Republic of Miressa
Demonym
Miressans
Description
Miressa was ‘born’ as an autonomous being a century ago, though it has existed much longer, through a troubled past of glory and failure. It began as a city-state, partially autonomous from the much larger and much more powerful state known as the Khidoran Imperium. A nation founded upon securing a bastion of religious and cultural homogeneity according to their own beliefs. Other than religious presence, the Imperium left its subjugated states to their own devices for some time.
Miressa itself was a small port city on the northeasternmost area of the peninsula which comprised the Imperium’s northern border. Situated on a major waterway which connected the eastern lands to inner Albion, Miressa took the liberty of making itself rich, a trade hub from east to west. It fostered dynasties of bankers and tradesmen, merchants and artisans, all pulling strings on the city-state.
Though Miressa prospered under these relaxed policies of the Imperium, it was not meant to last. The Emperor of Khidora soon perished of age, leaving behind no successors, not even an Empress or well-known extended family. Soon, a larger conflict sparked, dubbed the War of the Khidoran Succession, with powers vying for control of the greater Khidoran lands. Though Miressa was not initially at risk, it was soon within the crosshairs of a particularly unpopular, yet powerful successor, self-proclaimed as Alfeo Khidora, true Emperor.
He began to consolidate his power in the lands in and around Miressa, tightening his grip. He demanded money from the wealthy banker families of Miressa, promising threats to those who would dare oppose him. While many heeded the warning, others bided their time, gathering support in secret, creating a network of rebels.
And on one fateful day, the forces met. The rebels had constructed a complex series of redoubts outside Miressa, creating a chokepoint at the strip of land which led to Miressa proper. A series of skirmishes ensued, which sparked into full assaults. Though peasantry manned the redoubts, they forced the enemy to turn tail time and time again as the professional knights and mercenaries contracted by the bankers rode the thick flanks with lances lowered, forcing the chokepoint even harder. By dusk, Alfeo’s forces were on the run, retreating south. Though pursuits by the mercenary knights of Miressa proved unfruitful and heavy with losses due to forced marches and ill-timed weather, Alfeo’s army was soon sandwiched, with Miressan forces to the north and opposing successor factions to the south.
Miressan forces were soon forced to withdraw due to overextended supply lines, but Alfeo’s forces were nevertheless crushed by opposing successors. The War of Succession continued, Miressa undisturbed and unmolested for the remainder, and all successor factions were weakened beyond able rulership, with most of the successors killed in battle by the end of it. The shackles of the Imperium were gone, and Miressa stood as the last remaining faction with the will and ability to rule. They extended their borders to a respectable amount of what once was the Imperium, and legitimized their rule by extending the law of the Miressa Council, which ruled the city of Miressa, to all newly acquired lands. Due to the wealth of Miressa and the sheer change of tolerance compared to the Imperium, citizens welcomed them with open arms.
Government
The current standing government is the Council of Miressa. Elected by lottery, these thirteen men make the decisions for all of the Miressan territories. Always, these councilmen have equal power, save for the thirteenth man, which is the highest power presiding over the Council, and is installed by lottery for the purpose of breaking ties, settling arguments and bad blood affecting decisions, and being the figurehead of the Council. Each councilman has a two-year term, with their election years staggered for steady introduction of government. The head councilman, however, is generally picked by lottery from the currently reigning councilmen every six months. Often all these lotteries, both to select councilmen and the head councilman, are secretly modified in favor of influential and rich individuals and families, with the same family names of bankers and guildsmen with great wealth appearing in an almost hereditary manner, supplemented with the absence of term limits. However, there are terms to be eligible for the lottery. The person must be of 24 years or older, a member of an established trades guild, have no debts or financial instability, and be male.
Economy
The economy of Miressa is one of great wealth, booming with its trade. Though its agrarian sector is primarily subsistence farming among peasants, a growing amount of sugar seeds and opium poppy seeds acquired from the Commonwealth are being planted in the Miressan floodplains which possess extraordinary qualities for agriculture. Despite a focus on maritime and agrarian economy, amounts of both tin and marble have been found beneath the mud and sands of the floodplains. Some dare to gamble their coinage to capitalize on these valuables, and some succeed.
Religion
WIP
Geography
The capital city of Miressa itself, the heart of the Republic, is itself located out to sea. Built upon sunken marshes, it is a city of complex canals and is built only six feet above sea level. Surrounding it and spreading even into the mainland are floodplains of rich soil and washed up minerals, formed by the sea itself and tributary rivers flowing over the peninsula.
Population
4,100,000 persons accounted for by the Miressan Census Bureau, with 86% residing in a rural environment, 14% in an urban or sub-urban environment.
Demographics
89% Humans
(Rest is WIP)
Notable Locations
Miressa, the crown jewel of the Republic. Though a run-down fishing village centuries ago, it is now a sprawling hub of trade servicing both the powers of Albion and the merchants of the Commonwealth.
Notable Persons
WIP
Institutions
The staple of Miressa is its guilds, of which 8 preside over the rest. Those thirteen are: The Guild of Merchants, the Guild of Arcane Practices, the Guild of Law & Justice, the Guild of Weaving & Clothesmaking, the Guild of Agriculture, the Guild of Mineral Mining & Sculpting, and the Guild of Exploration & Seafaring, in order of influence.
Military
Organization:
The Grand Army of Miressa is the primary armed body of the Republic, consisting of a small, but professional force that stands year-round. It consists primarily of well-trained and hired career huscarls, serjeants, and men-at-arms, all of which generally are mounted to maximize mobility while armored, making them particularly vulnerable to polearms, though these men are trained to fight dismounted if need be, however the equestrian culture of their fighting dictates that if they cannot do it from horseback, they shall not do it at all. Despite the professionalism of their main force, the Grand Army suffers from weak leadership, with commanders often being young and naive nobles and knights from the wealthy families of Miressa, having either gained their commissions by hereditary means, or had their commissions bought for a pretty penny.
Despite the seemingly small force of predominantly cavalry, it would be foolish to conclude that the Grand Army cannot field a large force of infantry in emergencies. This is done through two primary means. Firstly is the measure almost always taken in times of war, in which ‘debtors levies’ are raised from those in particularly bad financial situations or in debt. Their service often pays off their debt if they survive, and if they are to die, their possessions being acquired by the government generally covers the difference. This often draws many, even some who are not levied, rather volunteer to cover their own debt. The second method is levy by lottery, the means not unknown to most nations with a system of levying, in which names are drawn at random for service. However, most wealthy persons avoid this by paying a substitution, which is a person willing to fill in for service for those who can pay them a lump sum to do so.
As for seafaring, the Miressan Grand Navy is a rather large one. Based out of Miressa itself, they are primarily an armed merchant marine accompanied by a sizeable escort navy of armed caravels, carracks, galleys, and other maneuverable and combat-capable vessels. The navy is primarily staffed by professional sailors and its levies are acquired the same as the army, only targeted at seafaring types such as merchants, fishermen, and explorers.
Troop Total:
Grand Total: 24,000 personnel
Total: 18,000
Firstly are the men that lead them all, the knights, nobles, and lords in shining full plate, mounted upon steeds just as well armored as them. While symbolic of bravery and manhood, Miressa’s population of these men are in contrast to it. Often these troops are young, most short of thirty, with few having earned their position, rather having their commissions bought by their families or handed down by hereditary means. The one glimpse of professionalism amongst this caste of men are the knights themselves, as they are the only ones sworn to chivalry and fundamentally trained in combat, often breeding the few and far between experienced commanders. Current accounts put these at about 2,000 in number.
Next are the bulk of the Grand Army, men just as armored as their knightly and aristocratic counterparts, only not holding the same rank, being trained to follow, not lead, despite the ineptitude of their leadership. These men are career soldiers, the best Miressa has to offer, with all being mounted and preferring to fight as such. While they are trained to fight dismounted, most hold the belief instilled into them by a culture of equestrian combat: If it cannot be done from horseback, it shall not be done at all. Current accounts number these at 15,000.
While almost completely absent in peacetime, it would be an injustice to neglect to mention those who fill this role. Known colloquially as ‘debtors levies’ (regardless of whether they were actually levied or made up of volunteers) these men often consist of those who are in debt of any form. Depending on the situation, some volunteer when faced with opportunity to rid themselves of debt, while other units are entirely levied with the promise of debts being paid as enticement to not attempt desertion. While not nearly as well equipped as their professional peers, they still have a much-required niche in battle, partially counterbalancing the sheer focus on cavalry the other portions of the army possess. Numbered at little to none in peacetime, with about 20,000 men available for being levied.
Lastly is an auxiliary so new and dwarfed, some struggle to understand it in full. These are the arquebusiers, a small force of men armed with the newest development in warfare technology, arquebuses, also known as matchlock firearms. Working by a constantly lit match soaked in whale oil, it ignites powder which hurls a lead ball larger in size than one’s thumb at the enemy, inflicting devastating damage. These men are often armored lightly and trained to fight from horseback and on foot quite effectively, with no qualms from the men. When mounted, they are often deployed on a flank, expected to screen the enemy and inflict damage from afar while maintaining maximum mobility. However, most often they are deployed on foot, where they truly excel. Almost always combined with a reserve force of polearm-equipped infantry, they march within the larger formation of men, stopping within 75-50 yards and firing off 1-3 volleys before running back behind the formation of infantry accompanying them, allowing the infantry to engage. However, this does not mean arquebusiers cannot hold their own. Often their cuirasses and helmets are well-tempered for close-in combat, and they are generally armed with arrays of arming sword, basket-hilted broadswords, and claymores which they can use to great effect in slashing apart enemies which are not particularly heavily armored. Numbered at nearly 1,000, but often estimated less than that.
Firstly are the men that lead them all, the knights, nobles, and lords in shining full plate, mounted upon steeds just as well armored as them. While symbolic of bravery and manhood, Miressa’s population of these men are in contrast to it. Often these troops are young, most short of thirty, with few having earned their position, rather having their commissions bought by their families or handed down by hereditary means. The one glimpse of professionalism amongst this caste of men are the knights themselves, as they are the only ones sworn to chivalry and fundamentally trained in combat, often breeding the few and far between experienced commanders. Current accounts put these at about 2,000 in number.
Next are the bulk of the Grand Army, men just as armored as their knightly and aristocratic counterparts, only not holding the same rank, being trained to follow, not lead, despite the ineptitude of their leadership. These men are career soldiers, the best Miressa has to offer, with all being mounted and preferring to fight as such. While they are trained to fight dismounted, most hold the belief instilled into them by a culture of equestrian combat: If it cannot be done from horseback, it shall not be done at all. Current accounts number these at 15,000.
While almost completely absent in peacetime, it would be an injustice to neglect to mention those who fill this role. Known colloquially as ‘debtors levies’ (regardless of whether they were actually levied or made up of volunteers) these men often consist of those who are in debt of any form. Depending on the situation, some volunteer when faced with opportunity to rid themselves of debt, while other units are entirely levied with the promise of debts being paid as enticement to not attempt desertion. While not nearly as well equipped as their professional peers, they still have a much-required niche in battle, partially counterbalancing the sheer focus on cavalry the other portions of the army possess. Numbered at little to none in peacetime, with about 20,000 men available for being levied.
Lastly is an auxiliary so new and dwarfed, some struggle to understand it in full. These are the arquebusiers, a small force of men armed with the newest development in warfare technology, arquebuses, also known as matchlock firearms. Working by a constantly lit match soaked in whale oil, it ignites powder which hurls a lead ball larger in size than one’s thumb at the enemy, inflicting devastating damage. These men are often armored lightly and trained to fight from horseback and on foot quite effectively, with no qualms from the men. When mounted, they are often deployed on a flank, expected to screen the enemy and inflict damage from afar while maintaining maximum mobility. However, most often they are deployed on foot, where they truly excel. Almost always combined with a reserve force of polearm-equipped infantry, they march within the larger formation of men, stopping within 75-50 yards and firing off 1-3 volleys before running back behind the formation of infantry accompanying them, allowing the infantry to engage. However, this does not mean arquebusiers cannot hold their own. Often their cuirasses and helmets are well-tempered for close-in combat, and they are generally armed with arrays of arming sword, basket-hilted broadswords, and claymores which they can use to great effect in slashing apart enemies which are not particularly heavily armored. Numbered at nearly 1,000, but often estimated less than that.
Total: 6,000
Considered one of the most numerous vessel types in the Grand Navy, the caravel is a particularly maneuverable ship that packs its own punch, able to be armed with an array of bombards, cannons, and swivel guns which serve to tear enemy vessels in twain.
Also numerous, the galley is in contrast to its counterparts, in that it is both rowed and sailed, maximizing speed towards the destination at the expense of causing its crew great fatigue. The galley is generally utilized for transportation over bodies of water, however is not unknown to be armed with swivel guns and light bombards for light defense from other vessels.
Perhaps the most numerous vessel in the Grand Navy, the carrack has a distinction from the others, in that it is rather unmaneuverable, sacrificing a light profile for a massive array of ordnance and a gargantuan hold compared to other vessels. The carrack is the strongman of the Grand Navy.
Considered one of the most numerous vessel types in the Grand Navy, the caravel is a particularly maneuverable ship that packs its own punch, able to be armed with an array of bombards, cannons, and swivel guns which serve to tear enemy vessels in twain.
Also numerous, the galley is in contrast to its counterparts, in that it is both rowed and sailed, maximizing speed towards the destination at the expense of causing its crew great fatigue. The galley is generally utilized for transportation over bodies of water, however is not unknown to be armed with swivel guns and light bombards for light defense from other vessels.
Perhaps the most numerous vessel in the Grand Navy, the carrack has a distinction from the others, in that it is rather unmaneuverable, sacrificing a light profile for a massive array of ordnance and a gargantuan hold compared to other vessels. The carrack is the strongman of the Grand Navy.
Other
Trade agreement with Konglomerat Blaserkr: Gunpowder & Gunpowder Weaponry for a select tonnage of Opium, Marble, Tin, Sugar, and Tobacco.
Rolls
Rolls
Basic Demographics & Government Info
Population:
4,100,000
Territory Size:
3. Your nation is smaller than average but there's still plenty of territory to work with. While the lack of endless farmland might prove an issue, you do at least enjoy the benefits of relatively small and easily defended borders.
Technology:
4. Adequate modernization, you manage to keep pace with the rest of Albion.
Prevalence of Magic:
5. Magic is considered a common feat to your people and you're famous for your magic powers worldwide.
Government Type:
2. Your nation is ruled by that shine of gold and silver. In a society where money is power, the wealthy elite form a plutocratic government. Bloodline is still important (because of course a person born into a wealthy family is worth more than some pauper!) but your ancestry becomes irrelevant the moment that you run out of coin. At least there is some degree of social mobility in that a poor merchant can perhaps work his way up into the elite; in more traditional and aristocratic countries, rising up might not even be possible.
Political Stability:
6. You enjoy the benefit of having a serene and peaceful nation. There's barely any crime and you don't have a rebellion brewing, so rejoice!
Economy
Overall Wealth:
5. Your nation has a solid and rather stable economy. You have the means to finance most of the projects that your government wants to undertake, and most of your people enjoy a good standard of living.
Urbanization:
2. Aside from your capital and perhaps one or two urban centers, you have a very highly rural population. There is likely some system such as serfdom with most people living off the land.
Agriculture:
6. Rather than staple or food crops, most of your farmland is devoted to the growing of cash crops. While this makes you money, a fair amount of that is probably spent on importing food from places with more of an abundance. This is fine and you're probably wealthier for it, but your people rarely enjoy fresh food and you have grown heavily dependent on those trade routes that feed your nation.
Notable Resources:
Sugar, opium or other "medicinal substances", tin
Military
Military Structure:
2. Small core of elite soldiers, supplemented by some mercenaries in wartime. Overall not a very large force.
Military Focus
4. Excessive focus on cavalry at the expense of decent infantry.
Navy:
5. Decently powerful navy with enough ships and sailors to fight as much you'd like
Military Leadership
1. Generals are very loyal to the government but gained the position by hereditary status and not necessarily merit
Military Reputation
4. Your military tends to have strokes of bad luck in most of its campaigns.
It's still WIP, but mostly finished.