Machaian League

From gronkfinder
Revision as of 20:23, 23 January 2022 by Gronk (talk | contribs) (Created page with "{{NationInfobox |name = Metrya |image = |capital = Metrya |ruler = - |government = Direct democracy |demonym = Metryan |adjective = Metryan |languages = Hellean, Common |religions = Various ancestries, but plurality human }} '''Metrya''' has revived the ancient Hellean traditions of democracy, though the lingering inequality of this system has led to undercurrents that threaten this prosperous state. Traditional cottage industries in...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Metrya has revived the ancient Hellean traditions of democracy, though the lingering inequality of this system has led to undercurrents that threaten this prosperous state. Traditional cottage industries in Metrya have begun to be replaced by centralized workshops.

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, travelers 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 travelers 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 millennia, and the Tirione Republic 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 worshiped 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 travelers 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. Despite this, 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 travelers 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 row houses 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.

Tirione is currently led by the 102nd Assembly, which includes the following parties:

  • Western Seas Alliance (55 assembly 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 assembly 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 assembly 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 assembly 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 assembly 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 assembly 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).

Template:CitiesMetrya