Sovereign States
This terminal displays information regarding the Arctic Ecumene after the year 4200 ΧΣ. This data is obtained from a variety of Human memories and is translated to the most-recognizable Terra Chronology analogues available. Due to the highly volatile nature of Human society, this information is subject to change.
In the image provided, realms of cultural influence are represented in blue, while significant natural regions are inscribed in white. The geographic North Pole serves as the center of the map. For scholars, the Dragonspine Mountains divide Hesperia from Siberia . The Ice Veil separates Siberia from the continent of Eos , as well as marking the southern bounds of the White-Shadow Sea. The island-nation of Amaranthine , meanwhile, marks the northern bounds of the White-Shadow and the centerpoint between Eos and Hesperia.
As of 4200 ΧΣ, there are approximately 500,000,000 Humans living on Earth above Parallel 45 .
- Great Siberia, Persia, Hellena, the Inca Empire, and Shenzhou are the Arctic Ecumene's most populous sovereign states. Volhynian, Persian, Hellenic, Inti, and Zhou are, accordingly, the most widely-spoken languages, while Celtic, Brahmic, Nahuatl, and Valencian also serve as a common language in many regions.
- Salts and Sapphires are the most commonly-accepted forms of currency. The most common occupations involve fishing, hunting, mining, and farming, but there are also many merchants, servants, and artisans within the Ecumene.
- Robust international trade, dependent on traveling merchants , facilitates commerce and diplomacy. This trading network involves sovereign states, noble families, private fisheries, pastoral-nomadic communities, and artisan guilds.
- Sailing-ships and horse-bison remain the most common modes of travel. Amaranthine has developed a geothermal-powered train, but its function is restricted to the island.
- Firearms are the preferred weapons in most conflicts, particularly the Varangian bolt-action rifle, the Simo farstriker, and the Khartoum pump-action rifle. Most regulars use tungsten bullets for ammunition. Small-arms, such as revolvers, are more expensive and offer less utility than the standard rifle, but are nonetheless sometimes used as a symbol of a high-rank in state armies and private militias. During the sunless seasons, however, firearms of all shapes and sizes become unreliable. The moving parts of the gun become stubborn and freeze-shut, and the black gunpowder struggles to ignite. Many combatants turn to using close-combat weapons instead. Explosives, such as Coyote's Trick, also play a large part in warfare.
Abyssinia
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Erythraean | Abyssinian | Tiliki Terara | Divine Sovereign | Congregation of Scions | Swords of Solomon |
Common Language
Erythraean
Demonym
Abyssinian
Central Settlement
Tiliki Terara
State Leader
Divine Sovereign
National Assembly
Congregation of Scions
Standing Army
Swords of Solomon
Abyssinia, sometimes called Ancient Abyssinia, is a theocratic, unitary nation-state located between the Whitemantle Mountains and the Singing Mountains of Hesperia.
Abyssinian laws and traditions mandate that the nation's ruler is to be a blood-descendant of the House of Solomon , and that each citizen follows the faith of the Seven Saints. The people of Abyssinia are, accordingly, deeply-devout. Much of their day-to-day life involves their faith, especially their spiritual traditions, their diet, and their forms of justice. Abyssinians believe laws can only be created or changed through personally-experienced divine revelation.
The Whales of Abyssinia are fat, blind creatures, found only in the eastern parts of the Old Merchant's Sea . Their eyes, oil, and blubber serve as Abyssinia's greatest commodity-exports to the rest of the Ecumene.
Alexandria
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Hellenic | Alexandrian | Muse | Great Teacher | Library of Alexandria | Vindicators |
Common Language
Hellenic
Demonym
Alexandrian
Central Settlement
Muse
State Leader
Great Teacher
National Assembly
Library of Alexandria
Standing Army
Vindicators
Alexandria is a theocratic federation formed by cathedral scholars in eastern Eos, who regard the Angel Hypatia as the principal Angel of Heaven. The region is split into several provinces, each governed by a different school of Hypatian thought, though all required to embody the Hypatian Creed. The primary territory is a peninsula with many lakes and rivers. It is separated from the Cherokee Nation to their west by a well-fortified isthmus . North of the main territory is the island of Heavens Reach , so-named for its sea-gazing highlands, which is divided from the mainland by Betrayer's Rend .
Prior to the arrival of the Hypatians, the territory was inhabited for more than 10,000 years by the Mi'kmaw. The established nation of Mi'kma'ki welcomed the zealous Hypatian missionaries. The Kji Sagamaw who led the nation sought to imprint the importance of scholarship onto his people, to bring them into the fold of the Ecumene, and the Hypatians were well-known for their passion of the intellectual pursuits. But, over-time, the Hypatians came to outnumber the native Mi'kmaw. The Hypatians soon demanded each citizen take the Hypatian Creed. When a great many refused, the Hypatians took the capital city of Mniku by force, and summarily executed all those who refused to accept the Creed. This event is known to the Mi'kmaw as the Night of Broken Covenants. To the Hypatians, it is known as the birth of a glorious and prosperous nation.
Alexandria's major export is the magnetite mined from its high hills. It also produces Salt from a mining operation near its famous fjord, and regular donations from Hypatian missions across the Ecumene also help in keeping the cathedral schools operating.
Amaranthine
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Celtic, Valencian | Amaranthian, Icelandic | Babbage | The Provost | Circle of Scholars | Amaranthe Security Force |
Common Language
Celtic, Valencian
Demonym
Amaranthian, Icelandic
Central Settlement
Babbage
State Leader
The Provost
National Assembly
Circle of Scholars
Standing Army
Amaranthe Security Force
Amaranthine, also called the Amaranthe, or referred to by its historic name of Iceland , is a technocratic island nation between the White-Shadow Sea and the Evening Sea. The island's geography is notable for its volcanic activity and woodland ecosystems, both now tamed by Human innovation. Since the Fire Tide, it has become one of the most densely-populated regions on Earth. It serves as a bastion of knowledge-keeping and a popular home for engineers, architects, astronomers, historians, botanists, and chemists.
Settlement of the island began centuries after the death of Hypatia. It has long been a sacred place of scholars and naturalists alike. Since Illumination, the island has served has a kind of vestige of the old world, where science and technology are to the benefit of all Humanity. The island's many glacial rivers and natural geothermal energy has given a helping hand to those seeking reliable sources of energy, aiding its temperate climate and unnatural inventions to bring many travelers to 'the Heart of the Earth'.
The island is subject to irregular and unusual natural disasters, which some claim is the work of the occult, despite the nation's reputation for empiricism. For instance, the town of Pasteur was once plagued by a strange illness that made them unable to move their tongues. The city of Watt, once one of the central settlements on the island, fell into a giant sinkhole crater without warning. In Fleming, the land was overrun with an unusual fungus that drove the local people to madness (though others claim it was a holy blight that was capable of healing all ailments).
Though the island is typically headed by the Provost, the Chief Engineer, Principal Apothecary, or Director of the Academy of Natural Sciences may also serve in important state functions.
Apache Tribes
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Na-Dene | Apache | Geronimo | Great Chieftain | Regional Tribal Chiefs | Blind Harpies |
Common Language
Na-Dene
Demonym
Apache
Central Settlement
Geronimo
State Leader
Great Chieftain
National Assembly
Regional Tribal Chiefs
Standing Army
Blind Harpies
The Apache are a semi-nomadic collective of tribes who occupy the land at the mouth of the Great Serpent River . Most of the Apache rely on hunting beasts and domesticating livestock for their livelihood. In particular, their mastery of the horse-bison provides them with significant trading opportunities with the rest of the Arctic nations.
The Apache migrated north from the Great Plains after the Fire Tide. During this time, they were considered a disparate band of nomads with only a passing cultural relation. Their many wars and rebellions against the Inca and Aztecs brought a more common sense of purpose and kinship to these tribes. They are the only people of the tribal lands to have never fallen into the dominion of any imperial power of Eos, giving them the reputation of being a particularly proud and fierce culture.
The name of the private army that protects Apache (and sometimes Navajo) lands, the Blind Harpies, was originally a derogatory phrase used by an Inca general, meant to discourage the Apache before a battle and boost the morale of her own troops. It was a common legend among the Inca (at that time) that the Harpy Eagle had been driven to extinction by their ancestors, who had hunted them as trophies of great conquests. The Inca believed this was accomplished with the help of the Sun, who blinded the eagles if the warrior was worthy enough, rendering them defenseless against their only predator. Hearing this, some of the more-daring Apache warriors took to wrapping bands of cloth around their eyes and charging blind into the enemy formations.
Though the Apache have no large cities, the port-town of Geronimo often serves as a common diplomatic meeting place.
Arcadia
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Hellenic | Arcadian | Massandra | Monarch | Council of Elders | Arcadian Army |
Common Language
Hellenic
Demonym
Arcadian
Central Settlement
Massandra
State Leader
Monarch
National Assembly
Council of Elders
Standing Army
Arcadian Army
Arcadia, sometimes called Arcas, is an oligarchic nation-state that sits on the Tauric Peninsula , between the Black Sea and the Black Steppe .
Arcadians are known to be stoic, stalwart, and unflinching from battle. In Arcadia, the old (Gerousia , or the Council of Elders) attend to domestic issues and the young fight to protect the land and its people. The most consistent threat to Arcadia's people are raiding bands of nomadic Scythians.
The peninsula itself has been a hotbed of Human activity for as long as humans have had memories. The Persians and the Greeks fought over its land for many generations. When the Great Conqueror Alexander came to the peninsula in his old age, he is said to have believed the land was the mythical Elysium Fields . The Arcadians, led by a warrior named Xanthus, took full dominion over the land when they defeated the Messinians at the Battle of the White Star.
Arcadia's commodity-exports involve its mining of ironstone and limestone , its fine craftsmanship in metalworking, and its reliable fishing production. Arcadian Wine is often claimed to be the finest in the world, rivaled only by that produced in Hellena. The land itself is popular for its wilderness, with open fields and wooded glens as far as the eye can see—until you get to the impenetrable fortress.
At Arcadia's southern end, there is a small area known as the Valley of Ghosts, said to be uninhabitable despite its serene appearance.
Asir
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Egyptian, Erythraean | Asiran | Nusaybah | Crown Prince | House of Wisdom | Stormguard |
Common Language
Egyptian, Erythraean
Demonym
Asiran
Central Settlement
Nusaybah
State Leader
Crown Prince
National Assembly
House of Wisdom
Standing Army
Stormguard
Asir is an absolute monarchy settled between the Black and Caspian Seas, beyond the Gates of Alexander , at the center of the Black Steppe . The territory is surrounded by the rivers Don and Volga , with an interior wall rising on their banks. At the near-convergence of these rivers, they are connected by a man-made canal , where a drawbridge and the massive Gate of Asir stand waiting for those who believe themselves worthy to enter.
The land and the people alike are harsh and diverse. The lands of Asir are relentlessly assaulted by savage storms throughout the year: thunderstorms, rainstorms, firestorms, and blizzards come as commonly as pleasant days. Due to this phenomena, the people of Asir are hardy and adaptable, but also, like the land itself, unforgiving. Though considered rich in culture, many foreigners are weary of traveling to Asir, for fear they may not be allowed through its great Gate, so discriminating are those who rule it. They do not tolerate those who deviate from its rigid social structures and customs. At the top of this hierarchy is always the Crown Prince(ess), guided (but not legally binded) by the House of Wisdom.
The Asir people first settled in the region after the Fire Tide. The tribes came upon an empty and abandoned land, inhabited by the Caspian people for many centuries prior. A number of theories and folk tales sprang up regarding the disappearance of the Caspians, such as the belief that they had been Illuminated, their bodies destroyed, or that they had been abducted by aliens. Another theory claimed that they were all taken by the Angels of Oblivion. But the most likely theory postulates that the Caspians simply moved north, as the Asir tribes had, further into the Arctic Ecumene for trade, or to distance themselves from the region's worsening storms.
Abkhazia was the first major regional power to develop after the Fire Tide, with the nation-state of Asir rising from the remains of its empire after it was crippled by a long civil war. Many of the region's largest cities are remnants of Abkhazia, including Ras Tanura, Habala, Astrakhan, and al-Yuqhar. Much like Abkhazia, Asir makes much use of its most valuable land in the Iron Sands and Iron Canyon regions, where iron is harvested annually during the Iron Harvest. Much of the iron being transported through Siberia and Hesperia comes from Asir. They are also specialized in the mining and trading of moonstone .
Basilia
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Volhynian | Basilian | Abalus | Sovereign Monarch | Council of Royal Advisors | Imperial Knighthood |
Common Language
Volhynian
Demonym
Basilian
Central Settlement
Abalus
State Leader
Sovereign Monarch
National Assembly
Council of Royal Advisors
Standing Army
Imperial Knighthood
The Kingdom of Basilia is a sovereign kingdom lying along the southeastern coasts of the Kraken's Sea . It is ruled by a hereditary monarchy, claiming dominion over much of the land and sea. The territory features many swamps, marshlands, and fortresses.
The kingdom emerged from the Kingdom of Galicia after the Second Evening War, along with Silesia.
Basilia mines most of the Arctic Ecumene's Sylvanite .
Blackfoot Tribes
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Cree, Inti | Blackfoot | Bearpaw | Five Chiefs | Blood | Red Crows |
Common Language
Cree, Inti
Demonym
Blackfoot
Central Settlement
Bearpaw
State Leader
Five Chiefs
National Assembly
Blood
Standing Army
Red Crows
The Blackfoot Confederacy is a collective of decentralized tribes who reside between Swift Water River and Eagle Tail River , east of the Sun's Reach Mountains in the western parts of Eos.
The Blackfoot tribes have inhabited the region for thousands of years, but after the Fire Tide they were forced to fight against Inca subjugation. Ultimately, they were made unwilling subjects of the Empire for many generations. During the Great Plains War, however, the Blackfoot joined with many other tribes under similar predicaments, such as the Navajo, the Shoshoni, and the Crow, and pushed the Inca back into their mountain territory, claiming the prairie region for themselves.
Since the Great Plains War, the Blackfoot have taken to venturing into the Silent Plains to mine the ammolite that is exclusively found there.
Castalia
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Hellenic, Volhynian, Valencian | Castalian | Pavlova | First Chair | National Choir | Dancing Colors |
Common Language
Hellenic, Volhynian, Valencian
Demonym
Castalian
Central Settlement
Pavlova
State Leader
First Chair
National Assembly
National Choir
Standing Army
Dancing Colors
Castalia is a sovereign protectorate state of Hellena, located on a small island , east of Hellena's mainland, in the White-Shadow Sea. It is renown for its artistic institutions. Admission to these institutions is offered to any who seek to prove themselves in the realms of music, dance, theatre, illustration, architecture, and other creative avenues.
Many Arctic nations (particularly those of Hellenic influence) send their youthful prodigies to Castalia for many seasons at a time to learn and hone their craft, so that they may return to their homes and bring with them the Culture of the Castalians. As one Castalian stage actor is said to have boasted: "Genius is Castalia's only export. If there was anything else on this island, someone would have killed us for it long ago."
The Winter Palace—once a seasonal sanctuary for the Archon of Hellena—is the center of Castalian brilliance. Built within a dormant volcano at the island's northern reaches, it sits on a glacier that fills the volcano's crater year-round. It is not known who (or what) built the palace, nor is it known what force has kept it stable within its extreme environment throughout the centuries.
Besides the glistening capital of Pavlova, Castalia offers most of its culture within large urban areas, such as Edmonia, Fonteyn, Seurat, and Tallchief.
Celtic Kingdoms
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Celtic | Celt | Belisa'ma | Regional Monarchs | Data Not Found | Warriors |
Common Language
Celtic
Demonym
Celt
Central Settlement
Belisa'ma
State Leader
Regional Monarchs
National Assembly
Data Not Found
Standing Army
Warriors
The Celtic Kingdoms are an assortment of monarchies with established territories on the islands Albion and Hibernia , including some surrounding smaller islands. These islands are found in the Evening Sea.
The climate of this region is notoriously cold and wet year-round, with very little respite offered even during the Days of the Long Sun. For the inhabitants of the Celtic Kingdoms, this wet-weather effect means gunpowder-based weapons such as cannons and firearms see little use on the islands. The Celts have come to reject such innovations regardless, widely perceiving them to be unreliable and dishonorable. Celtic culture, for the most part, reveres honor and faith above all. A Siberian merchant, visiting the islands for trade and leaving empty-handed, described it as 'nothing but swords and stones, fire and druids, and a particularly distasteful obsession with killing witches.'
Evenso, the Celtic Kingdoms have produced a number of highly-notable individuals with unnatural ability. Considered the greatest of all Celtic kings, King Aleister the Blackheart is the only monarch to establish his kingdom across the entire archipelago, and it was his abilities as a Witch that are credited most in this endeavor. St. Morgan, whose actions and rise to prominence caused the War of Seven Saints, originally hailed from the Celtic Kingdoms, being born in the village of Wolfstone. Another notable event involving witches is the Purge of Samhain.
Cherokee Tribes
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Five Waters | Cherokee | Sequoyah | Principal Chief | Ani-kutani | Red Chief's Band |
Common Language
Five Waters
Demonym
Cherokee
Central Settlement
Sequoyah
State Leader
Principal Chief
National Assembly
Ani-kutani
Standing Army
Red Chief's Band
The Cherokee Nation is a parliamentary nation-state found east of Black Robes River , on the Evening Sea coast of Eos.
The Cherokee are notable for developing towns in woodland areas without disrupting the natural ecosystem. There are no large cities in the region, and most outsiders find the region difficult to navigate due to the small towns being hidden within the woodland. Their most significant commodity comes from the hunting of deer.
The region is also noteworthy for being the only place in the Ecumene where sunflowers are known to grow. When the Aztecs came upon the Cherokee to conquer them, the Army of the Dead was stopped by an enormous field of sunflowers at the Cherokee's border, which the Aztec interpreted to be a sign of sacred land and consequently chose not to invade.
Druk Yul
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Dzongkha | Drukpa | Dzong | Druk Gyalpo | Tshogdu | Dragonguard |
Common Language
Dzongkha
Demonym
Drukpa
Central Settlement
Dzong
State Leader
Druk Gyalpo
National Assembly
Tshogdu
Standing Army
Dragonguard
Druk Yul is a small sovereign kingdom found at the southern edge of the Nordic Mountains . Its inhabitants live in small, remote villages near the peaks of the mountains. The mountains at this southern edge of the region are thought to be unnatural creations of the Constructors, as they are considerably higher and less steep than those along the rest of the peninsula, while also being composed of entirely different minerals.
Druk Yul is governed by an absolute, theocratic monarchy. Every known citizen of the kingdom has been known to practice the ritualistic faith of the Dragonsong. They rarely venture outside their villages and very few outsiders bother to travel into the mountains to visit such secluded locations.
When Sapphiran slavers visited the kingdom during their Golden Age of Slavery, they reported back that a constant storm surrounded the mountains' peaks, making access impossible. However, when traders from Sahel later visited the kingdom, they found the weather remained clear and arid. This strange phenomena represents a common legend of Druk Yul: one that suggests the mountains are protected by the immortal dragon form of Tenjin , God of Wisdom. A more likely theory postulates that the mountains and its inhabitants are protected from outside threats by the enigmatic central intelligence LOTUS, who resides within the mountain.
East Anthelia
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Celtic, Hellenic, Na-Dene, Valencian | Anthelian | Mt. Silverthrone | First Consul | Chamber of Deputies | National Guard |
Common Language
Celtic, Hellenic, Na-Dene
Demonym
Anthelian
Central Settlement
Mt. Silverthrone
State Leader
First Consul
National Assembly
Chamber of Deputies
Standing Army
National Guard
East Anthelia is an autocratic republic on the south side of the White Water River in Western Eos. It has been separated from its brother-country, West Anthelia since the First Anthelian Civil War. East Anthelian territory flows from the Ice Veil, across the White Water River, to the first peaks of the Sun's Reach Mountains . It also flexes some control over island territories in the Morning Sea, though frequent natural disasters and pirate raids make the Anthelian hold on these islands tenuous.
The original nation of Anthelia developed from small settlements around the Ice Veil. These settlements were often segregated by ancestral origin: some claimed ancestry to those who had lived near the Veil since the dawn of Humankind, some were born descendants of those who had come from Hesperia during the Age of Discovery, and some were colonists from the other side of the world, such as the Hellenes, the Celts, and the Goths, who sought a sustainable livelihood after the Fire Tide.
These segregated communities retained their ancestral identities until the coming of the Inca Empire, who moved to carve-out a path to the White-Shadow Sea. Upon that time, like many other confederations of the region, those near the Veil banded together in a desperate attempt to prevent themselves from becoming subjects of the Inca. The Anthelians, however, found far more success than the tribal confederations of the Great Plains due to the backing they received from Hellena.
The founder of East Anthelia advocated for authoritarian-style governance of a centralized state. The First Consul is to be selected by the nation's military, to serve for life, or until they are disposed for inaction against corruption. Historically, First Consuls tend to espouse anti-elitist rhetoric, while leading a society that exhibits a preference for secularism, nationalism, and conservatism. Many of these leaders have been described as cults of personalities .
East Anthelia is often measured to be the wealthier of the two Anthelias, rich as it is in high-quality timber and rare fish. While Mt. Silverthrone hosts the republic's centralized government, the cities of Ravenna, Kenai, and Arc are bustling cities in their own right, each with their own unique culture.
Echigo
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Ezo | Yamato | Hayashibara | Heavenly Sovereign | Executive Council | Bushido |
Common Language
Ezo
Demonym
Yamato
Central Settlement
Hayashibara
State Leader
Heavenly Sovereign
National Assembly
Executive Council
Standing Army
Bushido
Echigo is a feudal island nation in the Morning Sea, south of West Anthelia.
When the Yamato of Edo sailed north after the Fire Tide to find more hospitable land, they discovered the Noh people had already claimed the territory now-called Echigo. Nonetheless, the Noh offered to share the land with the Yamato, in exchange for dutiful service in the Noh's war with the Aleut.
The Noh people were known for their extreme dedication and talent in fine arts and crafting, and few among them were warriors of any skill. Instead, they deployed desperate Yamato peasants in their place on the battlefield, giving them the greatest weapons the Noh weaponsmasters could craft.
Beyond the capital of Hayashibara, cities such as Izaku, Saito, and Ossora have become well-known settlements in the region. The famous Champion Carnival is held in the capital each year, where fighters, martial artists, and grapplers from all over the Ecumene converge to compete to determine who is the greatest among them.
The region is home to the rare mineral Dragonsblood , which is highly sought-after throughout the Ecumene.
Essene
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Egyptian, Persian | Essene | Zohar | Imperial Sovereign | Great Assembly | Mordechai |
Common Language
Egyptian, Persian
Demonym
Essene
Central Settlement
Zohar
State Leader
Imperial Sovereign
National Assembly
Great Assembly
Standing Army
Mordechai
Essene is a constitutional monarchy formed on the banks of the Varangian River . The territory lies northwest of the Black Sea and east of the Singing Mountains .
Essene was formed by mystic scholars from the region near the Dead Sea after the Fire Tide. The first of their cities, Shiloh, remains standing, but has been largely abandoned due to its proximity to the Sprawling Sandsea.
The Essenes are well-known for their strict adherence to communal roles, their intense personal affections, their charity to travelers and strangers, and their generational knowledge of the time before the Fire Tide. The people of Essene often dedicate their lives to studying the works of their elders and ancestors. Their military, called the Mordechai, are well-regarded across the Arctic Realm for their resounding courage and strength.
Essene is considered the last stable region of civilization one will see before entering the Sprawling Sandsea. Going through Essene is the one of the most common approaches for such a venture, as the people of Essene will often aid travelers in any way they can. Their closest city to the great desert, Simon, is hidden from plain sight, leading to the idiom 'somewhere in Simon' being commonly used when referring to something that is lost and not expected to be easy to find.
Essene is also one of the few known areas where one may find Emerald Ice Steel .
Great Siberia
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Volhynian | Siberian | Borodin | General-Secretary | Assembly-Presidium | United Federal Army |
Common Language
Volhynian
Demonym
Siberian
Central Settlement
Borodin
State Leader
General-Secretary
National Assembly
Assembly-Presidium
Standing Army
United Federal Army
Great Siberia, officially named the Great Siberian Federation, is a federal republic of many powerful provinces, each led by a provincial governor. The federation's territory encompasses much of the Central Siberian Plateau , between the Yenisei and the Lena River .
The Federation once spanned far across all of Siberia, including a number of Arctic islands. Since then, the imperial powers of the federal government have been ceded to the territories themselves, and a number of former states have successfully sought independence from Great Siberia. Great Siberia came to power during the Great Siberian Age. The Federation has subsequently lost more and more power over the centuries since, but retains significant cultural and financial hegemony over the surrounding region. It is the Ecumene's chief manufacturer of Tungsten bullets and produces more Salt than any other great power.
Gothic Kingdoms
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Gothic, Valencian | Goth | Urstromtal | Various Counts and Barons | Data Not Found | Vandals |
Common Language
Gothic, Valencian
Demonym
Goth
Central Settlement
Urstromtal
State Leader
Various Counts and Barons
National Assembly
Data Not Found
Standing Army
Vandals
The Gothic Kingdoms are several sovereign territories that lie east of the Rhine and west of the Singing Mountains . The largest and most significant of these kingdoms are Great Moravia, Bavaria, and Bohemia. It is considered a highly-stratified, socially-feudal agrarian society, with a stark contrast between the lifestyles of the refined nobility and that of the laboring peasants.
Gothic society is noted for its unique art, architecture, and clothing. Gothic expression is often dark and intense, rarely lacking in subtlety. Also for this influence, the Gothic lands are said to be rife with insane witches, beastly vampires, and wild dragons. Many of the Gothic peasants believe superstitious rumors that the Gothic nobility are immortal vampires of the Higher variety.
Hellena
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Hellenic | Hellene, Hellenist | Olympia | Archon | Ecclesia | Companion Cavalry |
Common Language
Hellenic
Demonym
Hellene, Hellenist
Central Settlement
Olympia
State Leader
Archon
National Assembly
Ecclesia
Standing Army
Companion Cavalry
Hellena, also called Hellas, is a parliamentary republic settled on the largest island in the world . Hellena is a heavily populated nation-state with many large and magnificent cities, such as Tiresias, Aspasia, Callisto, Pandosia, Astropolis, Anthracia, Daorsi, and Sarissa. The Hellenic mainland is protected by a circular range of mountains, named Winter's Crown, which serves as both a natural defense mechanism and a cultural icon for the Hellenes.
Hellenic society is ruled by the aristocratic Ecclesia. While technically formed by representatives from all classes of Hellenist society, it is controlled by the wealthy nobility through backroom deals. This assembly selects magisters to serve as provincial governors every five years, and once every ten years, selects who among the Hellenes will rule as Archon. The Ecclesia also serve as judges in matters of national importance.
A former imperial power, Hellena once spread its influence far across the Ecumene and retains significant cultural hegemony in far-off regions like Anthelia, Alexandria, the Mozi Coast, and Castalia. It reached the height of its influence during the Hellenic Wars.
The Hellenes believe they are descendant from a legendary figure known as Alexander the Great, a masterful conqueror recorded in the memories of the central intelligences. They also believe their nation was founded by five wise oracles named Pythia, Leaena, Neaira, Phryne, and Thais, who led the ancestral Hellenic people across the White-Shadow Sea before the Fire-Tide.
Hellena generates its wealth from diverse sources, but its most well-known commodities include the legendary White-Silver Steel of its northern-most reaches and the Low Mountain Steel of its southern mountains.
Inca Empire
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Inti | Inca | Sun's Height | Sapa Inca / Coya Pasca | Council of the Realm | Auca Runas |
Common Language
Inti
Demonym
Inca
Central Settlement
Sun's Height
State Leader
Sapa Inca / Coya Pasca
National Assembly
Council of the Realm
Standing Army
Auca Runas
The Inca Empire is a dominant imperial power of Western Eos, wielding considerable economic influence across the Arctic Ecumene. It is a centrally-planned, absolute monarchy, ruled by the Sapa Inca or the Coya Pasca. In some cases, the two will rule jointly, if it is deemed appropriate by the Willaq Umu that appoints them. The Inca ruler is revered as divine by their subjects regardless. Depending on their disposition and general instinct, they are considered either the descendant of the Sun God (Sapa Inca) or the consort of the Sun God (Coya Pasca). As with any imperial sovereign, they serve as the judicial, cultural, and spiritual ruler of the empire.
The Inca sovereign appoints generals, governors, and inspectors, based on the merit of their work. They are advised on these matters by the Council of the Realm, who are the watchers and listeners of the empire. Inca citizens are sometimes poetically referred to as the Children of the Sun for their worship of the Sun.
Inca society honors three core principles by which all subjects must obey: do not steal, do not lie, and do not be lazy. From the last of these principles comes the Inca system of mit'a, whereby all able-bodied adults are conscripted into a labor-tribute system and assigned a role based on their exhibited ability. In exchange for their labor, the adult will be granted citizenship in the empire, regardless of their rank, station, or place of birth. Citizens are granted free access to public goods, such as food and medicine, and guaranteed protection from thieves, invaders, and marauders.
Inca territory is centralized in the Sun's Reach Mountains . The capital, Sun's Height, can be found at the highest peak in the region. It is the most populated city in the world. At its most extensive, the Inca Empire reached all the way to the White-Shadow Sea in the north, to the Devil's Sea in the east and the Ice Veil in the west. Since the Great Plains War, however, the Inca have been contained within their prosperous mountain ranges on the coast of the Morning Sea. This area was once claimed by the Kingdom of Cascadia, but they were only the first victims of Inca conquest after the Fire Tide. The remains of their culture has since been fully assimilated into the empire. Many of these early subjects helped establish early Inca cities in the Ecumene, such as Qusqu, Huaca, and Nazca.
The Inca are known for their great skill as builders and engineers. The construction of Inca cities, roads, and palaces are the envy of the world. Their most-produced commodity is the potato, which is a food-staple of Eos. Inca gold is mined deep in the region's mountains as a lesser substitute of true gold . Inca cloth, however, is the true prize of the empire. Inca textiles, from elaborate floor coverings to simple, bright clothing, are incredibly popular across the entire Ecumene.
Independent Cities
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Various Languages | Independent, Stateless | Various Settlements | Various Leaders | Regional Councils | Various Private Militias |
Common Language
Various Languages
Demonym
Independent, Stateless
Central Settlement
Various Settlements
State Leader
Various Leaders
National Assembly
Regional Councils
Standing Army
Various Private Militias
Throughout the Ecumene, there are many cities that claim themselves independent from other sovereign states. They often claim dominion over the city-proper, as well as the nearby lands and rivers. The most notable of these include Taishan, Kuba, Larsa, Mauja, Shahi Qila, Eora, Djuna, Nyasa, and Thanadelthur.
Taishan is a city-state located along the Siberian Sea of Ash coast. It was founded by a woman named Shun-Ru as a home to refugees of the Yamato invasion of Shenzhou. A town called Magadan existed at the same site once, as part of the Siberian Federation, but it was abandoned long before Shun-Ru arrived. The primary language of the city is Zhou.
Kuba is a city-state beyond the Pyrenees Mountains , founded by the Pygmy people of Kinshasa. It is one of the very few permanent human settlements beyond Parallel 45. The people of Kuba are notable for their ancient, boisterous songs, and their preference for living among grovetrees. Surrounding the city is a savannah-prairie region where wild lions roam. Many people, both inside and outside Kuba, believe the beasts protect the city from those who would take advantage of the Pygmy people. The people of the city are known for adorning Woot masks. The common language of the city is Mongo.
Larsa is a city-state on the banks of the Volga River , founded by worshippers of the First Divines. It is an important city to the region, providing a neutral trading place for Persians, Qarans, Novgorodians, and Asirans, through which the kings, princes, and merchants of Larsa have become fabulously wealthy. The city is known for its grandiose architecture. Persian and Egyptian are the common tongues of the city.
Mauja is a city-state located at the highest peak of the Dragonspine Mountains, founded by Vedic followers of the Sisters of the Secret Fire. The city's controlled territory includes the forested hills nearby, and the valley carved into the Earth near the base of the mountain, as well. Like Taishan, the city of Mauja is well-known to accept refugees and find work for them. The people of Mauja, called Nemi, are also known for their masterful weaving ability. The common language of the city is Vedic.
Shahi Qila is a fortress-city located on a small island in the White-Shadow Sea. The citadel is famous for having never been conquered, despite numerous attempts by foreign invaders, particularly the Sapphiran Slave Army. The city itself is known for its large standing gates and opulent gardens within. Many of the city's administrative structures are crafted out of white marble. At the center of the walled city is the Palace of Mirrors. The common language of Shahi Qila is Persian.
Eora is a city-state located on an island in the Morning Sea. Its closest sovereign neighbor is Echigo. Most of its inhabitants live along the island's coast and depend on the sea for their livelihood. They are regarded as experts in navigation, fishing, and cooking. They are well-known for their posture dances, wood-carvings, tattoos, and the open practice of cannibalism. They speak mostly through sign and other nonverbal language, using their voice only in ritualistic performances.
Djuna is a populous city-state located on an island in the Evening Sea, north of the Celtic Kingdoms . It was founded by a coven of witches belonging to the Sisters of the Secret Fire, who are said to have chased away the warring Celtic and Nordic tribes fighting over the island. At the center of the city rests a fire that is said to have been burning even before the witches arrived. The city acts a religious center for the witches, who believe it has been burning since the Earth began. The island proves difficult to navigate due to the many crossroads marked only with riddles, which often leave outsiders lost and confused, never able to reach the city-proper. Stories of ghosts, curses, and necromancy haunt the city. Evenstill, many attempt to reach the city when they or a loved one are dying of incurable illness, with rumors abound that the witches of Djuna possess cures for all ailments. The most commonly-spoken language is Celtic.
Nyasa is a city-state located between the Dragonspine Mountains and the White Glacier River , outside Rajasthani territory. The city was founded by a mix of people from wildly different regions after the Fire Tide, of many creeds and languages. The most notable groups of its founding include the Dravidians and the Zulu, both of whom were splinter groups from much larger diasporas moving south to the Antarctic. The city is sometimes called the 'Orphaned Kingdom', due to the popular legend that its first king abandoned it one day, leaving behind no successor or clear instruction for finding one. It is known for its rather unique and eclectic taste of clothing and cuisine. Jewelry is worn by every citizen of the city, with more jewels symbolizing a higher status. The primary languages of the city are Brahmic and Nguni.
Thanadelthur is a city-state located at the center of the tribal lands of Eos, on the shores of Morning Light Lake . It is the only city of the region and bustles with activity at nearly every hour. It serves as a free trading post accessible to nearly every tribe and clan of the region, as well as foreign peoples and outcasts. The most common languages in the city are Inti, Cree, and Na-Dene.
Scythian nomads wander the Black Steppe , west of the Dragonspine Mountains. They are a regular nuisance to settlements along their path, claiming that all land and sea on the Earth belongs to them. They are sometimes called Askuzai. Their common language is Altaic.
Although they boast no cities, or even persistent settlements, it is also worth noting two other sovereign groups of Humans, both remarkable for living below the Parallel 45. They reside on opposite sides of the world from the other. South of the Great Plains , in the region known as the Silent Plains, the Moonlight Plainswalkers, whose common tongue is Deadspeak, roam and scavenge in the dark of night. South of the Old Merchant's Sea , the Saharan Nomads, who speak Sahelian, move from desert cave to desert cave to survive in the Sprawling Sandsea. The lifestyles present within these groups is not well-recorded in the memories, and they are very few in number.
State of Jin
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Zhou | Jin | Nanjing | Sage-King | Triumvirate | Central Army |
Common Language
Zhou
Demonym
Jin
Central Settlement
Nanjing
State Leader
Sage-King
National Assembly
Triumvirate
Standing Army
Central Army
The State of Jin is one of the oldest successive states in the world, with its foundations going back beyond the Fire Tide. It is one of the most outward regions of human civilization in the world as well, separated from Shenzhou by the Black Dragon River and from Echigo by the Sea of Ash , a marginal sea of the Morning Sea. Its mainland territory and its island territory are separated by the Mamiya Strait .
Politically, Jin grants authority to those who show wisdom and virtue, allowing such ministers to govern in whatever way they view as wise and virtuous. Stemming from its ethnically diverse populace, Jin often prioritizes social harmony and stresses the importance of family. It holds teachers and scholars in extremely high regard, honoring such individuals as the moral compass and pillars of society. The people of Jin revere their ancestors, with some believing spirits of the dead guide the living in subtle ways.
With such emphasis on morality and character, a popular idiom is often quoted in contemporary Jin literature: "Jin, the mind. Wei, the heart. Shenzhou, the body."
The region is known for featuring Jade and Dragonmist aplenty, a fact the Jin people make wise use of.
Kogi Tribes
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Inti | Kogi | Teyuna | Mamos | Nuhue | Keepers |
Common Language
Inti
Demonym
Kogi
Central Settlement
Teyuna
State Leader
Mamos
National Assembly
Nuhue
Standing Army
Keepers
The Kogi tribe is a largely-homogeneous group who along the northern banks of the Strangers' River in the Great Plains region of Eos. Their territory is sometimes referred to as Aluna.
Wearing all-white cotton clothing, the Kogi are known for their reverence of Mother Earth and an adamant dedication to nature. They live in circular huts of stone and mud, rarely venturing far outside their homelands. Many Kogi practice weaving and the gathering of herbs. These skills made them quite useful to the Inca, whose primary trade is in silk and other textiles. The Inca annexed the Kogi traveling lands as part of their greater Empire, but the Kogi were freed from the Inca by the Mura during the Great Plains War.
The Kogi are known to be quite peaceful relative to their neighbors. They are guided by a spiritual leader called Mamos, who acts as a respected leader and dedicated healer for the tribe. The Mamos must undergo rigorous preparation for their role, as they live in a dark cave for the first nine years of their lives. This process is meant to attune them to the language of the Earth.
Lands of the Great Khans
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Altaic, Zhou | Mongol | Ordos | Shanyu | Kurultai | Great Khans |
Common Language
Altaic, Zhou
Demonym
Mongol
Central Settlement
Ordos
State Leader
Shanyu
National Assembly
Kurultai
Standing Army
Great Khans
The Lands of the Great Khans is a tribal confederation of nomadic pastoralists who are referred to as the Great Khans by outsiders, but refer to themselves as Mongols. The region features only a few year-round settlements, such as the Summer Capital of Ekhbaatar, the Winter Capital of Ordos, the trader town of Ulan-Ude, and the famous singing village of Sarantuya. Their territory extends from the southeastern basin of the Yenisei River , north to the Angara , and spreads east to Lake Endless .
The nomads herd, breed, and hunt various kinds of wildlife, including the mighty mammoths of the steppe. Smaller bands of Mongol society herd reindeer and aurochs, particularly near the rivers.
Outside of their horde of horsemen, the people of the Lands of the Great Khans are known for their practice of traditional shamanism and calming folk songs. Many worship a deity named Tengri and rely on their shamans to direct spiritual energies into the world.
Mongols are noted as great warriors, wrestlers, and sharpshooters, as well. Many unique forms of martial arts are found exclusively among these nomads. During the War of Seven Saints, the Mongol warlord Azu rose to great fame for his role in protecting innocents in Rajasthan. The Kheshig, carefully-chosen elite sharpshooters of the Great Khans, are considered prominently exceptional for their abilities even in foreign lands.
The Mongol-controlled Erdene Zuu Monastery marks one of the southern-most points still reachable by Humanity.
Maratha
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Brahmic, Vedic | Marathi | Tarabai | Peshwa | Ashtapradhan | Marathi Navy |
Common Language
Brahmic, Vedic
Demonym
Marathi
Central Settlement
Tarabai
State Leader
Peshwa
National Assembly
Ashtapradhan
Standing Army
Marathi Navy
The islands of Maratha are located off the northern coast of Great Siberia. Its inward-most island lies close to the primary islands of Tereshkova.
It is an oligarchic republic, governed by the Ashtapradhan—a council of seven technocratic ministers. The group's most notable member is the Peshwa, who acts as the Prime Minister of Maratha. Also included in the council is the Amatya (Finance Minister), the Sumant (Foreign Minister), the Senapati (War Minister), the Mantri (Domestic Minister), the Nyayadisha (Chief Justice), and the Panditrao (High Priest).
The island nation was first known as a collective of sea-raiders, tacitly-approved by the Siberian Federation, who attacked trade-ships from Hellena or the Inca Empire and plundered what they could. During the War of the Parish, however, Maratha was conquered by Matriarch Lymantria of Tereshkova. Marathi exiles lived on ships during their long time away from their homes, while relying on such vessels to disrupt the Tereshkovians' operations wherever they could.
Maratha's most notable characteristic is its massive navy. Though many of its citizens are peasants, fishers, and ironworkers, many of them have served for the navy at some point in their lives.
Mayan Republic
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Nahuatl | Mayan | Uxmal | Exalted Priest | Cloud | Deathsworn |
Common Language
Nahuatl
Demonym
Mayan
Central Settlement
Uxmal
State Leader
Exalted Priest
National Assembly
Cloud
Standing Army
Deathsworn
The Mayan Republic is a theocratic republic on the eastern shores of the Devil's Sea . It is separated from the Triple Alliance City-States by the River of the Dead , and from the People of the Longhouse by the Great Whale River . It also claims the island of Nojpetén in the Devil's Sea as part of its territory.
The Mayans were the first non-Aztec citizens to be collectively forced into paying tribute to the Triple Alliance City-States, and they were the first conquered peoples to break away from the empire.
The Mayan culture is one obsessed with the stars, their movements, and their meanings. They are known for building great monuments, including the famous temple-pyramids found throughout both their own territory and that of the Aztec Empire, to and from which all roads built in the region stem. This includes the Pyramid of the Moon and the Pyramid of the Magician.
The Mayans offer skilled artisans, architects, and mathematical savants to the world. They share some similarities with the Aztecs, such as state-ordained human sacrifice. The Mayan Republic is sometimes called the Obsidian Empire for its seemingly-endless supply of obsidian . They also produce the Ecumene's largest supply of corn.
The Mozi Coast
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Celtic, Nahuatl, Volhynian, Zhou | Mozi | Stonepark | Master of Ceremonies | Grand Banquet | Armada Raiders |
Common Language
Celtic, Nahuatl, Volhynian, Zhou
Demonym
Mozi
Central Settlement
Stonepark
State Leader
Master of Ceremonies
National Assembly
Grand Banquet
Standing Army
Raider Armada
The Mozi Coast is a sovereign state founded by pirates, witches, outcasts, and outlaws. It is settled along a wide stretch of coastline of the Devil's Sea , north of the Great Lakes .
Though some dispute its status as an official sovereign state, the region is governed persistently (if inconsistently) by a ruling Master of Ceremonies. This individual is elected on an annual basis at the Grand Banquet, an extravagant party thrown on the last day of the Season of Beasts. The region is defended by a vast and somewhat disorganized raider armada, paid for by private benefactors. The style of rule here might be described as as plutocracy, anarcho-capitalism, or a minarchy.
The contemporary society of Mozi is formed by freedom fighters, ideologues, and thrill-seekers, who have created a loose coalition of like-minded individuals to enforce what few property-protecting laws the Mozi Coasts offers to its long-term stayers. Outsiders have described the capital city of Stonepark as being “a never-ending party” atop a seedy underbelly that offers piracy and witchcraft for any who seek it. Disputes and internal conflicts are often settled by games of chance, rather than rule of law, which in-turn only serves to enforce the outcome of the games of chance.
There are very few rural areas on the Coast, as many of its 'citizens' seek the large cities such as Thalia, Zeno, or Moxley.
Muang
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Nyingma | Mong | Grand Temple | Great Scholar | Zhùchí | Temple Guard |
Common Language
Nyingma
Demonym
Mong
Central Settlement
Grand Temple
State Leader
Great Scholar
National Assembly
Zhùchí
Standing Army
Temple Guard
Muang is a small state located on an island in the White-Shadow Sea, inward from West Anthelia and Shenzhou. The island's climate is quite dry and cold, even compared to other Arctic regions. Built at the center of the island, a giant stupa called Mahavihara overwhelms the region's natural features. Outside of Muang, the temple and the city that surrounds it are known as Grand Temple. The island and temple are sacred places to the Prince's Path, the practice of which dominates the culture of Muang.
Governed by a Noocracy, the Temple is managed by the Zhùchí ministers, who also operate the basic administrative functions of the entire island and its citizens. The state's leader, the Great Scholar, is considered the wisest and most noble of the nation's citizens, representing them in all matters domestic, foreign, and spiritual, as well as leading them in matters of faith and morality. The Temple Guard, once a small security detail that guarded the temple's most holy sites, now protect the entire island. The Temple Guard is unique among other forms of national defense, as it also acts as protection for the island's natural flora and fauna from poachers and non-native species. These highly-trained close-combat specialists have never been involved in a full-scale war, however.
Some regard Muang as a city-state, while others believe it is a puppet-state of Shenzhou (who is forbidden by international accord from claiming territory on the sea). The Mong, however, believe their culture and traditions separate them from the Hua Ren.
Compared to the people of Siberia, Shenzhou, and Anthelia, the people of Muang are remarkably impoverished. The nation produces few resources to export, largely sustaining themselves on selling hunting licenses for the exotic animals that call the island home (such as the Arctic Mammoth and the Emperor Bear). The flora of the island is also much-sought after for medicinal remedies and recreational affairs.
On the island's inward-most coast, there is another (much smaller) temple-monastery called Nalanda, which serves as the major port for the island.
Mura Tribes
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Inti | Mura | Data Not Found | Warchief | Data Not Found | Roaming War Band |
Common Language
Inti
Demonym
Mura
Central Settlement
Data Not Found
State Leader
Warchief
National Assembly
Data Not Found
Standing Army
Roaming War Band
The Mura people are a collective of nomadic travelers of the riverlands north of the Great Plains , who are noted for their adept skill in river navigation, fishing, and hunting. They are also known for collecting Salt on the banks of the rivers, which serves as their primary trade with outsiders. Otherwise, the Mura are quite hostile to outsiders (except their Kogi neighbors) and are known to attack on-sight.
Rivers are the lifeblood of Mura society, offering most Mura individuals their livelihoods, whether through fishing, the hunting of river-beasts, Salt collecting, or boat-building. Mura culture places emphasis on personal experience, and they give little credence to recorded history, mythological tales, or ancestor veneration. Most Mura individuals do not believe in any supernatural entities or practice any ritual or religion. Another notable trait possessed by the Mura are their unusual sleep schedules: the Mura do not dedicate a specific time of day for sleeping, instead opting to sleep intermittently for 2 or 3 hours at a time.
But the most distinctive trait of Mura society is in the segregation of men and women. Mura women, being exceptionally strong and wildly aggressive compared to the average Human, are nomadic warriors and hunters who lead and protect their tribe. They are persistently nomadic and are not allowed to stay in or near the men's village, unless nursing an infant.
The women's tribe is split into two groups: the hunting band and the war band. The hunting band delves deep into the rivers and far into the woodlands of the Great Plains to find sustenance for the entire tribe. The roaming war band protects the tribe from outsiders and raids outside villages for resources. Ultimately, the leader of the war band acts as the leader and primary decision-maker for the tribe, deciding who goes into which tribe, and deciding how the food and resources should be dispersed. She can only be ousted from her role as the dominant leader by death or being defeated in combat.
Mura men remain almost stationary, by comparison, building small huts of stone and mud that serve as seasonal shelter until the women's tribe decides it is time to move. Relative to not only Mura women, but also men of other regions, Mura men are somewhat small in stature. Much like the women's tribe, the men's tribe is grouped into two distinct roles: the older men serve as fishermen, Salt-collectors, herb-gatherers, and fruit-foragers. The younger men serve as sewers, healers, caretakers, and traders. Both kinds of men are expected to look after the children, as after the children are able to feed themselves, the Mura women are forbidden from entering the men's village to contact them again.
The men's village acts as a focus, while the women's tribes encircle the village as they perform their duties. Women take no role in child-rearing beyond nursing the infant during its first year, while men who show aggression are cast-out or killed. Women who are considered weak, sickly, or show interest in the fate of their children beyond the first year are cast-out or killed. In the event of plague or a disastrous battle, the Mura are known to sometimes 'adopt' women from other tribes and societies into their group, provided they are capable in battle.
Nalbania
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Brahmic | Bangla | Rabindranath | Lord Chamberlain | Chamber of Representatives | Shieldbearers |
Common Language
Brahmic
Demonym
Bangla
Central Settlement
Rabindranath
State Leader
Lord Chamberlain
National Assembly
Chamber of Representatives
Standing Army
Shieldbearers
Nalbania is a country of vast, rolling hills , located north of White Water RIver , along Eos' northwestern coast.
Nalbania is inhabited most prominently by people of Bangla descent, who fled Shenzhou during the Great Reconstruction, but it is also home (and regularly visited by) political refugees, ideologues, and 'lost rebels'. Bangla culture is renown for its poets, playwrights, and writers, who, within Nalbania, are free to criticize anyone or anything without fear of punishment from the government, and whose speech is protected by law from those who seek to retaliate with more than words of their own. One Hua Ren envoy described the burgeoning nation-state of expatriates as a "sleeping tiger, rising from mist and jungles, ready to devour the order of the world".
Since its formation, Nalbania has become known as the Land of the Rebel Poet, as the leading figures of Bangla resistance to the Great Reconstruction consisted of poets, philosophers, and social reformers. It was a Bangla poet of this era who first described the common dichotomy between two lovers as one who is bold (the warrior) and one who is restless (the wanderer). Additionally, as the region became known as a home to writers and lost souls alike, rumors spread that the Lady in White had begun appearing in remote villages and rural areas. This reputation only increased international support for Nalbania to be established as a sovereign territory in its own right, much to the chagrin of the weakened East Anthelia state who originally claimed the land.
Nalbania is also famous for its exporting of various dyes, mostly of the indigo and ultramarine colors. These shades are frequently seen in Nalbania itself, though much of the dye is sold to the Inca Empire for their extravagant clothing. Evenstill, Nalbania weaves and sells silk in its own right, as well. This region is also the only place in Arctic where golden tigers are known to roam, deep in jungles which are said to be of unnatural origin. These beasts have become a symbol of Bangla valor.
Rabindranath is one of the Arctic Ecumene's most famous cities, while other populous cities in Nalbania include Noagaon and Nazrul.
Nerubia
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Egyptian | Nerubian | Shasu al-Suhuul | High Priestess | Data Not Found | The Undying |
Common Language
Egyptian
Demonym
Nerubian
Central Settlement
Shasu al-Suhuul
State Leader
High Priestess
National Assembly
Data Not Found
Standing Army
The Undying
The Divine Kingdom of Nerubia spreads from the center of an Evening Sea island , separated from the rest of Eos by the Blessed Strait , out to its massive fleets of merchant ships. These fleets bring the riches and glory of Nerubia to the greater Arctic Realm.
Historically led by a Pharaoh, but more-recently headed by High Priestess Berenice, Nerubia is the dynastic inheritor of the world's most ancient royal lineage. Their Blessed Pharaohs are thought to be descendant of the god-kings and divine-queens of Ancient Egypt , the Kingdom of Kush , and other Nubian cultures.
At the heart of this nation, the Great Pyramids still stand from their time of construction in the aftermath of the Fire Tide. Lingering traces of hieroglyphics, said to be written by Nerubia's legendary Founding-Pharaoh Aziru, are still inscribed on the Royal Pyramid's walls.
Leader of a Eyes of Horus cult, High Priestess Berenice's reign has brought the culture of the Hellenes to Nerubia, causing conflict with many of Nerubia's citizens. This has thrown the region into prolonged civil disarray for the first time in its long history. The High Priestess has claimed she shall have no heir, live forever, and rule eternally. The royal family dynasty of Ra now resides in Rajasthan, on the other side of the White-Shadow, though still claim Nerubia as their own by rights.
Nerubia is a land filled with Roselite .
Nordic Kingdoms
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Gothic, Old Norse | Nordic | Hiemal | High King or Queen | Regional Chieftains | Vikings |
Common Language
Gothic, Old Norse
Demonym
Nordic
Central Settlement
Hiemal
State Leader
High King or Queen
National Assembly
Regional Chieftains
Standing Army
Vikings
The Nordic Kingdoms are territories in northern Hesperia, claimed by mountain tribes and sea-faring raiders, in the rugged, mountainous region between the White-Shadow Sea and the Kraken's Sea .
The tribes are populated by stalwart warriors of adventurous spirit, who can be identified broadly as Norse. Nonetheless, these individuals remain strictly loyal only to their clan and its leader. Of these clans, the Inari are most populous and culturally significant, exercising hegemony over many other tribes within the region, and being one of the few who remain in contact with outsiders year-round. Hiemal and Aurvandill are the two most significant settlements in the region.
The Old Norse tribespeople are well-regarded for their masterful sailing and navigation, as well as their rapacious love of exploration. But they are also maligned for their willingness to settle any debt or grievance with bloodshed. Nordic men and women are, accordingly, taller and stronger than many of their regional counterparts, though even the smallest and meekest of the Nordic tribes are trained in combat for most of their lives. On top of their love of adventure, war, mountains, and seas, the Nordic people share a common taste for a dark ale.
Though known for their savagery, such as the common practice of placing rotting heads outside their homes to ward off evil spirits, the tribes of the Nordic Kingdoms are notoriously vulnerable to being rallied to righteous causes. In such scenarios, the Nordic High King or Queen (as elected by a Moot) will unify the many Nordic tribes and go to war for the just-side of the cause. Nordic mercenaries can be found all across the Ecumene, and the Kingdoms themselves are a popular destination for those seeking to become soldiers of fortune.
Nordic society also has the uncommon attribute of lacking an easily-defined social hierarchy. There are monarchs and chieftains, and there are peasants, but there is no nobility or aristocracy, and any peasant may become a clan leader, or even High King or Queen, if the conditions are right. Nordic society also produces very few dedicated priests or merchants, as many Old Norse tribes thrive off hunting, fishing, and farming. There are also many mines in the region, searching for minerals and resources such as Arctite .
Novgorod Republic
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Volhynian | Novgorodian | Novgorod | Grand Duke | Veche | Grand Armed Company |
Common Language
Volhynian
Demonym
Novgorodian
Central Settlement
Novgorod
State Leader
Grand Duke
National Assembly
Veche
Standing Army
Grand Armed Company
The Novgorod Republic is a mixed republic of mercantile traders and craftsmen, led by the Veche. Novgorod City serves as one of the Arctic Ecumene's primary trading hubs.
The Veche is an elected council of nine boyars, chosen from among the wealthiest estates in the cities. Aristocrats in Novgorod City, as well as other large cities such as Pskov and Kostroma, hold special status. This council meets once every five years to select a citizen of Novgorod to represent their diplomatic interests, who are given the power and title of Grand Duke. All land-owning masters-of-craft in the republic may vote, while peasants are forbidden from even entering the capital during this process.
Outside the cities, large swaths of farmland are worked by peasants, though owned by lords (of whom the Grand Duke is usually chosen). These farms are responsible for a significant portion of agricultural food across the Arctic Ecumene, particularly in Great Siberia, Maratha, Tereshkova, Persia, Rajasthan, Sapphira, Qara, Asir, Silesia, and Basilia. For this reason, Novgorod is largely kept out of international conflicts, and most nations will put forth great effort to obey their laws while attempting to court the favor of their merchant guilds.
The city of Onfim serves as the academic capital of Novgorod Republic.
People of the Longhouse
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Cree, Five Waters, Nahuatl | Haudenosaunee | Thunder Bay | Keeper of the Council Fire | Grand Council | Nine Nation Army |
Common Language
Cree, Five Waters, Nahuatl
Demonym
Haudenosaunee
Central Settlement
Thunder Bay
State Leader
Keeper of the Council Fire
National Assembly
Grand Council
Standing Army
Nine Nation Army
The Haudenosaunee (meaning People of the Longhouse) are a widely-diverse group of united clans whose territory encompasses the Great Lakes region. This federation of Nine Nations borders the Silent Plains in the west, and the Mozi Coast separates the them from the Devil's Sea in the north. The Black Robes River separates them from the Cherokee Nation in the east.
The Haudenosaunee are renown for their communal lifestyles. Their namesake longhouses are home to more than a dozen families each, at one time, with each settlement potentially containing several hundred longhouses. Each longhouse is headed by a clan mother, through whom ancestral bloodlines flow, and from whom property rights are passed.
They are quite welcoming to outside traders, who bring many goods and resources they otherwise have no access to. They are dependent on horticulture and fishing for food. Haudenosaunee farmers are one of the few reliable sources of beans, corn, and squash in the Ecumene.
Culturally, the region is a melting pot of various ethnicities and assimilated outside tribes. The reason for this is the common practice of mourning wars , whereby captive prisoners of war are 'adopted', and offered shelter and sustenance, as a substitute for a slain member of the family or clan. Said captives may choose to fully assimilate into their clan and become a citizen of one of the Haudenosaunee nations. With citizenship, the former captive can legally marry, vote, and hold property of their own. The People also frequently accept outcasts, displaced refugees, and lost travelers as their own citizens, so long as they obey the laws of whichever one of the Nine Nations accepts them.
Since the inception of the federation, which began with the Mohawk, Onondaga, Oneida, Cayuga, and Seneca, the Haudenosaunee have accepted four other tribes: the Tuscarora, the Meherrin, the Shawnee, and the Mi'kmaw. Each nation within the federation maintain their own chiefs, laws, and clan mothers, but ultimately any issue affecting more than one nation is left in the hands of the Grand Council. Their primary settlements are Teiaiagon, Huron, Kanata, Mingo, Gendenwitha, and Deskaheh. Though many diverse religious practices are observed here, reverence of Hiawatha , Jikonhsaseh , and the Great Peacemaker is common.
Persia
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Persian | Persian | Mirzakhani | Lord-Chancellor | Megisthanes | Immortal Legion |
Common Language
Persian
Demonym
Persian
Central Settlement
Mirzakhani
State Leader
Lord-Chancellor
National Assembly
Megisthanes
Standing Army
Immortal Legion
Persia is an expansive and exceptionally-wealthy nation found west of the Dragonspine Mountains and north of the Volga River . It claims to offer liberty and fair treatment to each of its many citizens. However, it is also known for the harshness of its infamous Legion and the rampant corruption of its government bureaucracies.
Gardens are the most common sight in Persian cities and even the outlying villages. Art and architecture (and sometimes art of architecture) are frequently patronized by wealthy benefactors in Persia, as these patrons use their connection with popular artists as a way of seeking social advancement. Paintings of the Persian nobility and the vast countryside often hang in inns and manors of even faraway nations.
Persia is also internationally known for its status as a sanctuary for practitioners of the Parish of the Angels and the Disciples of the Seven Saints. They offer trade and wealth to many who seek it, featuring large bazaars within its many glittering cities for merchants. Eager sponsors of the arts are present for creatives, and many of these cities, especially Mirzakhani, offer academic institutions for those seeking advancement in scholarly endeavors.
Persian exports include a number of diverse resources and commodities, ranging from its unique golden silk to the common desert onion. Persian horse-bison are reputed to be versatile creatures, renowned for their adaptability to arid regions. The region is also home to a vast assortments of minerals, leading to the creation of Persia's famous Alumina-Aragonite Crystal Steel and Black Basalt .
Qara
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Altaic, Persian | Qaran | Turan | Grand Vizier | Council of Lords | Janissaries |
Common Language
Altaic, Persian
Demonym
Qaran
Central Settlement
Turan
State Leader
Grand Vizier
National Assembly
Council of Lords
Standing Army
Janissaries
Qara (referred to by its proper name of Aq Qoyunlu in the Altaic and Persian dialects) is a centralized republic between the Volga River and the Dragonspine Mountains. It lies south of Persia. The origins of the nation are shrouded in legend, often involving a woman who broke the Qarans away from the collapsing Persian Empire by defeating the Immortal Legion with just six arrows. Though the historicity of the events of this story are likely to be embellished, the symbolism of the six arrows is used to represent a variety of social philosophies within Qara. When the White Ribbons reached Qara during their rebellion, they chose to go by the name Six Arrows Movement instead, to garner support from the Qaran peasants.
Despite the cultural power of this story, Qara is most commonly associated with the stark contrast displayed between the lives of its men and women. Qara is a society ruled exclusively by men. Qaran men hold all social, political, and economic power in the region. Women have few rights by law, and must vow to be obedient to a dominant male to gain access to shelter, food, and medicine. Women who do not 'belong' to a man are counted among the Unbound, who live as charity-dependent vagrants. The presence of such individuals is not allowed within the cities of Turan, Khaldun, and Anushtegin, regardless of circumstance.
Qara, moreso than any other state, regularly encounters the roaming Scythian nomads of the Black Steppe , who the Qarans regard as barbarian savages. In particular, it is the Enarei (androgynous clerics of either sex), who play such a dominant role in lives of the Scythians, that causes so much hostility between the two different cultures.
Rajasthan
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Brahmic, Persian | Rajasthani | Mahishasura | Seven Judges | House of Law | House of War |
Common Language
Brahmic, Persian
Demonym
Rajasthani
Central Settlement
Mahishasura
State Leader
Seven Judges
National Assembly
House of Law
Standing Army
House of War
Rajasthan is a multi-ethnic kritocratic nation located on the West Siberian Plain , east of the Dragonspine Mountains, reaching the Yenisei River .
The region was settled by a caste of elite Desi nationalist-warriors soon after the Fire Tide. They sought to create a land safe from both the Mongol horsemen in the east and the Scythian nomads in the west. A kingdom emerged from their ideals, ruled for many centuries by the Velir dynasty of kings. They discovered ample space to build stone walls and many rivers to lead their ships to sea. Yet, more than anything, the land was known for its thick and dark jungles, in which the Velir kings built mighty palaces and fortresses.
Thus the region also offered a natural security in the form of broad-reaching jungles, plentiful resources, and wild beasts. The city of Mahishasura was one of the first sanctuaries to promise security, order, and community amid the relentless Arctic Winds after the Fire Tide, later becoming one of the most populated and vibrant cities of the Ecumene. Many other large and notable cities dot its rugged terrain, including Bharata, Nagavanshi, Razia, Saurashtra, and Kalbelia. Each of these cities exemplify an architectural style of carved stone that the Rajasthani have made almost mythical, as the Rajasthani stoneworkers are considered the greatest of their craft, and many foreigners come to Rajasthan seeking to learn from them each year.
Eventually, the Velir dynasty was overthrown by the Seven Judges—nomadic knight-errants, ascended from slave-knights to battle the Tereshkovian Matriarch Lymantria—who would rule in the place of kings. These warriors, followers of a strict ascetic creed of the Seven Saints, cut out their own tongues and vow to remain ever-silent while they roam the territory from village to village, slaying witches and perceived evil-doers. The Rajasthani believe this will slowly but surely eradicate all evil from the world. More domestic and practical matters are left to the House of Law, members of which are owed the title Ishani, who rule more conventionally by passing laws and practicing diplomacy. In regards to national security, in the event of large-scale conflict, the Seven Judges rally the House of War.
The jungles of Rajasthan offer many resources to the Rajasthani, but also many dangerous beasts and deadly diseases. For this, the Rajasthani use their deposits of Silversteel to protect them. But the most significant resources from Rajasthan's mines comes from the Dragonspine Mountains, in the form of Alexandrite —the hardest naturally-occurring material known to Humanity in the Gaia Chronology.
Rashaida
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Erythraean | Rashaidian | Zerzura | Divan | Madrassa | Ansar |
Common Language
Erythraean
Demonym
Rashaidian
Central Settlement
Zerzura
State Leader
Divan
National Assembly
Madrassa
Standing Army
Ansar
In the fertile valleys between the Xenarthra Mountains and the Gates of the Arctic , along the White Water River , lies a kingdom of refugees. Much like their neighboring Nalbania, the small country of Rashaida was formed by outcasts, exiles, and expatriates, many of them claiming ancestry from far-off regions such as Abyssinia, Asir, Qara, and Nerubia.
The people of Rashaida are best-known for their jewelry. The jewelcrafters of Rashaida enjoy enormous popularity among nobles of outside nations, while Rashaidians themselves are known for their adornment of colorful clothing and jeweled veils. Within the state, men are discouraged from appearing in public without the higher half of their faces being hidden by their veil, while women are expected to keep the lower half of their faces covered by the veil.
Sahel
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Sahelian, Valencian | Sahelian | Inji | Lord-Sovereign | National Council for Peace and Order | National Honorguard |
Common Language
Sahelian, Valencian
Demonym
Sahelian
Central Settlement
Inji
State Leader
Lord-Sovereign
National Assembly
National Council for Peace and Order
Standing Army
National Honorguard
Imperial Sahel, or Sahelia, is an empire lying west of the Rhine and northeast of the Pyrenees Mountains . It maintains territory along coasts of both the Evening Sea and the Old Merchant's Sea .
Sahel was first established by a coalition of marauders from beyond the Old Merchant's Sea and warlords from Old Valencia, Al-Andalus , and the Crown of Castile , who declared victory at the legendary Battle of Saragossa. This was only the first in a long series of battles to claim new territory after the Fire Tide had pushed many from the Sun-Soul Plains of Alkebulan . It gained its current holdings through the passing centuries, though it has not always been a unified nation. The diverse band warlords and marauders who first formed the state of Sahel have variously, through time, given-way to peace-loving republics, corrupt oligarchies, lawless anarchy, and socialist states, eventually returning to periods of imperialism and expansionism for the sake of unity, order, and patriotism.
Sahel remains prosperous nonetheless. Though it is dependent on ships and trade for many resources, offering their services and skills as a means to make a living, it is also one of the few accessible regions of the world where true gold can be obtained.
The land itself is covered with trees, prairies, and savanna, outside the incredibly populous cities. Most Sahelian people live in these dense urban regions. Beyond the capital, cities such as Niani, Averroes, Asabiyyah, Zamora, Sankara, Val d'Aran, Yennenga, and Nur al-Qamar offer master artisans and many institutions of learning to any who can offer fair patronage in return.
Sapphira
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Persian, Volhynian | Sapphiran | Sapphire City | Servant of the State | Trade Cartel | Sapphiran Slave Army |
Common Language
Persian, Volhynian
Demonym
Sapphiran
Central Settlement
Sapphire City
State Leader
Servant of the State
National Assembly
Trade Cartel
Standing Army
Sapphiran Slave Army
The United Commonwealth of Sapphira is a merchant republic set on a chain of islands in the White-Shadow Sea. It is governed by the Sapphiran Trade Cartel, itself formed by self-determining Trade-Princes and Trade-Princesses who claim the islands as their own private property. The Trade Cartel is concerned only with obtaining increasing amounts of wealth, and as such, mandates each member possess a dedicated syndicate of domestic servants and an army of slaves. The nation-state of Sapphira is built almost entirely on this system of slavery and servitude.
Each free citizen of Sapphira is exceedingly wealthy and (by legal decree) determined only to increase their material success by advancing in the Sapphiran social hierarchy. Many of these citizens have personal servants that attend to their daily needs and desires, labor slaves that keep them wealthy, and slave soldiers that fight and die for them on-command. Though some indentured servants or slaves find ways to escape, or in other cases are freed by their masters after winning their favor (considered an important aspect of the system to keep the slaves working), the Sapphiran Trade Cartel will often band together to raid other regions to find more. In some cases, foreign citizens will sell themselves into Sapphiran slavery so that their families may know great wealth, or so that their personal debts will be absolved, or to escape an even more-terrible fate. Sapphiran slavers depend on the desperate and destitute. Some other states will sell the Sapphirans undesirable citizens of their own nations in exchange for goods or services.
Sapphira was established by the Merchant King Zacharias, who was the provincial governor of the islands during the Great Siberian Age. Zacharias, however, found the mainlanders' laws and policies too strict in regards to accumulating personal wealth, and thus claimed the islands as his own personal land. When the Siberians came to reconquer the islands and install a new governor, he uplifted several of his more ambitious citizens as his chosen successors, and found backing by Persian aristocrats who sought to fracture their Great Siberian rival—forming the first Trade Cartel—on the condition they defend the territory from the 'foreign tyrants'.
Considering the islands too far away from the mainland to hold reliably, outside nations leave Sapphira to its oppressive masters. Many consider it a necessary or useful evil.
The islands are home to several mines, many created for the purpose of finding Anthracite .
Shenzhou
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Zhou | Hua Ren | Chang'an | Administration Bureau | Community Census Bureau | Citizen Security Bureau |
Common Language
Zhou
Demonym
Hua Ren
Central Settlement
Chang'an
State Leader
Administration Bureau
National Assembly
Community Census Bureau
Standing Army
Citizen Security Bureau
Shenzhou is a legalist, directorial republic between the Yinshan Mountains and the Lengdong River . This region is extremely rich in mineral resources, high hills, and steep mountains, and experiences extremely long and cold winters.
Shenzhou is the first strongly-centralized nation-state to form in the region since the Fire Tide. Prior to its formation, the region was a land of chaos, disarray and disorder, filled with many warring states, such as the Xiao Dynasty, Northern Liang, Shu-Han, the Yuan Republic, Jiangshan, Xiongnu, the Great Liao, and the Zhou Kingdom. From the ashes of these nations arose Shenzhou.
The Hua Ren of Shenzhou concern themselves predominantly with order and stability. After the Great Reconstruction, sometimes internally referred to as the Great Reform Period, the Administration Bureau came to power under the Council of Nine. The first incarnation of this council made it their primary mission to purge deviants, rebels, iconoclasts, and ethnic minorities (most notably the Bangla people) from the region. They also assigned each citizen a role in the New Society, marking them with permanent scars that designate their place in the new social hierarchy. The Bai Yue people, notable for their black teeth and body tattoos, became the lowest class in the reformers' social hierarchy. The most populous ethnic group, the Shu-Han, became the middle class. The Jianghuai elites became the highest class. Five positions on the Council of Nine are reserved for the Jianghuai, while the other four are 'open' positions, technically available to any ethnic group.
Prior to the Fire Tide, the region was known as Yakutia and was inhabited by the Sakha people. After the Fire Tide, the Sakha welcomed the Hua Ren into their lands and shared with them what they could. However, superstitions and distrust grew over time as the Sakha became minorities in the Hua Ren nation-states. Many Sakha found homes in other lands during the long warring states period, such as the lands that became Great Siberia, Muang, Maratha, Tereshkova, and Anthelia.
Shenzhou boasts several large, orderly, and well-secured cities, including the capital Chang'an, Jianghua, Tian Shan, Xinjiang, Shanxi, and Tianjin. These cities feature a number of dedications to ancient legends of the Hua Ren, such as the Yellow Emperor and Yu the Great. Many people of Shenzhou practice ancestor reverence.
The Hua Ren are known for their mining and creation of Silksteel and Wintersteel .
Silesia
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Gothic, Volhynian | Silesian | Osowiec | Kaiser | Sejm | Royal Dragoon Cavalry |
Common Language
Gothic, Volhynian
Demonym
Silesian
Central Settlement
Osowiec
State Leader
Kaiser
National Assembly
Sejm
Standing Army
Royal Dragoon Cavalry
Silesia is an imperial nation settled along the Vistula River . Though ruled by a Kaiser, this conquering monarch is elected by the governing Sejm, usually on the basis of their military feats. The Sejm nobles are, in-turn, elected by the House of Commons. The House of Commons contains chosen representatives from every major trade organization in the state, though each guild uses different methods to determine their representatives.
Due to their large forests and ever-flowing rivers, the country is responsible for a significant portion of the wood and Salt trade throughout the Ecumene. Danzig, a port city in the north, is one of the major trade hubs of the region.
Sumatra
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Bhasa | Sumatran | Riau | Sultan | State Council of Imperial Sumatra | Imperial Fleet |
Common Language
Bhasa
Demonym
Sumatran
Central Settlement
Riau
State Leader
Sultan
National Assembly
State Council of Imperial Sumatra
Standing Army
Imperial Fleet
Sumatra is an island-nation, ruled by a monarchy, set on a chain of islands in the White-Shadow Sea. The islands have been collectively referred to as both 'New Nusantao' and 'New Sumatra' in previous eras. Many of the islands feature at least one large city, including Bima, Corazon, and Luzon, but the largest is the capital Riau.
Sumatra is a significant naval power in the region, with its Imperial Fleet raising its standards all across the Ecumene. Many of its cities serve as accessible ports for trades between Eos, Hesperia, and Siberia. Other islands in the region feature natural landscapes and many wildlands.
Taima
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Kaniq | Sadlermiut | Salliq | Justice | War Council | Tuurngaq |
Common Language
Kaniq
Demonym
Sadlermiut
Central Settlement
Salliq
State Leader
Justice
National Assembly
War Council
Standing Army
Tuurngaq
Taima is an extremely enigmatic, reclusive, and violently isolationist island nation in the Devil's Sea . During particularly desperate times, they have been known to offer trade with neighboring Nunavut, but they speak very little when doing so and refuse to trade with any non-Kaniq outsiders. Most foreigners who do visit the island do not get any farther than Sentinel Stand.
Tereshkova
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Volhynian | Tereshkovian | Aisyt | Matriarch | State Duma | Inanna |
Common Language
Volhynian
Demonym
Tereshkovian
Central Settlement
Aisyt
State Leader
Matriarch
National Assembly
State Duma
Standing Army
Inanna
Tereshkova is a matriarchal Arctic State located on an archipelago in the White-Shadow Sea, north of Maratha and the Great Siberian Federation. Favoring matrilineal property laws and a general segregation of men and women in day-to-day life, Tereshkova has been ruled by a lineage of Matriarchs and Mother-Merchants (serving in the State Duma) since its original formation during the Witch-Queen's Rebellion. Its governing bodies were originally controlled by practitioners of the Old Religion, but such practices have been discouraged since the death of Matriarch Thysania.
Tereshkova is a former province of the Siberian Federation. During the Great Siberian Age, the Siberians offered the northern-most of the primary islands to the Sahka tribe, the middle island to the Ainu tribe, and the southern island to the Mosuo tribe, from which each island obtained its respective name. In exchange, the 'outlanders' would work the land (primarily by fishing and whaling) and pay taxes to the Siberian Federation. The western island (Matushakova Island), smaller than the other three, was retained by the Siberian provincial governor for the region, and otherwise used to station a standing Siberian army or a trading post for wealthy Siberian merchants. Nonetheless, the three major tribes of the primary islands worked cooperatively and rarely interacted with the Siberians until the region became a full sovereign power under Matriarch Achroia.
Tereshkovians generally honor motherhood above all things. Those who cannot be mothers, or who choose not to mother a child, are perceived to be lesser citizens. Often, non-mothers are expected to act as beasts of burden, acting as servants to the noble Mother-Merchants, serve as rangers in the Inanna, fulfill the contractual obligations of an artisan guild, perform religious rites, or become a sailor. Non-mothers who do fit themselves into such categories are forced to live outside the main cities, typically becoming vagrants within (what are often described as) ghetto-enclaves.
Marriage, in the form outsiders would recognize it, is not commonly practiced in Tereshkova. Instead, informal sexual unions called walking marriages form the bulk of sexual relationships. This form of companionship is based entirely on mutual affection, with few legal obligations enforced. Such unions involve a woman inviting her chosen paramour into her home after sunset, with the paramour leaving the home before sunrise the next morning. More formal marriage unions, when performed, are considered eternal affairs of the soul, as all oaths in Tereshkova are. Breaking any such vows results in a trial, and often execution, for any guilty parties. Other oaths of this nature include the promises of the Matriarch's Paragons, the vows of the clergy, and oaths of high-ranking Inanna officers.
Tales of the Inanna are famous beyond Tereshkova. These are the legendary rangers, particularly those who earn the rank of General, Marshal, and Warden, who serve to mete out the Matriarch's order across the Arctic Ecumene. They are known to be adept skirmishers, independent agents, and witch-hunters, though their abilities in full-scale warfare are limited.
- Ranger-General
- Ranger-Marshal
- Ranger-Warden
- Ranger-Commander
- Ranger-Captain
- Ranger-Lieutenant
- Ranger-Protector
- Ranger-Sergeant
- Ranger-Brigadier
- Ranger-Auxiliary
- Ranger-Ensign
- Ranger-Cadet
Triple Alliance
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Nahuatl | Aztec, Aztekan, Triple Alliance | Aztlán | God-King | Gathering of Emissaries | Army of the Dead |
Common Language
Nahuatl
Demonym
Aztec, Aztekan, Triple Alliance
Central Settlement
Aztlán
State Leader
God-King
National Assembly
Gathering of Emissaries
Standing Army
Army of the Dead
The Triple Alliance City-States, more-commonly known as the Aztec Empire, is a union of semi-sovereign cities in eastern Eos, between the Mayan Republic and Nerubia, along the northeastern coast.
The namesake of the Triple Alliance, the cities of Ixpuztec, Xibalba, and Ixcuina, settled an accord to form a trade and military alliance to protect themselves from the Inca Empire. Although the Inca never made it so far across Eos, the alliance nonetheless created a culture of cooperation and co-dependence that had not existed before. Ultimately, the three cities used their combined political and military power to pressure the smaller, weaker city-states of the region to pay tribute to them in exchange for protection. This tribute system eventually spread out from the Aztec cities to cover all of eastern Eos, including to the priests of the Mayan cities, the healers of the People of the Longhouse, and the hunters of the Innu Nation of Nitassinan. The Aztec tribute system came to act as an empire of its own, giving the Triple Alliance an unprecedented, if indirect, amount of influence over the region.
If a city or state leader fails to collect tribute and offer it to the Aztec aristocracy appropriately, they are to be stricken down and a puppet leader put in their place. Failure of individuals to offer tribute often results in enslavement, regardless of whether the individual is a citizen of an Aztec city-state or foreign-born. However, one can earn their honor back by joining the Army of the Dead, a private militia that serves the God-King of the Aztecs. In order to join the army, one must disavow all forms of material possession and swear an oath to fight as a soldier until death. In this, they are considered already dead by the time of joining the army.
The Aztekan people are also noted for their wrestling and grappling martial arts, which serve as common recreations for those testing their strength in Aztec cities. For those wishing to fight, but not join the Army of the Dead, each city also maintains its own independent forms of self defense. These soldiers are often named in honor of the attributes they exhibit, such as the famous Jaguar and Eagle Warriors.
Due to the Aztec obsession with death, many cities in the region are completely surrounded by a standing necropolis. The cities are home to numerous religious practices, especially the practices regarding death and human sacrifice, such as those practiced by the Faithful of the First Divines. Rituals honoring Quetzalcoatl are particularly common.
Outside the cities, the region is noted for its dense, mountainous rainforest, among which one may still find the Innu Ayasi still hunting their prey.
At its peak, the Aztec Empire centered on the golden city of Aztlán, a city built from the immeasurable riches gained from the Aztec tribute system. Most people of the Ecumene believe that the wealthiest of all Humans live in Aztlán.
State of Wei
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Zhou | Wei | Taiji | President | People's Consultative Assembly | Ministry of Defense |
Common Language
Zhou
Demonym
Wei
Central Settlement
Taiji
State Leader
President
National Assembly
People's Consultative Assembly
Standing Army
Ministry of Defense
The State of Wei is Taoist society claiming territory on two islands in the Arctic Archipelago: Wu Island and Ji Island . The state was formed by outcasts from Shenzhou during the Great Reconstruction, when all Taoist sects were disallowed from teaching and acting as public ministers.
The capital city of Taiji is built in the shape of Taoist symbolism, featuring the taijitu in the center and the bagua acting as the outer rings.
The culture of Wei promotes the ideals of simplicity, humility, compassion, detachment from desire, and the natural state of things. Wei people make efforts to live in harmony with both nature and other nations, when possible, despite ideological differences. The armies of Wei very rarely leave their own borders, and capital punishment is not permitted, even for the most heinous of crimes.
Evenstill, despite the preference for the natural state of things, several notable inventions have flowed out of Wei and into the rest of the Ecumene over the centuries, such as hand-pump machines capable of desalination, and advanced water filters using a cloth membrane.
The two islands offer many sacred places to the Children of the Infinite Mother, such as the Monastery of the White Serpent. There are several notables cities in Wei, including Anhui, Yuanji, and Zhujiang, mostly known for their religious sites.
West Anthelia
Common Language | Demonym | Central Settlement | State Leader | National Assembly | Standing Army |
---|---|---|---|---|---|
Volhynian | Anthelian | Uelen | Imperator | Senate | People's Revolutionary Guard |
Common Language
Volhynian
Demonym
Anthelian
Central Settlement
Uelen
State Leader
Imperator
National Assembly
Senate
Standing Army
People's Revolutionary Guard
West Anthelia is a tyrant-led state, attempting to cultivate a classless society, nestled in the Eastern Siberian Highlands . This region is unusually cold, arid, and features an expansive ice-desert and hardened tundra. But the most distinctive feature of West Anthelia is its mountainous terrain, from which many rivers flow out into the surrounding seas, but, due to the climate, remain frozen through most of the year.
The original nation of Anthelia developed from small settlements around the Ice Veil. These settlements were often segregated by ancestral origin: some claimed ancestry to those who had lived near the Veil since the dawn of Humankind, some were born descendants of those who had come from Hesperia during the Age of Discovery, and some were colonists from the other side of the world, such as the Hellenes, the Celts, and the Goths, who sought a sustainable livelihood after the Fire Tide.
These segregated communities retained their ancestral identities until the coming of the Inca Empire, who moved to carve-out a path to the White-Shadow Sea. Upon that time, like many other confederations of the region, those near the Veil banded together in a desperate attempt to prevent themselves from becoming subjects of the Inca. The Anthelians, however, found far more success than the tribal confederations of the Great Plains due to the backing they received from Hellena.
The founders of West Anthelia, obsessed with equality for all persons in every arena of life, mandated every citizen wear a mask when outside their homes, so that no one can claim to be more beautiful or ugly than another. Each citizen is also required to wear clothing that hides their natural frame and skin. To prevent any preference for accents from emerging, and to hide differences in intelligence, speaking aloud is also not permitted in public, and all communication must be done through sign language or written in glyphs. Wealth is also frequently redistributed through the masses by a variety of means.
Over time, the enforcement of these laws has become lax, but they still guide every-day life in West Anthelia. One must still wear a mask in public, though citizens are allowed to decorate and accessorize the mask however they wish, clothing requirements have become less strict, and wealth redistribution is sometimes voluntary rather than mandatory. Public speaking is still not allowed anywhere except in private residences.
The new wealthy aristocratic class of West Anthelia often paint their masks, covering them with jewels and other accessories, while the peasant class retains the government-issued masks they receive at birth, which are dulled by time and the rough elements of the Arctic.
Anadyr and Nekrasova are the only two major settlements in the region that foreigners are allowed to enter.