viridia’s empire is built off the strength of its military, renowned or feared (depending on who you ask) throughout the region. Until relatively recently the imperial legions were entirely volunteer forces who underwent long training regimens before seeing service. However, conscription to increase the ranks has begun as part of an attempt to stem the decline of the empire, as imperial forces are sent throughout the realm. Viridia has taken the unusual step of not only conscripting foot soldiers but also casters to serve as combat healers and magical frontliners.

Two branches of the Viridian military carry a particular prestige with them. The janissaries are recruited from among the young orcs of Druzda and given years of training to drill them into being deadly and extremely loyal soldiers. The janissaries serve as the bodyguards for the monarch primarily, and as highly trained frontline soldiers secondarily, but only when the Viridian generals think their presence is required. The cataphracts, meanwhile, are heavily armored cavalry who can wreak havoc against infantry. Viridia is also known for having made great advances in siege engine designs.

Provinces

Current provinces

Attalea Major

Attalea Major is the region of Thadria from the Tanerde Strait in the west, to the Konyar River in the east, and to the Tumunzari Hills in the south. Its capital is Ilirnas.

Attalea Minor

Attalea Minor is the only remaining province of Viridia in Hellea, encompassing all of the remaining Viridian territory west of the Tanerde Strait. Its capital is Felasan.

Sivaran

Sivaran is a province in Thadria between the Konyar and Casabon rivers. Its capital is Alticalar.

Herren

Herren is a province in southern Thadria, bordered to the north and west by the Amani River and to the east by the Karn Andur mountains. Its capital is Orhassu.

Andera

Andera is the province east of the Casabon river, bordering Erenon to the west. Its capital is Arsarus.

Penmaerd

Penmaerd is an only lightly inhabited province, encompassing the Penmaerd Forests and a small region to the east of the forests. Its capital is Felaveli.

Ertan

Ertan is a province encompassing the cities surrounding the Bay of Ertan in eastern Thadria. Along with Attalea Major and Attalea Minor, Ertan is one of the most populous provinces of Viridia. The leaders of the cities of Ertan frequently undermine the provincial leadership - the province has a reputation as being a haven for seedy types. Some pirates have agreements with mayors that both benefit from. Bribery is frequently used as the method of choice in diplomatic matters. Ertan's capital is Antikaria.

Tumunzar

Tumunzar is a small province in the Tumunzari Hills. The province is an autonomous region for the almost entirely dwarven population. Instead of a provincial governor, Tumunzar is led by the dwarven High Council. The dwarves that live here are some of the greatest smiths in Viridia, assisted by the use of ancient forges they brought back to life. Compared to their cousins in Barat Rkund, the dwarves of Tumunzar have adopted more of the culture of those surrounding them. Their culture and society is much like that of the primarily human regions of Viridia, and they de-emphasize the worship of their traditional gods in favor of those of the common pantheon. Tumunzar's capital is Moruk.

Vitheoda

The breakaway khanate of Hkarzda now controls most of the territory that previously fell under Vitheoda. After a long period of unrest, the descendants of janissaries settled in this province seized the opportunity presented by Vidiria’s slow decline to declare themselves outside of human control. The region is currently engaged in a low-level civil war of sorts, with tensions between families (and in effect, clans) that remain loyal to the crown and those that desire independence. Many of the loyal clans receive some degree of support from Ilirnas. The province today only has control of a proportion of its de jure territory. Its capital is Malhassal.

Past provinces

Erenon

Erenon was abandoned centuries ago after plagues proved nearly impossible to contain. The region is now functionally independent. See Erenon for more details.

Forloroth

After the collapse of order in Erenon, the eastern provinces of Viridia became keenly aware of how little bound them to central rule from Ilirnas, and also developed increasing concerns that they would be abandoned as well if Erenon's fate were to befall them. Forloroth was one of these provinces that broke away as a result in a nearly bloodless war for independence. See Forloroth & Valadhel for more details.

Valadhel

Valadhel is another eastern province that separated from Viridia after the crisis in Erenon (see above). Unlike in Forloroth, the imperial forces fought hard to keep control, primarily spearheaded by the Legion of the East. See Forloroth & Valadhel for more details.

Sarves

Sarves is now a region within Ishtar. This area was only briefly a province of Viridia during the reign of the Sun King.

Terqa

Terqa is now a region within Ishtar. See above.

Aqaran

Aqaran is now a region within Ishtar. See above.

Enesur

Enesur is now a region within Ishtar. See above.

Current tributaries

Izgrev

See also: Izgrev

Izgrev is a vassal state of Viridia led by monarchy of Viridia nobles.

Past tributaries

Razgovir

See also: Razgovir, Koritan, Talam Galta

Under the reign of the Sun King, Razgovir (modern Koritan and Talam Galta) were tributaries of Viridia. This arrangement collapsed soon after the king's death.

Economy

Historically, Viridia has dominated trade in the northern Sea of Ersas by controlling passage through the Tanerde Strait, a situation that continues to present. This has allowed the Dominion to favor its own merchants, and to enact high tariffs on merchant vessels flying the flags of other states.

Viridia also has still plentiful yet declining natural resources, which is the second major source of the monarchy’s wealth. Viridian iron from the Tumunzari Hills is highly sought after due to its quality in particular.