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Antediluvixen Kemonomimi Dystopia Creator

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MrDidact The Watcher on the Wall

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Hidden 7 yrs ago 6 yrs ago Post by Kho
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National Anthem: Sdara the Brave
Form of Government: Unitary Parliamentary Elective Monarchy
Head of State: Her Grace, Bhaenrhig Ros of Clan Rhiglaird Esher
Capital: Glenmagar
Consultative non-Legislative Assembly: The Duthchas
Cabinet: Her Grace's Priyetcyn of 1910-1915:--
Treasury
Cynghyrd of the Treasury, Danand Ibormeith of Clan Rosaec
War
Cynghyrd of War, the Well-born Achaidh Tywsyg Tomaltach 'Flynn' Flann of Clan Rhiglaird Esher, Chief of the General Staff
Marine
Cynghyrd of the Marine, Mholier Iain Frangag of Clan Gweilaerth, Laird Grand Mholier, Mholier of the Fleet
Industry
Cynghyrd of Industry, Etaine Manannan of Clan Guilibraec
Education
Cynghyrd of Education, Dubhaltach Fhirbhisigh of Clan Laird Loamainn o' Fulfraen
Foreign Affairs
Cynghyrd of Foreign Affairs, Vercin Gator of Clan Laird-Aujvint
Interior
Cynghyrd of the Interior, Cartindua Bran of Clan Braeg o' th'Braes
Public Works
Cynghyrd of Public Works, Tuireann Creidh of Clan MgLabrinn
Antiquities
Cynghyrd of Antiquities, Amergin Gluingel of Clan ap-Fhinnan o' Iwan
Justice
Cynghyrd of Justice, Grayinne Ni'Mhalle of Clan Mhaeridh
Agriculture
Cynghyrd of Agriculture, Seosamh Duibhginn of Clan Ol Mirti


Foreign Correspondance and Treaties


Internal Affairs


Miscellanea
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bloonewb Primordial and also soupy

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Aleranicus Sovereign's Finest

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The Republic of Faenaria

Government: Autocracy, with a Human Senate to advise and consent

Her Majesty the Autocrat, Scion of Faenar, Ayiti Faenar
Great Cacique (Prime Minister) Karaya, the Speaker of The Yarana
Chancellor of the Purse, Liana Ginaran
Lord of the Admiralty Ralay, Sailor of the Baral

Species: Merfolk (Formerly Cethosi; see History), Human, Imperial Fae


(A "Merfolk" warrior, circa 1608)

The Sea Peoples of Faenaria are an exiled clan of Cethosi, fleeing the isles in the face of what they viewed as a senseless waste of life. The normally insular Cethosi were confronted with cultures that viewed them as almost mythical beings called "merfolk". Rather than correct the humans, the Sea Peoples decided to accept this rechristening of their species. For three-hundred years now, they have presented themselves as Merfolk to other races.

A small community of Fae from the Kratorian Empire call Loa Nota home. While they are Imperial Citizens, they enjoy a protected status within Faenaria so long as they posses proper documentation.

Culture: Faenarian culture is that of two peoples that have joined as one. Having abandoned the madness of the Cethosi homeland, the Merfolk were adopted by the human tribes of the Sunrise Isles. This is both literally and metaphorically- the Rahuri tribal law allow any fit adult to adopt an individual into their family. As part of the price for their settlement, the Merfolk had to consent to being joined as family with their new hosts. This Great Joining of peoples gave the Merfolk hope and purpose by adopting the ways of their new hosts.

Rahuri art and culture reflects struggle against the sea- its storms, its monsters, and its deprivations. The worship two deities. Mama Tortue, the Great Turtle, She who Shepherds and Protects. And Tiburon, The Protector, The Shark Whose Maw Consumes. They also practice a form of ancestor worship, seeking guidance from those who came before.

Rahuri hold hospitality sacred. Denying shelter to one who means no harm is a grave taboo, but it is acceptable to shut one's door in the face of danger. They also place special emphasis on curiosity and exploration. The normally insular, isolationist Cethosi were content to shut themselves off from the world. The Merfolk have gone a full one-hundred-eighty degrees in the opposite direction.

Households are made up of a mixture of humans and the adopted Merfolk. The heads of the household can be either male or female, and same-sex couples do exist within these households as a legal holdover from the Rahuri.


(A Rahuri seafarer, circa 1658)


Rahuri surnames are tied to location and profession. Rather than Joe Smith, a Rahuri would be titled "Joseph, Car Mechanic from New York."

While the Faenarians have maintained the culture of hospitality among themselves, their Golden Fleet has brought wealth and splendor unheard of in the past hundred years. The Merfolk arrived as beggars, desperate for a homeland. Within a century they began to build the Sunrise Isles into a nation-state. The Rahuri and the Merfolk chafe at these rapid changes, but so far the Rahuri have not repudiated their Hospitality. The Caciques have formed a Council of Rulers to interact with the Merfolk Autocrat, the direct descendant of Loanast Faenarie who holds the sacred pact of adoption.



(A Faenarian Water Shaper at work during High Tide)

"If we all must die for Cethos to survive, Cethos does not deserve to live." ~ Loanast Faenar


History: In the early 1600s, the Cethosi nation was embroiled in a bloody, hopeless battle for survival. The Faenarian clan answered the initial call to bring every ship to bear and defend the mother isles. Loanast Faenarie, the clan's Autarch, held his ships in place during the climactic battle and watched as clan after clan was thrown into combat, men, women, and children being sent to bloody the waves in neverending battle. When the signal came for Loanast to send his ships into battle, he refused. If freedom meant the genocide of their people and culture, then it would be better to let it die.

The clan turned their sails and fled the waves, sailing into the wild oceans for months until they came upon the Sunrise Isles.

Many vessels had sunk from storm damage, others turned and left the exodus to return home, never to be seen again. Hundreds had died from exposure and starvation. The leadership of Faenarie was in question. When the clan sighted the Sunrise Isles there was extended debate over whether this was a suitable place to settle. The presence of human villages and sailors made the situation more perilous and more intriguing. If these islands could support these inhabitants, then the well being of the clan could be assured.

The human tribes and Faenarians met on the beaches of Loa Nota, the Heart Island, and began discussing the plight of the Sea Folk and their need for a new homeland. The Humans, expert hunters of sea monsters and powerful shamans, had the power to drive off the tribe if they so desired. Generosity prevailed, however, and the great Cacique of Loa Nota allowed the Faenarians to make landfall and establish themselves.

The Faenarians took to calling themselves "Merfolk" in the parlance of the land-dwellers, to better separate themselves from their Cethosi roots. For three hundred years they were able to settle, build, and thrive on the Sunrise Isles. After turning their backs on their home culture, the humans of Loa Nota provided a new one to guide their people forward.

Within a decade, the beached vessels of the Merfolk were repaired and reused to begin trading ventures. The Merfolk had discovered an abundance of Magic-infused ores beneath the sands of Loa Nota and began trading trinkets and luxury goods with the mainland.

During the Kratorian Civil War, the newly formed Glass Bank was contacted by the mainland's Marble Bank. While their Mad Queen was winning the Civil War, Faenaria's merchant houses were losing more and more of their profits from the chaos of war. Their chief market for silk and tobacco was too busy fighting for its life to buy any such luxuries. With the Empire descending into anarchy and the Empress on the verge of bankruptcy, a rebel faction of Primarchs pooled their material wealth to provide to Faenaria as collateral for war loans. The normally calculating and neutral Faenarians looked at what was offered (and their balance sheets- deeply in the red from the chaos of the war) and decided to support the rebel faction. The Mad Queen's opponents were suddenly flush with hard coin and their ranks filled with new recruits. The Queen was confronted with a stark reality- ideology may start wars, but the power to pay for food and weapons would win them.

When the Mad Queen seized the Faenarian customs houses along the coast in retribution (as both the Primarchs and the Faenarians expected she would) the Golden Fleet took to sail and blockaded her ports, landed troops, and occupied the coastal regions until the Primarchs and their Princess could reclaim their territory. The Mad Queen was deposed and the Princess succeeded her, beginning what would be a long and mutually beneficial relationship.

The Sidara, another oceangoing people, had been occasional trade partners with Faenaria until their relationship blossomed in the 18th Century. The Clan-Companies found they could achieve satisfactory financial support from the Glass Bank to continue operating in the Depression of 1790 and offset this downturn by selling modern technology to the Faenarians along with beef and uisge. Faenarian continues to sell tobacco and magical objects (Coral blades and Stormshields) to the Highlands. The two have no formal alliance, but the financial entanglements with the Clan Companies made the need for one a moot point.

In the past half century, Faenaria's culture of unprecedented wealth and splendor was completely upended with the return of the Cethosi to the world stage. Normally isolated and insular, the Merfolk gave their Cethosi cousins a wide berth out of a cultural taboo more than any fear. When they became international players again it was clear their ancestors had neither forgotten nor forgiven Loanast Faenar's decision to flee the battle for the Cethos Isles. Multiple Faenarian vessels were seized by "pirates" in international waters, their crews ransomed, tortured, or killed. When it became equally clear that the Cethos Isles had built an armada to outmatch even Faenaria's, the Autarchs had to make hard political decisions. Longstanding trade routes with the Sidarid Isles were disrupted when merchant compacts began taking longer, safer routes to their destinations. The mainland of Etresna, normally an acknowledged trade partner, are now treated with suspicion and hostility since they began courting the Cethosi...



Territorial Claims: Faenaria Holds dominion over the oceans to the east. They have forsaken the Cethosi islands, believing them to be backward and bloodthirsty, but the Merchant Class is lobbying for dominion over the isles west of Segon and Arcanain to expand their financial empire.

Economy: The Faenarian Economy was once driven by the Privateer Fleet. Its ships move cargo between nations for a modest markup, protected by the Golden Fleet. The Privateers no longer rule the seas unchallenged, but their influence is still felt in the Coral Market. When the convoys of Merchants began returning from long voyages unchallenged during the Age of Piracy, their wealth was jealously guarded by Faenarians and re-invested. Banks and vaults in Faenaria hold accounts for major corporations, rulers, politicians and oligarchs from across the world. The Faenarian Guilder is one of the primary trade currencies against which other forms of cash are measured against- most Government Ministers of the Economy have direct lines to a Faenarian Banking house.

The two primary entities of the Faenarian Finance industry are the Glass Bank and the Coral Exchange. The Coral Exchange is a stock and bond market that is managed by private corporations, though interest rates and trade taxes are managed by Faenaria.

The Glass Bank is a government run institution. It provides loans to nations and corporations alike (the latter is overseen by the Minister of Finance, the former by bureaucrats), and hold enormous wealth in underground vaults. Bouillon from nations, kings, emperors and private individuals are stored on the remote island under intense scrutiny. While it is not readily available, nations and leaders sleep soundly knowing part of their nation's gold supply is secure deep within the Sunrise Sea.

Finally, the Sunset Isles provide a route for luxury goods that back up the Faenarian Guilder. Silks, tobacco, sugar and precious stones are shipped out from their colony regularly.

Technology: Faenarian technology relies heavily on their magical innovations. Rather than producing explosive gunpowders, their Water Shapers fire pressurized blasts of water from their Water Cannons, striking with the force of wrecking balls against concrete when they strike their targets. When they must rely on technology, they import it from trade partners.

Army: The Faenarian Army is entirely staffed by Human Auxiliaries. Going back to the beginning of the nation, the Human tribes were recognized as being better able to attack and defend deeper inland than their Merfolk comrades. Today the regular army is a modest size. The few Faenarian cities maintain garrisons to help maintain order with gendarmes, while smaller islands host outposts to defend against pirate attacks. All tolled, these garrisons host 60,000 individuals in Five Divisions. Each has limited towed modern artillery, medical support, and engineer battalions. Faenarian Army divisions tend to appear much more colorful than threatening,

Navy: The Golden Fleet and the Privateer Fleet are a mixed force of modern and turn-of-the-century vessels. One-hundred make up the Golden Fleet, combat worthy vessels always flying a military flag.
- 11 Battleships
- 18 Cruisers
- 53 Destroyers
- 18 Supply and Logistical Vessels
The Privateer Fleet is a force of roughly 300 private merchant ships. Registering as a Merchant Vessel under the Republic carries the caveat that at any point, in the event of a national emergency, they must return to the capital for armament by and for the Faenarian Navy. These vessels then take to the waves as Destroyers and Logistical Vessels with Letters of Marque issued.

Air Force: *laughter* No.



Traits:

(Mixed Perk) Power of the Purse: There is something crude and childlike about Faenarian diplomacy. Where other nations may seek cooperation with others through appealing to pure idealism or hard realpolitik, Faenarians are known to simply bust open a checkbook and begin bidding. The fact that their vaults are deep and filled with the wealth of the waves mean they have more luck influencing unaligned nations to see their way. But other major powers look down on them as little better than rich fools who can be bought by hard coin- unable or unwilling to believe in hard ideals. What good is an Alliance in ink when it may be overruled by another nation writing a large check?

(Positive Perk) Super Maria Ingrata: Many rulers and governments think twice about aggressive actions against Faenaria. Not out of fear of invasion, but out of fear of economic danger. Their merchant vessels will be sunk or taken as prizes by the Privateer Fleet, and their wealth in the Coral Markets seized. The safety of their seagoing vessels will not be guaranteed.

(Mixed Perk) They Came From the Sea: Faenarian Marines specialize in amphibious landings. When deployed with the support of the Golden Fleet's water cannons, they can subdue and occupy many coastal regions in a matter of weeks. Pushing inland is another problem entirely, and Faenarian marines cannot occupy more than a few miles inland without access to constant sources of fresh or salt water like rivers or lakes. Otherwise, they will hold their ground until counterattacked and driven off by their enemies.

Foreign Relations: Faenaria currently maintains exclusive trading rights with a single province of Kera-Bijan. The Shah allowed the Faenarians to establish a single port city on the northern coast of their domain, Locha Noa. Locha Noa is the most jealously guarded colonial possession of the Faenarians and perhaps the most fortified. The Golden Fleet's Second Flotilla is based here, protecting merchant ships from pirates and enemy warships.

Faenaria's first diplomatic interactions came when they aided the Kratorian Empire's overthrow of the Mad Queen. Since then, the two have enjoyed a lucrative and mutually beneficial relationship. The Empire supplies raw materials that Faenaria would normally not be able to secure like iron, lumber, and other resources. In exchange, Faenaria exports luxury goods like sugar and tobacco, while also financing Imperial industries at home. The mass production of their Air Corps was thanks to financing provided by the Glass Bank, and the Imperial Air Corps will soon be stationed on bases throughout the coral sea to help "stop the spread of piracy."

Sidara and Faenaria have an extensive trading history. Faenarian Magic is swapped for Sidaran Technology daily, and the Bank of Glass has financed the Sidaran Clan-companies' operations. Sidarans build wonderful technology while Faenarians cut checks to allow the clan companies to operate without significant fear of disruption. The two have never been formally hostile or allied, but the return of the Cethos to the world stage in recent decades has disrupted longstanding trade routes and caused no end of heartburn for their nations' accountants. They don't need a defensive alliance to expect Faenarian support. If you owe the bank a lot of money, the bank has a vested interest in keeping you alive...

During the Anvegad Civil War, the Valorgardes arranged for the nation's gold reserves to be moved from the mainland to the vaults of the Glass Bank. This kept the national currency afloat even through the war and a portion of the gold remains in the Glass Bank to this day. While Etresna invests in Anvegad's reconstruction, the Faenarians saw an opportunity to invest in their Alchemical industries, helping to rebuild their private sector as a bulwark against Collectivist thought and influence.
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