Difference between revisions of "Consulary Republic of Holm"

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brief description of what the independent nation is, what races inhabit etc
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! colspan="2" span style="font-size:Medium;" | '''The Consulary Republic of Khronheim''' <br> '''''Noskronna Konsularica du Khronheim'''''
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! colspan="2" span style="height:100px" valign="top"| [[File:Vrakai 1.png|300px|center]]
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|- style="color:grey; text-align:center; vertical-align:center;"
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! colspan="2" span style="font-size:x-small;" | ''Belka’s lightning bolt, the official symbol of the Republic
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! colspan="2" span style="font-size:Medium;" |
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|<span style="font-size:small;">'''Capital''': || <span style="font-size:small;"> Khronheim
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|<span style="font-size:small;"> '''Languages''': || <span style="font-size:small;"> [[Common (Official)]] <br> Dwinic Dwarven (Official) <br> Urguanic Dwarven (Recognized Minority) <br>
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|<span style="font-size:small;"> '''Religion''': || <span style="font-size:small;"> The Dwinic Temple of the Brathmordakin (Official) <br> The Old Temple to the Brathmordakin (Recognized Minority) <br> The Druids of Cerunnos and Cerridwen (Recognized Minority)
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|<span style="font-size:small;"> '''Despot-Consul''': || <span style="font-size:small;"> Dorin Irongut
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|<span style="font-size:small;"> '''Consul''': || <span style="font-size:small;"> Dwain Irongut
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insert intro here
 
== History ==
 
== History ==
brief description of how long the nation has been around
 
=== Realm 1 ===
 
one/two paragraph description of the nation's history in this realm (aegis, asulon etc)
 
  
== Geography==
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After existing for nearly 450 years, the Grand Kingdom of Urguan tore at the seams, ushering forth a deluge of ephemeral successor states. Although not immediately emergent, the people who would later form the Republic of Khronheim banded together quickly during this time and set sail for new lands, realizing that their ancestral home was forever lost. They were lead by the Irongut Clan of Dwain, which among its hereditary treasures held the Charter of Holm.
brief description of the nation's average and current geography
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* Land 1 (description of lands in the nation, such as duchies etc)
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The first banner to be raised by this people was the banner of that aforementioned ancient republic. The Irongut colonizers and their camp followers initially landed on an archipelago of islands in the Western Bay of Atlas, erecting a fortification and a temple. At this point there was no state, and the body of travelers ruled themselves. Each relied on the support of the other, living a bucolic lifestyle on the islands’ many shores. However, as their population grew, the agrarian commune faltered: and so the Charter of Holm was invoked.
* Land 2
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* etc
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New Holm was abandoned and the travelers moved inland, where a trading post had been established by Balek Irongut in a mountain range close to the Whispering Crossroads known as the Silver Hills. This post expanded rapidly due to the influx of travelers, and was shielded from the violence of the plains of Atlas by its geography. Upon a jagged stone at the center of the post from hereon known as the Dwainsrock, the young Clan Father Dorin Irongut invoked the ancient rights bestowed upon him by the Holmiote Charter and declared the Consulary Republic of Khronheim, a reiteration of that ancient Republic of Holm.
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 +
== Culture ==
 +
Since its inception the Republic of Khronheim has been governed as per the Dwinic Ways, an ancient body of customs both coded and oral reflecting the beliefs of Dwain Irongut, first son of Urguan. Although many other cultures flourish within the cliffs protecting Khronheim, the Dwinic Ways are the foundations upon which that state was built. Free practice of religion and custom is an unspoken right, but violating the limitations of the Dwinic Ways carries legal consequence within the state. The Dwinic Ways go as far as to govern the fashion by which people dress, act, and pray.
 +
 
 +
Unlike other customs, the Republican culture treats magic hospitably. The supernatural arts are considered a form of high knowledge and are practiced among the citizenry as symbols of status. The nobility is especially fond of magic: it is considered highly fashionable to have a wide and obscure magical repertoire. Despite this positive attitude, public displays of magic are generally frowned upon as vulgar.
 +
 
 +
 
 +
== Social Organization ==
 +
The Republic of Khronheim has a tiered caste system composed of three social classes: residents at the bottom, citizens at the core, and nobles at the top.
 +
 
 +
Residents are those people who reside within the confines of the Republic but who have not yet been assimilated into the Dwinic Ways. They enjoy limited privileges and lack the right to vote. Most residents choose to bear with these circumstances for the hope of obtaining a Passport and graduating to the class of Citizen.
 +
 
 +
Citizens are the core of the Dwinic state. Unlike residents, they enjoy a significantly large number of well deserved rights including the right to vote and several judicial protections constructed in their best interest. After a brief period of military service, a Citizen is inducted by the Consuls. Citizens make up the vast majority of commerce and trade flowing through the Republic.
 +
 
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The Nobility is composed of the High Clan of Dwain, the Ironguts, and the most loyal citizens of the Republic. Despite their higher rank, the Nobles enjoy only a few more symbolic privileges than the citizens, namely their right to own a dynastic name.
  
 
== Government ==
 
== Government ==
brief description of the government in the nation, it’s current ruler etc
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The Republic of Khronheim is governed by two Consuls and their Despot. Domestic decisions are also made in the Tribunal Senate.
=== Nobility ===
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brief description of the nobility in the realm, how it works. link to nobility list of specific nation
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The Consuls are the de facto leaders of the Republic, with power to forge and put into action legislations and to hold court. They can elect temporary bureaucrats from the Tribunal Senate and delegate them with official tasks. Among the many responsibilities of the Consuls is also the issue of citizenship, a highly ceremonial activity.
=== Society ===
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brief description of how the society in the realm operates
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The Tribunal Senate ensures that the needs of the Citizens of Khronheim are addressed. Made up of all registered Citizens and Nobles, the Senate may hold referendums and propose laws to the Consuls. Although the Senate has no actionable legislative power, the majority of domestic measures originate from it.
=== Economy ===
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brief description of the economy in this particular realm
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The Despot of Khronheim, who is also the Clan Father of the Ironguts, is the de jure head of State and the de facto head of Military in the Republic. The Despot may approve or veto any measures proposed by any organ of the Republic, but may be removed through a Consular vote. The Despot is elected internally by the Irongut Clan, and serves as a figure of culture for his people during times of peace, and as a leader during times of war.
 +
 
 +
 
 +
== Justice ==
 +
The Republic of Khronheim has countless oral and coded forms of law, chiefly borrowing from the Articles of Urguan and the Dwinic Ways as its two main authoritarian corpii. Judicial matters are handled chiefly by the Tribunal Senate, with Consuls acting as justices and administering the final verdict. Residents, Citizens, and Nobles each have respective graduated rights exempting and/or subjecting them from/to parts of the law.
 +
 
  
== Culture ==
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== Defense ==
detail the command of the organisation, including those who run it and /how/ its run
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The Republic of Khronheim is defended by the Iron Brigade of the Despot, the state’s only official military body. The Iron Brigade maintains the public order and defends the people’s peace. Its concise vertical hierarchy guarantees efficiency and obedience, and its dependence on the Despot maintains the Republic’s established status quo.
=== Art ===
 
brief description of the art in this land
 
=== Literature ===
 
brief description of the literature in this land
 
=== Music ===
 
brief description of the music in this land
 
=== Religion ===
 
brief description of the religion in the nation
 
  
== War ==
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== Geography ==
explanation on how the nation handle wars and conflicts
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The Republic of Khronheim is located in the Silver Hills, a small mountain range rich in Thahnium deposits. Along its edges lies the Consul’s Road, a highway for trade which serves as the main artery for the Republican economy. The Republic owns a considerable amount of tiered farmland, which feeds its citizens and offers ample amounts of grain for exporting.
  
== Random Tidbits ==
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<br />
* Trivia point 1
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[[Category:Locations]]
* Trivia point 2
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[[Category: Political Domains]]
* etc
 
* On a different note, '''did you know:''' random tidbit about an unrelated topic with
 
“find out more, here!” with a link embedded in the text.
 
----
 
<noinclude>[[Category:Backbone]]</noinclude>
 

Revision as of 21:49, 10 February 2018

The Consulary Republic of Khronheim
Noskronna Konsularica du Khronheim
Vrakai 1.png
Belka’s lightning bolt, the official symbol of the Republic
Capital: Khronheim
Languages: Common (Official)
Dwinic Dwarven (Official)
Urguanic Dwarven (Recognized Minority)
Religion: The Dwinic Temple of the Brathmordakin (Official)
The Old Temple to the Brathmordakin (Recognized Minority)
The Druids of Cerunnos and Cerridwen (Recognized Minority)
Despot-Consul: Dorin Irongut
Consul: Dwain Irongut

insert intro here

History

After existing for nearly 450 years, the Grand Kingdom of Urguan tore at the seams, ushering forth a deluge of ephemeral successor states. Although not immediately emergent, the people who would later form the Republic of Khronheim banded together quickly during this time and set sail for new lands, realizing that their ancestral home was forever lost. They were lead by the Irongut Clan of Dwain, which among its hereditary treasures held the Charter of Holm.

The first banner to be raised by this people was the banner of that aforementioned ancient republic. The Irongut colonizers and their camp followers initially landed on an archipelago of islands in the Western Bay of Atlas, erecting a fortification and a temple. At this point there was no state, and the body of travelers ruled themselves. Each relied on the support of the other, living a bucolic lifestyle on the islands’ many shores. However, as their population grew, the agrarian commune faltered: and so the Charter of Holm was invoked.

New Holm was abandoned and the travelers moved inland, where a trading post had been established by Balek Irongut in a mountain range close to the Whispering Crossroads known as the Silver Hills. This post expanded rapidly due to the influx of travelers, and was shielded from the violence of the plains of Atlas by its geography. Upon a jagged stone at the center of the post from hereon known as the Dwainsrock, the young Clan Father Dorin Irongut invoked the ancient rights bestowed upon him by the Holmiote Charter and declared the Consulary Republic of Khronheim, a reiteration of that ancient Republic of Holm.

Culture

Since its inception the Republic of Khronheim has been governed as per the Dwinic Ways, an ancient body of customs both coded and oral reflecting the beliefs of Dwain Irongut, first son of Urguan. Although many other cultures flourish within the cliffs protecting Khronheim, the Dwinic Ways are the foundations upon which that state was built. Free practice of religion and custom is an unspoken right, but violating the limitations of the Dwinic Ways carries legal consequence within the state. The Dwinic Ways go as far as to govern the fashion by which people dress, act, and pray.

Unlike other customs, the Republican culture treats magic hospitably. The supernatural arts are considered a form of high knowledge and are practiced among the citizenry as symbols of status. The nobility is especially fond of magic: it is considered highly fashionable to have a wide and obscure magical repertoire. Despite this positive attitude, public displays of magic are generally frowned upon as vulgar.


Social Organization

The Republic of Khronheim has a tiered caste system composed of three social classes: residents at the bottom, citizens at the core, and nobles at the top.

Residents are those people who reside within the confines of the Republic but who have not yet been assimilated into the Dwinic Ways. They enjoy limited privileges and lack the right to vote. Most residents choose to bear with these circumstances for the hope of obtaining a Passport and graduating to the class of Citizen.

Citizens are the core of the Dwinic state. Unlike residents, they enjoy a significantly large number of well deserved rights including the right to vote and several judicial protections constructed in their best interest. After a brief period of military service, a Citizen is inducted by the Consuls. Citizens make up the vast majority of commerce and trade flowing through the Republic.

The Nobility is composed of the High Clan of Dwain, the Ironguts, and the most loyal citizens of the Republic. Despite their higher rank, the Nobles enjoy only a few more symbolic privileges than the citizens, namely their right to own a dynastic name.

Government

The Republic of Khronheim is governed by two Consuls and their Despot. Domestic decisions are also made in the Tribunal Senate.

The Consuls are the de facto leaders of the Republic, with power to forge and put into action legislations and to hold court. They can elect temporary bureaucrats from the Tribunal Senate and delegate them with official tasks. Among the many responsibilities of the Consuls is also the issue of citizenship, a highly ceremonial activity.

The Tribunal Senate ensures that the needs of the Citizens of Khronheim are addressed. Made up of all registered Citizens and Nobles, the Senate may hold referendums and propose laws to the Consuls. Although the Senate has no actionable legislative power, the majority of domestic measures originate from it.

The Despot of Khronheim, who is also the Clan Father of the Ironguts, is the de jure head of State and the de facto head of Military in the Republic. The Despot may approve or veto any measures proposed by any organ of the Republic, but may be removed through a Consular vote. The Despot is elected internally by the Irongut Clan, and serves as a figure of culture for his people during times of peace, and as a leader during times of war.


Justice

The Republic of Khronheim has countless oral and coded forms of law, chiefly borrowing from the Articles of Urguan and the Dwinic Ways as its two main authoritarian corpii. Judicial matters are handled chiefly by the Tribunal Senate, with Consuls acting as justices and administering the final verdict. Residents, Citizens, and Nobles each have respective graduated rights exempting and/or subjecting them from/to parts of the law.


Defense

The Republic of Khronheim is defended by the Iron Brigade of the Despot, the state’s only official military body. The Iron Brigade maintains the public order and defends the people’s peace. Its concise vertical hierarchy guarantees efficiency and obedience, and its dependence on the Despot maintains the Republic’s established status quo.

Geography

The Republic of Khronheim is located in the Silver Hills, a small mountain range rich in Thahnium deposits. Along its edges lies the Consul’s Road, a highway for trade which serves as the main artery for the Republican economy. The Republic owns a considerable amount of tiered farmland, which feeds its citizens and offers ample amounts of grain for exporting.