Mendaris
From Vanathul Wiki
Mendaris the United Republics |
---|
![]() A relatively accurate map of Mendaris. Some names and locations are wrong, see Orn for newer map |
As a reference envision a vaguely victorian setting, and add pinch of magic, alchemy, and artificing machinery. Think Dishonored, but a bit less dystopian
Geography
Flat plains, meadows, hills, forests, mountains and coastlines of various types. Mendaris spans a large variety of climates and terrain.
Sunwards leading shore is elevated somewhere as much as 100 meters above the shoreline. The face of this stone wall running all the way to Redhaven show a hexagonal stone pillar pattern. Geologists assume this is due to some volcanic process, though some of the members of the Royal Academy of Wizards insist on the phenomenon being mentioned in tomes on the magical art of transmutation.
An inland a river divides Ashminster from the other regions, leading water from the great lake out to the ocean via the Stockchester river.
Population
- Around 1-2 millions individuals across all regions. A large portion of them live near cities, but not necessarily inside the city walls.
- Majority human, but also almost all of Orn's gnome population.
- Mainly urban gnomes in the cities, with the wild gnomes living more rurally.
- Occasional dwarf on a trading misson, with the extremely rare settled dwarf
- Hostilities between humans and elves prevents them from interacting, and their numbers are unknown.
Culture
Most cities have several subcultures with their own interests, hobbies, goals and motivations. In broad stroaks there is a divide between the workers and physical laborers, and the upper management, rich tychoons, politicians and old nobility.
There are opportunities for upwards social mobility for those who put in the work or get lucky, as well as the decline of those who do not manage their wealth.
Architecture
Building style in Mendaris varies. The early centuries of contemporary history were of the "primitive" sort. Castles of stone for defense, and simple wood and stone houses.
Closer to the present many of the larger cities have been updated to an "industrial" look. Rows of residential homes made of stone, and the like. Out in the smaller villages and settlements the style is still somewhat rural, with little influence from industrialization.
Many cities are located in or near the ruins of settlements from Old Orn, as these locations often have qualities that attracted the old city to be there to begin with - often something mundane, like a river, sunlight, or favorable wind conditions. New cities founded on an old ruin like this often have signs of these earlier constructions.
Fashon
Much like architecture, the style of clothing in Mendaris varies. Cultures on the edges of society tend to maintain the use of body armor for personal protection. Otherwise, when beasts and the like do not offer a credible threat, no armor beyond light is particularly common.
Politics
When initially settled by emigrants from Mistwreath and Fellfen, Mendaris was ruled by the religious seat of power in Mistwreath. When the Mendarian colonies reached a high enough level of self sufficiency they declared independence, setting down new laws and governments.
The political seat of power is located in Blackport, where the parties debate policy and legislation. The process often involves debates and hearings to inform the forum, and casting of votes when sufficiently informed.
Currenty the states of Mendaris are for the most part republics, with the cities having an autocratic ruler (mayor). The degree of democratic involvement of the populace vary, as the states are free to determine their own political implementation, but each of the provinces are required to put forward representatives to the council in Blackport, where they wield their mandate granted by their mayor, governor or similar to influence matters of legislation.
Issues and themes
- Magic is an issue that surfaces every time some radical uses it to achieve something destructive, with the question of banning it or not never really being resolved.
Legal system
A principle that was set down when the states of Mendaris declared independence from the Miswreath was equality under the law for every citizen, without special treatment for anyone. This was a departure from the special privileges enjoyed by the noble families and clergy. Each of the states has a degree of freedom to set down their own local laws, but are all required to follow the common Mendarian laws.
The general theme of the laws is a focus on personal liberty, but also personal responsibility. Murder is illegal, stealing is illegal, inflicting injury will probably be reported, and so on.
Law enforcement
Most cities above a certain size have some sort of law enforcement, either in the form of constables, city guard, or a watch of some sort. They patrol where they are needed - often prioritizing wealthy neighborhoods, but can be found in most other urban areas.
Given the opportunity, law enforcement often try to arrest suspected criminals non-violently by verbal orders or using non-lethal means, but they are authorized to subdue suspects using necessary force if needed. Some cities or city districts have a reputation of having brutal constabularies, in part due to equally brutal local criminals.
When in an urban environment, calling the guards is usually the sensible option. Doing so is wise even if you handle the situation yourself, so that the assailants can be apprehended, or their bodies can be removed. This is also a great time to tell your part of the story, or be told where to report for a proper debriefing.
If necessary judges determine guilt after having considered the available evidence, and having heard testimonies from the involved parties.
Some high profile cases in recent times have required alchemists to lend their services, and administer truth serums, or other substances to aid in clarifying any uncertainties.
Military
All the states of Mendaris (Ashminster, Camor, Hartminster, and Wahlminster) have entered into a shared defensive military pact. Obligating their military forces in aid of any of the others if an external force invades. In practice this is a response to the potential threat posed by the Thundering Crusade, before Queen Brien died and the conquering zeal was replaced by sucsession wars, or if some other external threat would threaten their union.
During the recent Camorian Rebellion, the pact was not invoked, as it was a civil war of sorts, and no external force was involved, at least not directly.
History
To be elaborated:
- Founded around the year 260 p.o.
- War with the Verdant Veil and the elves
- Conflict between Camor and Ashminster not too long ago.
- Recent plague in Wahlminster
Sub-regions
Ashminster
Political, financial and trade capital of Mendaris due to coastal access, and routes to the dwarves for exotic metals. Some agriculture.
Hartminster
Big on agriculture. Has been settled the longest, not counting the already present gnomes near the Burwellshire and the Burwellwald, or the loosely civilized humans in modern Wahlminster
Camor
Wood export. Trade and embassies to the trailing nations, with a strategically advantageous position.
Wahlminster
Sunwardmost region of Mendaris. Both sunny and upbeat in leading parts, and more inhospitable and hostile to outsiders in the trailing parts.
Partly home of the recent Ashen Empire, before it fell.
Other
Border towns on the edges of the nation. Partly independent, but also enjoys some benefits from the mendarian union.
The harsh landscape of the Linfield Badlands makew a barrier of sorts that further distances the cities from the most direct land routes, necessitating a reliance on boats for shipping
Notable Organizations
Class suggestion and themes
The following classes are a recommendation of themes that suit the region.
Some of these have a note attached, which connotes some requirement or condition
Base classes
- Fighter
- Blackjack
- Border Defender
- Brawler
- Free-Style Fighter
- Unarmed Fighter
- Rogue
- Skirmisher Ranger
- Brawler
- Bouncer
- Gunslinger
- Experimental Gunsmith
- Alchemist
- Chirurgeon
- Vivisectionist
- Gun Chemist
- Vaultcracker
- Tinkerer Alchemist (construct familiar)
- Construct rider (construct animal companion)
- Artificer[2]
- Machinesmith[3]
- Wizard[1]
- Medium
- Occultist
- ↑ 1.0 1.1 Requires a relation to The Royal Academy of Wizards
- ↑ Requires a relation to The Guild of Artificers
- ↑ Requires a relation to the works of Stewart O'Connely
Presige Classes
Mendarian common names
Male | Female | Last |
---|---|---|
Adam | Nina | Jones |
Dan | Darla | Smith |
Scott | Sarah | Carter |
Ross | Elizabeth | Butcher |
Matt | Meridith | Cobbler |
James | Karen | Gray |
Frank | Frida | Winters |
John | Jane | Picket |
Jack | Margaret | Parr |
Male | Female | Last |
---|---|---|
Darren | Aoife | McLarren |
Cian | Ciara | O'Leary |
Rory | Sorcha | Donovan |
Ciaran | Fiadh | Quinn |
Lorcan | Kayleigh | McKinnick |
Brandon | Aisling | O'Toole |
Fergal | Eithne | Darrow |
Craig | Nessa | Sweeney |
Niall | Imogen | Morgan |
Shay | Ailbhe | McMahon |
Subcategories
This category has the following 6 subcategories, out of 6 total.