Faction Name: The Sovereign State of Surresia
Alias:Government Type: A fuedalistic ethnocracy. Only humans may govern and/or own land. The nation is ruled by a single person in the form of the Chancellor, though both his feudal vassals as well as the religious heads hold great influence in governing the nation. The more important titles (to the RP) in government are as follows;
- The Chancellor - chosen for life by the high priests and governs the economical, cultural and societal parts of the nation, and may veto military decisions.
- The Lord Commander - chosen for life by the lords and governs the military. Acts as the main strategical organizer in war times, and is in charge of all military organizational matters in peacetime.
- The Inquisitor - chosen for life by the high priests. The Inquisitor is much like the priests charged with spreading the Scripture and rooting out heresy, but also has an armed force known as the Hand under his direct and exclusive command. The Inquisitor has the authority to indict nobility and commoners alike if suspected of religious crimes, and may use the Hand to arrest those who resist.
- The high priests - there are six of these, chosen for life by the priests.
- The lords and the priests - these make up the nobility. The lords are the only ones who inherit their titles, and only lords may be chosen for the position of Chancellor and Lord Commander. Among the lords there are high lords who precide over other lords, as well. Being a priest is as much a vocation as it is a title. To become a priest is a lengthy and arduous process, but anyone can theoretically become one - as long as they are of Surresian blood. The priests are tasked with a wide variety of missions. They are healers and doctors, sworn to help those in need. They are missionaries and visionaries as well, tasked with spreading the words of the Scripture far and wide, and cementing the notions it holds. As such, Surresian priests are not an uncommon sight in other nations permitting them - especially other human nations. Furthermore, priests may only marry (marriage is indeed a thing in Surresia) other priests.
Faction Specie(s): Surresian humans, other humans, dratha and h'riss. The latter make up the vast majority of the population, whereas the humans account for less than a tenth. The Surresian dratha does not even number in the hundreds.
Species Descriptions- Surresians: Although all inhabitants of Surresia may be referred to as Surresians, the term is almost exclusively used when referring to the Surresian humans. Surresians are relatively dark of skin, ranging from olive to black. They are known to be a particularly blessed ethnicity of humans, with enviable genes - both in terms of vitality as well as beauty. They are not just aware of this, but pride themselves on it to the point of being protective on it. The average Surresian male stands about 6' 4" tall, and females 6 feet, and they are of a strong constitution - both in terms of strentgh as physiology, with a very sturdy immune system. Surresians rarely (never, according to themselves) breed with anything else than other Surresians, and often refer to themselves as Purebloods.
- Other humans: People from various corners of the earth, drawn to Surresia by trade, purpose or whatever other reason they might have. In Surresia lives one human per two Surresian, or thereabouts.
- H'riss: A lizard-like race of reptilians, short of stature and lifespan. They reach maturity in as little as five or six years, and typically don't live past twenty. Their average heigth is about 4 feet, while large specimens may reach up to 5 feet. This is discounting their tail, which is nearly as long as their bodies. Though most often some shade of green, the hue of their scales may be brown, orange or red in nature as well. H'riss have dense musculature and are often deceptively strong, though an average male is still weaker than the average human male. Their hardiness, however, surpasses that of most humans. This is partially due to their thick, scaly skin offering natural protection and their bodies being capable of sustaining themselves on very little blood, ensuring the possibility of survival even when facing dramatical bloodlosses. They are, like Surresians, immune to local deseases and possibly to an even further extent resistant to foreign diseases. H'riss breed at a very fast rate, females being capable of laying up to 50 eggs a year, out of which 30 to 40 normally ends up hatching.
The race is by some speculated to actually be a breed of beastkin, though the h'riss themselves firmly denies such connection. In any case, they are decidedly more civilised than (other?) beastkin, and though there are populations living elsewhere, all h'riss populations trace their origins throghout recorded history back to the Arm of Azoth. Most h'riss are of fairly rudimentary intelligence, incapable of learning more intellectually challenging tasks such as reading and writing. Those that are capable of such feats tend to be placed in leadership positions among the h'riss by the Surresians. - Dratha: Typical dratha, drawn and often invited to Surresia due to the Surresians magical curiosity. Because of this, they are unlike other foreigners accepted in higher society. They may still not own lands nor rule, but they are permitted at court and may serve as advisors or sorcerers.
Location: Along the southern reaches of the Arm of Azoth, in and between mountains, meadows and sea.
This picture shows a rough outline, were Surresian lands are those between the orange line and the coast, as well as the border-facing parts of the mountain range.
Faction Religion/Ideology: Surresians believe they are descended from divine origins, and that their immaculate genetics are proof of it. This divinity is generally referred to as "God", though terms like "the Father", "the Mother" and "the One" are used as well. God is said to be a being of unparallelled power, and the Surresians were created in his image. As God left the world, the Surresians lost much of their splendor, and what they are today is supposedly a fraction of what they once was. Those most closely attuned to their ancestors become priests - typically this means that they are more physically impressive, smarter, wiser or magically attuned - or any combinations thereof. Surresians believe that their purpose is to preserve their bloodline until their distant god returns, and that they under God's guidance will rule the world in its entirety. Until such time arrives, they are to expand their borders and enlighten as many as possible. Yet the Surresians are few in number, and have long suffered in their ambitions ever since being subjugated by the Salished Empire. Many hold the belief that the Salished Empire was a manifestation of an evil enemy of God, and that their loosened grip on the world is a sign that God is returning. As such, many of the more stoutly religious Surresians advocate the revival of the old expansionist attitude - it is time to prepare the world for the arrival of God.
The Surresians does have a holy scripture, though it is short and describes the purpose of life and how to live it, rather than stories or similar notions. It is simply called the Scripture by Surresians, though its official name is The Gift of Life, which is what the scripture is known as outside of Surresia. It is unknown who the author is, though it is naturally assumed to be God. The original scripture, written on a single large stone slab, is said to be indestructible, protected by divine powers. The priests of Surresia are very influential, often mages - or at the very least claim to be - and their word is only second to that of the Chancellor.
As for the scripture's content, it by and large serves as the guiding principles of Surresian life. God is said to be the Mother and Father of all living things, both creator and destroyer of life - Life and Death are but aspects of God. Life as an abstract is revered by Surresians, yet individual lives - particularly those of non-Surresians, as the survival of the Surresian bloodlines necessitates the continual existence of as many Surresian individuals as possible - are viewed as expendable for the greater cause. Surresians have a firm belief in law and order, as they are pillars of sustained life. Moreover, they greatly value peace, balance and harmony, and individual traits such as humility, honesty and generosity. Traits like pride, determination and bravery are also valued - especially in Surresians. Surresians believe that all life is worthy of such splendid qualities, and have every intention of making it a reality - even if other lifeforms has no interest in the Surresian ways.
To other societies, the notion of spreading harmony by waging war tend to seem complex at best, yet the Surresians view it as a natural necessity. God wants peace and prosperity, yet the world is engulfed in chaos and misery - it is up to Surresia to enlighten the masses and ensure the safety and sanctity of Life, even if it means bringing Death to most of it.
Faction Description & History: An old nation of large ambition and devoutly religious people, cowed for a long time as a vassal on the edge of the long reach of the Salished Empire. Surresia has recently regained sovereignty and autonomous rule. Situated along the southern reaches of the Arm of Azoth, Surresia has long been a nation of relative geographic isolation. Although once subjugated by the Salished Empire, the remoteness of Surresia meant its inhabitants were largely left to their own devices, as long as resources were continually funnelled to the Empire. Nontheless, the vassalization has left Surresia stalled in its development for a very long time, unable to expand outside of the borders established by the Empire. Throughout the years, the Salished Empire has wained in strength, however, and although still formidable in the Rainlands, their presence on the Arm is all but gone. With the Empire losing its grip on Surresia to the point of officially declaring the country its own sovereign, the Surresians are now looking to make up for lost time.
As with its rule, everyday life itself in Surresia is clearly affected by the ethnocratic values (or racist values, depending on who is being asked) governing the country. There are few settlements of import in Surresia - three in total (as described further below). While the humans and dratha by and large live in the capital of Zhar'anne, the h'riss are spread out throughout the country. As Surresian historians would have it, the Surresian lands are not the true homelands of the Surresian humans, who are said to have arrived over the water from distant lands fleeing the destruction of their home and defeat of their god by adversaries whose identities have been lost over time.
Surresians are a sea-faring people, many preferring life at sea over that of the humid, hot climate at home. Their navy is small but sofisticated, and while the ships are not the largest nor the fastest, Surresians pride themselves on their ships' durability - capable of surviving any but the toughest of storms. By contrast, the h'riss thoroughly dislike the sea. While they are strong swimmers and enjoys the water, the h'riss much prefer lakes and rivers over the ocean, and detest travelling by ship.
Some, typically more devout, say that Surresians travel the seas because of some genetic, hereditory wish to travel back to their homelands, other argues it has more practical, obvious reasons. The coast of Surresia is rich in various types of fish, clams, oysters and pearls - and its inland is home to many different species of large reptiles whose strong hides hold considerable value. Since travelling by land is slow and arduous because of the mountains surrounding the country, and the geographical position of the Arm of Azoth is unfavourable in terms of trade, it is a foregone conclusion that trade is best carried out over water. Other important trade resources are wood, h'riss workers/slaves (depending on the buyer) and ships.
Important CharactersChancellor Daviti Dovani, 43. Chosen as successor for the late Haridas Sadho a mere two years ago, Dovani has nontheless quickly established himself as a capable chancellor. Prior to being chosen, Dovani ruled the lands of Gazdar, the easternmost region of Surresia. It was and is a poor region, but Dovani became popular among the other lords. He was confident, determined and had proved his valor like most other lords, but also had the intelligence and cunning to back it up. Even so, some of the more powerful lords of Surresia was not happy with the choice of chancellor, and most of Dovani's reign thus far has been devoted to first qualling rebellious notions and then dealing with a proper rebellion led by High Lord Ravinder Saharan, whom now rests in a grave along with the majority of his backers.
Lord Commander Zaal Makhar, 55. Chosen at a tender age of 22, Zaal Makhar is one of the youngest Lord Commanders in history. It is not without cause, however. Makhar has proven himself time and time again as both a soldier and commander, and is considered the foremost strategical and tactical mind in Surresia - as only befits the Lord Commander. He is strict in his govern, yet pleasantly conversational and witty in social circumstances and acts as a mentor for the relatively unexperienced chancellor. His zealotry is well known, and it is Makhar's firm belief that the time has come to expand the Surresian borders, a notion shared among large parts of the military.
Inquisitor Pridon Sanathor, 61. A renowned mage, Sanathor did not become a priest until his mid-thirties, having experienced what he himself calls a "revelation". Sanathor is cold and ruthless to the point of turning many of the priests against him, though none would dare admit it. He travelled the world in his youth - though how much of it remains uncertain - and claims that the sights and experiences he had abroad convinced him both of the lack of divine intervention in the world, as well as the necessity of it. Thus he became a priest, and although seldomly liked no one ever doubted Sanathor's capabilities and devotion. It was only a matter of time before Sanathor was chosen as Inquisitor, that time being when he was 53. There is but one goal in the remainder of Sanathor's life; to see as much of the world as possible fit to the homecoming of God.
Important Holdings/Territory/PossessionsZhar'anne - The economical and political centre as well as capital of Surresia. A sprawling city of low rise buildings, most of them cheap and rickety in nature, and all but the House of Commerce made of wood. A large part of the Surresian population live in Zhar'anne, although they are still in minority even in Zhar'anne as many hr'iss as well as foreigners - typically trading folk - call it home. The city is far from planned, and there are several places which might be considered "central" parts in terms of economical value, with markets being established throughout the cityscape. There's no doubt that the seat of power is the House of Commerce, however, situated in the northern parts of Zhar'anne, opposite of the sea. Built over two centuries ago, the massive stone building serves as a starch architectural contrast to the rest of the city. Its outer walls are hollow and contain walkways, effectively serving as light castle walls. So while the House of Commerce may appear like a big building, in practice it functions as a keep. It is home to the Chancellor and houses the central administration of all things of import in Surresia, save religious matters.
Qarah Qeyul - An ancient fortress built by either God or a, at least architecturally, far more advanced civilization. It is located in the Red Mountains along the Finger (or the Finger of Azoth, the largest river on the peninsula). The fortress of Qarah Qeyul has stood the test of time and remains intact, although some maintenance is required to ensure its structural integrity. Similarly, there are a handful of tall, impressive watch towers spread out in the surrounding area, perhaps a surviving part of an outlying city. Today, the Surresians have built a new city amidst the watch towers, and it is the third most populous in the country. The majority of the Surresian population lives in Qarah Qeyul, as well as a considerable amount of h'riss. Qarah Qeyul is the religious centre of Surresia, and the fortress is said to be a parting gift from God before he disappeared. The high priests and the Inquisitor all have their official residences inside the fortress, though some or most of them are typically away from the fortress most of the time. The Hand serves as the sole protective force of the fortress.
Carriana - The unofficial capital of the h'riss, Carriana is the by far largest city in Surresia. Nearly all inhabitants are h'riss, and the city has been important to the race since time immemorial. The city itself is a ruin of a once enormous settlement of some forgotten civilization, and although most of the old city has crumbled to dust, the ruins remaining still cover an incredibly vast area.
Relation to other FactionsWIP
Other notes: The Surresian economy is largely based on trade, but it hasn't made them rich. It is rather the main mean of getting by in Surresia, which is rather starved in wealth. The Surresian humans live in relative luxury, whereas the rest fight over the leftovers.
There are individuals of other races living in Surresia. I'm not mentioning that in the sheet as it's fairly irrelevant - they're just random immigrants. Since the dratha hold some sway in Surresia, they are included in the sheet.