Nation SheetsRuler Name: General Deitar Runivik
Nation Name: The Haven Of Dunik
Government: Tyranny
National Focus: Military
Important Laws: Slavery: Legal. Only bought, jailed for a crime, or captured in war, can work their way to freedom.
Prostitution: Illegal
Justice: Dunik is a heavily military country, and criminals are tried just like soldiers. Lower crimes are a fine, higher crimes mandatory service, or slavery, and even higher crimes execution.
Immigration: Guarded borders, allowed in after paying a fine.
Conscription: Every man serves a minimum of 2 years when they reach 18.
National Religion: None
Magic Control: 7
Military: 50% Medium Infantry, 20% Heavy Infantry, 20% Archers, 10% Cavalry.
Duvik is a relatively closed off country, not due to it's policy, but simply it's location and lack of reasons for people to visit. The military of Duvik, however, is renowned, as it is carefully trained, and armed. Duvik is mostly a quiet, peaceful, hilly country, with a decent economy and a strong military keeping down crime and revolts.
The General was a former rebel against the old empire, and watched it fall, disappointed he didn't topple it himself. He is not an overly mean, or cruel man, and is in fact quite nice, but he will go far to protect his people.
Ruler Name: Risdra Kalen
Nation Name: Rakdar
Government: Feudal Monarchy, succession via elective council of nobles for the high king, primogeniture for most lower titles.
National Focus: Dominance (Unifying and controlling Etraxia by whatever means)
Important Laws:
-Slavery: While in it's most common form, it is illegal, the myriad contracts and laws essentially turn the vast majority of people into property of the various administrators and nobles by making them as part of the land (In administrative terms) rather than actually being able to leave it. While a minority live in the cities and towns, this minority is, outside of the merchants, bound to their settlement of birth
-Social Laws: For the Rakdaran elves, most laws are more or less equal (This is more due to the rough and tumble nature of Rakdaran politics to ensure that as many heirs are eligible for inheritance in case of... 'accidents'). The human commons, while in theory having these same rights, are mostly looked-down upon by their Rakdaran overlords, and abuses against them are not unheard of. Of these, only the most contentious and open offenders are ever sentenced, and only to placate the general populace about such actions.
-Immigration: Given the social practices within Rakdar, no such laws are necessary as no-one really immigrates.
National Religion: While practising a secular government, various sects, cults and other religions spring up from time to time within the various houses. The commons, however, have no such right and the Rakdar enforce atheistic doctrine on the general population.
Magic Control: 9, The Rakdar heavily control, and enforce this control, just about every source of magic and every caster they can get their hands on. Most of these are usually put to work as enchanters, producing magical items for their master's use. The few Rakdar mages are typically considered houseless and brought under the wing of the royal guard, serving as the shadowy, mysterious enforcers of the crown.
Military: 0% Light Infantry, 15% Medium Infantry, 30% Heavy Infantry, 50% Archers, 5% Cavalry, 0% Knights
Additional Info:
Between the typically backstabbing nobility, the half simmering anger of the human population and a less organised system of government one would think the Rakdaran military to be weaker than it is. For the Rakdar, it is a profession of glory and honour which brings the uncertain promise of power and riches which the lesser children of the houses leap upon. Most houses are constantly jostling for glory and influence within the nation, and most tend to invest substantial amounts of resources into the training and equipment of their troops, the bands under the Rakdar houses garnering a reputation for an impressively flashy displays in uniform and drill.
That, however, describes the fate of under half the soldiers. While the same precision drill is applied to every aspect of their military, the largest arm of the Rakdaran military is the archers. With a preference for massed missile fire to cut off a foes prize units
Stance: Expansionistic
Ruler Name: The White council, Mayard Carter. (One representative from each major type of magic, and one additional member from the military and church, the leader of the church is the headmaster of the council.)
Nation Name: Narsis
Government: Officially it is a meritocracy, with the most powerful and wise mages leading the country. However, critics within the country often complain that there is far to much plotting and nepotism among the more powerful mages to be considered a Meritocracy. You do have to be magical gifted to advance to the higher ranks in both the military and government.
National Focus: Magic
Important Laws:
Slavery is allowed but generally frowned upon. There are pockets of slaves working in the largest plantations, in mines and forests, these slaves mostly imported from other countries.
The penalties for physically hurting a Mage is severe. These persons are usually given a death-sentence. They are sent to the Magical academy to be experimented on until they die. Same harsh laws are applied to material theft. This laws tend to be a bit softer is the aggressor is a Mage.
Every citizen is obliged to take the "Magical tests" sometime between their 10 and 15th birthday. These tests is lead by experienced magicians and their goal is to locate gifted individuals so that they can be offered more in-depth education. These tests usually takes 2-3 mounts. It is a very new tradition, and the tests could be much safer and effective. But the council is always working to improve these tests as they are one of the foundations of the country. Every citizen is also offered to take a much longer more proper education in the magical arts. This education is three years long, and everyone can sign up. This education is even more experimental and the council only recommends citizens proven to be gifted in magic to take the course, as the mortality of this education is quite high.
Immigration: Individuals who are magical gifted are awarded a unconditional citizenship no matter their former social status or past crimes. This has made Narsis quite popular for magicians. Because of this Narsis has faced some problems with murderous magicians roaming the streets, but the white council has found ways to use these assets...
National Religion: Church of Novis
Generally the church of Novis doesn't have preachers and prayers, instead they have lectures in magic and meditation. Every citizen is also requred to swear an oath in the honour of Novis that they will do their best to escape their destiny and instead do whatever it takes to keep Kaa trapped.
The church of Novis is intertwined with government in most ways, and people with another belief will have a very hard time advancing in the Narsis society, even though there has been examples of seculars in the government. People who are actively worshipping other gods will experience active discrimination. Since they are believed to be the minions of Kaa. Crimes against such minorities tend to remain unsolved.
Magic Control: 0, magical use is even openly encouraged, but the best magicians tend to end up in the academy.
Military: 50% Light Infantry, 25% Archers, 10% Cavalry, 10% Heavy infantry, 5 % mages. (Acting as officers and alone in special magical units. The officers are often skilled in telepathy and other buffing magic's, while the magical units are much more diverse. )
Additional Info:
Narsis is a remarkable equal society regarding gender, much thanks to the Church of Novis, no one would be very surprised if a woman held a high position in either the government or military. Most of the important positions are still held by men, though.
Stance: Devious.
Ruler: Empress Andria vej Ei-satra
Nation: Serica
Government: Empire
National Focus: Production
Important Laws:
Legal System: Operates under a unitary corpus of law (no separate civil/criminal system as seen in common law) originally promulgated by Empress Ranava vei Ei-Parna 500 years before the Empire came to Etraxia, and regularly updated since. Criminal punishments tend to be harsh but levied evenly as far as social status is concerned; the power of the monarch stems in large part from non-hereditary magisters and bureaucrats, and nobility and slaves alike thus must face a magister without any sign of social status. Fraud or social defamation is often punished by economic restitution, scaled to the perceived value lost to the victim. Murder of physical injury, if conducted without remorse, is punished by visiting the same act on the culprit - one consequence of this, when coupled with the laws surrounding slaves, has been several cases in which slaveowners have been put to death for murdering their own slaves. While intent is not considered in judging guilt, it is often considered in sentencing; though punishments cannot be commuted, crimes committed by accident tend to receive lesser punishments than those committed by negligence or willful malice. Only the Emperor or Empress is granted the right to be above the law; whispers have been spoken of nobility who have sought to subvert the Empire's magisters, only to suffer some mischief after so drawing the ire of the Sword of the Empire. This said, however, magisters do tend to show greater sympathy towards those others of similar status, in sympathy and understanding to those who must stand together.
Slavery: Legal and permitted. Primary sources of slavery are from external trade, as Serica only rarely wages active war, and debt-bondage. Chattel slavery is considered hereditary; debt-bonded slavery is non-hereditary, though the inheritors of the debt may sell themselves into slavery as well. Strict laws regulate the treatment of all slaves, including food, shelter, the right to marriage unconstrained by their owners' will, and the legally-protected right to purchase oneself in order to secure one's freedom, at a "fair" price as determined by a magister of the royal court. Though not slavery in a strict sense, peonage is also a significant source of unskilled labour, in large part because many of the special laws that protect slaves do not protect freedmen, which has also created something of a perverse motivation for peons (legally freemen) to intentionally sell themselves into slavery for personal and economic security.
Immigration: Citizenship can be granted through good deeds conducive to the well-being of the Empire, either by the Empress or her viceroys. Coincidentally, such "good deeds" can also include significant monetary donations to the Empire's coffers.
Social Hierarchy: The Empire of Serica operates under an unofficial, but powerful social hierarchy. Emperor/Empress --> Consort --> Empire's Court --> Hereditary aristocracy --> Freemen --> Peons --> Slaves
National Religion:
Religion is not a major principle in Serica. Most native Sericans practice ancestor worship and animism, believing in the natural spirits of the world and the ordered spirits of their forebearers. Religion may be practiced freely by travelers and natives alike, so long as it is not considered seditious or ill-conducive to the proper order of society.
Magic Control: 5
Significant state control and strictures exist, but unlike other centralized states like Dunik, the majority of spell-workers ply their arts independently of state observation or control (though not nearly as many as in Narsis, where absolutely no state oversight exists at all). The greatest of spell-workers, however, are proud to attend to the Serican capital of Anthera, where they may gain official recognition, compensation, and potential for greater study. Divination is one of the Great Works under Heaven, and diviners are frequently seen in the Imperial Court; the three great Paths of divination are aeromancy (the reading of the sky and winds to know the hopes of the future), necromancy (the contacting of the spirits of deceased ancestors to understand the wisdom of the past), and water scrying (observation in water to know the facts of present).
Military: 0/20/40/30/10/0
The military of Serica is rooted not in cavalry, but in its strong infantry traditions. Much of its cavalry is in the form of light skirmishers or jinettes who are frequently used to flank or run down routed foes, while a healthy mix of drilled medium and heavy infantry, backed by a strong archery force, forms the mainstay of Serica's military might.
Additional Information:
Serican industry is second to none. The Serican hinterlands are rich in metals, and the skill of its crafters is reputed to be second to none. Even this pales before the industry from which the nation took its name, for which it was known for millenia; silk-weaving. Serica is a wellspring from which finished goods spring.
Stance: Phlegmatic
Ruler Name: Madrea Assere Bedios
Nation Name: Istania
Government: Theocracy; the church makes the decisions for the good of her people. While not a democracy, per se, input onto the perceived best action is often asked for, though as church policy dictates many decisions, and almost all Istanians are faithful members of the church, there is rarely conflict.
National Focus: Religion
Important Laws:
Slavery - Enslavement of humans is illegal. Non-humans have remarkably fewer rights, and might make pets for those of low moral standing but high economic clout in society.
Social Laws - A matriarchy, thanks to church doctrine and means of selecting church leaders, though both genders serve in the military, if not quite equally(men are expected to defend their country, after all, women, not as much). However, social equality is markedly advanced thanks to the church, even if only for humans (for example: homosexuality is accepted, if not always preferred...at least for women(and kinda ignored by the law for men)). In fact, around 54-55% of Istanians are female, thanks to immigration.
Prostitution - A very touchy issue. Technically only legal by sanctioned and selected Church Members, as a means of cleansing the sinful, or giving comfort to those in need(yes shut up they really think this way). However, like everywhere else, it is practiced, though the trade in it is somewhat reduced by the legal (and highly skilled; they aren't whores, they're Courtesans) outlet in the Church.
Civil Law - Civil courts and religious courts are one and the same - the Mother's Church serves as the basis for most, laws, after all. Certain important laws include: The various holidays, every ninth day being regarded as holy, openly carrying a weapon in the streets is banned unless you have very special permits, desecration of holy sites is forbidden by penalty of heinous and terrible death(typically inflicted in front of a cheering crowd), trying to convert the Mother's Church to other religions is banned(on penalty of explaining yourself, getting fined, and maybe booted out of the country), and so on.
Criminal Law - Criminal courts are typically different from civil courts, but they too are religiously run. Non-members of the church must still comply with certain church laws, primarily those ones not relating to ceremony or worship(which are less laws and more 'hey you should be doing this if you're faithful'), and heretics can be tried for defying church doctrine without sufficient reason, though this is usually only done if they seem to be trying to incite people to break away or leave the Church.
Immigration - An instance of practicality and idealism matching up, the nation knows how much it relies on immigration, and this is reflected in how incredibly lax it's immigration laws are, in most cases. An oath of loyalty to the church and initiation to the faith is all that's required for those that are willing, in order to become a citizen and gain the various rights and benefits that come along with it. Non-citizens are permitted to stay, but have fewer rights and an eye will be kept on them to make sure they stay out of trouble. Being born in the country almost ensures citizenship...and membership in the church, due to the great influence of the religion in people's lives.
Public Education - Quite possibly the only place in Etraxia to offer it. The church is the one doing the teaching, of course. Which makes up the half of the reason beyond an educated populace making better decisions for offering such a system.
National Religion: Yes, The Mother's Church. As it is a theocracy, government and church are one and the same. The Mother's Church focuses on, well, The Mother Goddess, in all her guises, as she gave her life, in the end, to create the human race, even if she did not at first intend to sacrifice herself to do so. As she died by giving up pieces of herself as gifts so that we might live and breathe and think and create, so we each carry some of Her inside of us, and together, we make up The Mother. Part of the religion involves recognizing the Mother in her various forms, as she continues to try and give us guidance in our lives, to direct us towards the happiness she intended us to have with her. Giving thanks for and acknowledging her sacrifice, as well as dedicating oneself to ensuring that it does not go in vain by making the most of one's life are all integral parts of the faith. Other titles and forms the Mother appears in include the Maiden(embodying the youthful and innocent aspects of the Goddess), the Crone(emphasizing the wisdom and experience of the Goddess), the Child (in which the Goddess is genderless, and is meant to represent the remarkable insight of children, and the beautiful simplicity of their world, free from the politics of adulthood), the Lover(the sensuous and intimate parts of the Goddess), and the Warrior(in which the Goddess is portrayed as masculine; the Church prefers to gloss over this one most of the time...). The Mother itself is simply the title for the Goddess that the Church prefers, as it shows her in her nurturing, hard-working, and life-giving ways).
Magic Control: 4-8
The Istanian relationship with magic is a strange one, and seems to vary from town to town, even. The nation is still working out how it will interact with magic in the future, but it seems likely that it will depend on the nature of the magic worked; some magic is banned entirely, while other magic is almost considered a necessity for day-to-day life and worship. Mostly, though, it is the clergy that practices magic, proclaiming them to be miracles granted by the Mother Goddess through all humanity. They claim that the use of magic without due deference to Her is abuse and heresy, for all magic is a gift of the Goddess, and it's use is Her sacrifice once more. To use it without showing Her gratitude and acknowledgement is to cause Her both injury and insult.
Military: 25% Light Infantry - Though not a particularly warlike nation or peoples, the Istanians' religious fervor leads to an overabundance of volunteers - there's simply not enough equipment for all of them.
15% Medium Infantry - The majority of Istanian professional soldiers are more like militia readying to defend their homes.
5% Heavy Infantry - The fanatacism of some Istanians leads them to take the oaths of the Templars, an order dedicated to protecting pilgrims and defending the faith;
20% Archers - Istanian slingers are often highly skilled, and there is as much to fear from a high speed metal bullet flying towards your head as there is from a sharpened arrow shaft plunging towards your chest.
25% Cavalry - Quality horses and a tradition of horseback riding make the Istanians uniquely well suited to developing large forces of horsemen. There is rumor some even make use of the bow....
10% Chariots - The abundance of fertile flatland, and the well-developed infrastructure of the region, lends itself well to the use of chariots and chariot archers.
Additional Info:Istania is a nation of fields, forests, cities, and roads. A combination of well-developed surviving infrastructure, supremely fertile lands, and religiously backed work ethic, as well as the social equality and relatively light policies regarding restrictions of freedoms (for church members, anyway), combine with the high conversion rate of The Mother's Church(and the whole women not being second-class members of society) to make Istania one of the fastest growing nations in history, in terms of population growth, from both immigration and natural fertility. The land also stands as one of the largest on Etraxia in terms of population, if not the largest, thanks to this, and the nature of it's birth. Istania is also the source for most of Etraxia's quality horses, horse-breeding being a longstanding and honourable tradition, and for a great deal of food, which makes up it's primary export, along with missionaries, quality lumber, and certain luxuries such as dye, spice, or furs. (Secondary Focus: Agriculture/Population. Tertiary Focus: Horses/Infrastructure)
Stance: Considerate
Ruler Name: Mabuz Sephtis
Nation Name: Avezol
Government: Monarchy
National Focus: Science
Important Laws: /Prostitution: Legal (Because why the hell wouldn't it be?)
/Slavery: Legal under certain circumstances. Death and enslavement are both punishments for severe crimes of varying degrees. Slaves are government property, and are distributed to each district proportional to annual grants. Slaves are to be used for experiments, and for assistance towards scientific ends (EX Mining to gather metals for use).
/Misuse of slaves: Misuse of slaves includes using slaves for personal means, unfair abuse (EX Pointless lashings), or releasing a slave without a licence to do so. Misuse of slaves is punishable by enslavement.
/Immigration: Foreigners who wish to travel within the borders of Avezol must apply for a timed permit, spanning anywhere from one day, to five years. Longer term permits are harder to achieve. The average length of permit is one month, and permits become difficult to get past lengths of six months. All citizens of Avezol past the age of twelve are to be marked by a royal magician upon the back of their left hand in the form of the mage's house glyph. All court mages are to be trained in the reading of these glyphs, while they would be indistinguishable from a regular tattoo to the common eye. Foreigners without a permit are to be tried by the courts. Traveling within our borders without a glyph or permit is punishable by enslavement, or death if the courts believe the accused to e attempting espionage.
/Justice system: Avezol's justice system is run by the second canton (Commonly referred to as the Canton of Inquisition). Justices of the court must be aproved by Mabuz himself, and trained by, and serve under one of the eight Pylds for a minimum of five years before they are considered for approval. To enter testing to become a justice, applicants must first train for six months to become acolytes of the court (They train under the second canton), then must train and serve under one of the eight Pylds for a minimum of five years. After training, acolytes must be tested by a Pyld other than the one who trained them. Acolytes are to be tested thoroughly (Acolytes must be trained in law, punishment, history, rhetoric, and royal swordplay). Should an Acolyte pass through initial testing, they are to be tested by a third Pyld for verification. After passing through primary and secondary testing, Mabuz must aprove any Acolytes who are to become Justices. Justices have near absolute power, subject to discipline only by Mabuz, a royal heir, or one of the eight Pyld's. Justices may execute, enslave, fine, jail, beat, or flay any who they deem guilty of a crime fitting the sentence. In the absense of a justice Pyld, or Mabuz, a Lynt may act as judge.
National Religion: None. People are free to practice whatever religion(s) they choose. It has been hinted at by Mabuz that should a religion ever be made state religion, it would be greatly funded, endorsed, and supported.
Magic Control: 7. In order to practice magic, mages must register with the government, and receive a second mark upon their right hand with their own mages glyph, as given to them by a court mage. Mages marked this way have their abilities registered, and lists of all mages are carefully kept. Magi who work for the government are richly rewarded, but unregistered mages caught practicing are subject to trial by Justice or Pyld.
Military: 40% Archers
30% Medium Infantry
20% Heavy Infantry
10% Calvary
Additional Info: /There are four cantons: The Canton of Discovey (The first canton), The Canton of Inquisiton (The second canton), The Canton of Collection (The third canton), and The Canton of Progression (The fourth canton). In order, they deal with; science, judgement/the judiciary system, taxes and money, and magic. The cantons are government organizations which control Avezol.
/The Canton of Discovery is made up of: Acolytes of Discovery (Entry level apprentices who learn from inspectors), and Inspectors (Inspectors are well versed in history, chemistry, physics, biology, the medicines, and royal sword play. To become an inspector one must go through a similar ordeal as one must go through to become a Justice).
/The Canton of Inquisition is made up of: Acolytes of Inquisition, and Justices. For more information see above.
/The Canton of Collection is made up of: Acolytes of Ibith, and Calculous' (Calculous' must be versed in history, deceit, the law, all forms of math, and royal sword play. To become a Calculous one must go through a similar experience as one must go through to become a Justice).
/The Canton of Progression is made up of Court mages and their apprentices.
/Pylds may command anyone from any canton.
/Pylds are the kings most trusted and skilled confidants. There can only be eight Pylds at one time, and to become one, one must achieve the ranks of Justice, Inquisitor, and Calculous. Pylds may perform the jobs of anyone from any canton (Although magical experience is not necessary to become a Pyld).
/Avezol is made up of eleven districts. District one is inhabited by the king and is ruled solely by him, but the other ten are managed by Lynts (Similar to high nobility). Every year the other ten districts are judged inquisitors upon what they have discovered in the past year. /The districts are then ranked from 1-10 based upon the importance of their discoveries. The better ranked a district is, the more money and slaves it will receive throughout the year from the government (EX. District five discovered a rail gun, and district eight made a heated blanket. District five is ranked number two that year, and receives $1,000,000,000 that year, but district eight is ranked number ten, and receives $100,000). This is called the annual grant.
/Should no heir to the throne be named, it goes to the spouse of the current king/queen, then to their child, then to their next of kin if necessary; however a Pyld is generally named by the king as his heir. Most royal princes become Pylds to prove themselves worthy of the crown.
Stance: Inquisitive
Ruler Name: Salaedar XVII (the name every ruler takes)
Nation Name: Salatia
Government: Religious Monarchy. (Ruler is the eldest worshiper of Salae)
National Focus: Religion.
Important Laws:
- Prostitution is legal. However, prostitutes must be followers of Dunt. It is considered a noble profession. They undergo years of training.
- Slavery is legal, but you may only sell slaves if you follow Kriellus. (Kriellus followers manage slave operated mines etc.) Anyone may own slaves.
- Only high ranking followers of Radiv may commit murder at will. (about 50 people)
- High ranking followers of Kriellus may take what they want.
- Only followers of Radiv may join the military.
- Immigrants must choose a path.
National Religion: The people of Salatia are polytheistic. They worship the court of Salae. Salatians believe that Sal is the eternal nothingness that existed before our world was created. From the empty nothingness that was Sal, Salae was born. Salae is the embodiment of nothingness, and from Salae five other gods were born. Kriellus - the Trickster, Dunt - the Hedon, Radiv - the Killer, Grallus - the Kind, and Dint - the Thinker. First Salae created Kriellus (female) and Grallus (male). Kriellus was born to lie, steal, and seduce while Grallus was born to be kind, giving, and righteous. They are twins. Next Salae created another set of twins Dunt (male) and Dint (female). Dunt is the epitome of hedonism. Hedonism: the excessive pursuit of fleshly pleasures. Dint is largely the opposite. Dint is the thinker and she dedicates herself to the sciences, magic and art. She refuses to take part in Dunt's revelry, because she thinks it unwise. Finally Salae created a final set of twins Radiv and Santiv. Radiv, being the Killer (a giant beastly creature often portrayed as a boar), immediately murdered and consumed his twin sister upon his creation. He absorbed her power in the process. Santiv was supposed to be the goddess of life, until she was murdered and eaten. Radiv can grant rebirth and life now, but refuses to do so, because he is the god of death.
Magic Control: 6 - Followers of Dint and Radiv are taught magic. In other churches, there may be some magic taught, but for the most part only followers of Dint and Radiv practice magic. It is illegal to practice magic if you were not taught to practice magic by your church.
Military: 30% Archers, 20% medium infantry, 30% Heavy infantry, 10% Cavalry, 10% light infantry.
Additional Info: At the age of twelve, each child must choose a god to devote themselves to. Before choosing a god, the child must learn about all six gods. Upon choosing a god they are trained in a particular trade that the god created. For example, worshipers of Radiv may become soldiers or executioners... etc.. Worshipers of Dunt might become prostitutes or brewers... etc. etc. Each god has its own church with it's own leader's. You do not get to decide what you become within the church. You may only choose the god you follow. You are assigned your path by the leaders of that church. All children undergo eight years of training. If a child does not choose a god, they are assigned one. If there are too many people entering one church, a child may be forced to choose a different god. You can work your way up in the church's hierarchy. Peasants may be denied entry to any church. Enslavement is a very common punishment for criminals in Salatia. Slaves are mostly made up of peasants. In times of war slaves may volunteer as soldiers as a way to escape slavery. They are tested vigorously. People may change to Radiv and become soldiers if necessary in times of war. Each church has it's own leader. All of these leader's follow the leader of the church of Salae. To become the leader of a church, you must take a new name, and be the master of all trades within that church. Followers of Salae train themselves in mastering their own minds, bodies and emotions. The final test in the church of Salae: you must impale your hand on a boar's tusk without even blinking or hestitating. The king does live with a broken hand. As do most high ranking members of the church of Salae.
Common sayings: "Praise Salae!" and "Thank the Trickster!" and "Fear the Beast."
Salae: Leadership. Leader name: Salaedar.
Kriellus: Slavers, spies. Leader name: Kriedar
Dint: Artists, mages, scientists. Leader name: Dindar
Dunt: Prostitutes, brewers, apothecary. Leader name: Dundar
Grallus: Trader, merchant, judges, guards. Leader name: Gradar
Radiv: Soldiers, executioners, healers (Santiv). Leader name: Rasantidar
Stance: Inviting to converts, and aggressive towards religious/military threats.
Ruler Name: Magister Zaklag
Nation Name: Republic of Torkal
Government: Oligarchic Republic
National Focus: Infrastructure
Important Laws:
Slavery: Accepted in the case of unpaid debt or bought from overseas, but generally not used except for menial labour.
Vice Laws: Discouraged
Magical Laws: Magic which can summon animate beings into this physical reality, magic which can strongly influence the minds of people and necromancy are forbidden with the penalty for practising such magics being death. Trade in magical artefacts and equipment requires that you pay a tax on the transaction and inform the government , violation of this law usually results in exile (unless you tried to skimp on the tax, where it would result in the same penalties as mundane tax evasion)
Council Positions: A position on the council can be bought if you have been a citizen for 10 years; it requires payment of an upfront fee and about 15% of your annual income to stay on the council. Obviously council positions are not hereditary (in the strictest sense of the word). Mayors of cities and towns are usually democratically elected (except in the cases where a Councillor owns a good portion of a minor town in which case the mayor is appointed by said councillor), but this is mostly an administrative position and the mayor has to accede to the dictates of the Council.
Justice: The punishment for minor crimes usually involves fines and/or public humiliation; more severe crimes (i.e. murder, rape, treason and so on) are punished with forced labour, exile or death depending on the crime.
National Religion: No; in fact any religion which does not violate the laws of the Republic is generally allowed to continue unmolested
Magic Control: 8; all magic users must be registered with the government but are generally allowed to go about their business.
Military: 50% Medium Infantry, 20% Heavy Infantry, 20% Archers, 10% Cavalry
Additional Info: Torkal sits on terrain that is reasonably hilly, with some mountain ranges. Its economy is mostly based off magical industry; while this was not true of the old Republic, Torkal has significantly invested in magical infrastructure and education to make this happen
Stance: Defensive.