Name: Grand State of Neziri
Demonym: Nezirir
Description: A rather large nation located on the continent's north west reaches, the Grand State of Neziri is a relatively young nation. Established a mere 400 years ago with the
Annulment of Tar-Mirian, which saw the dissolution of the ancient Arlamanthine Empire and its absorption into the Revanese Republic, thus creating the Grand State.
The Grand State was based on the notion that while a single simply wasn't fit to hold absolute power, neither were the mobs fit to have any say on the ruling of the nation. So a compromise was reached, in which only the most able and skilled were to be given the chance. Or in short, the nobles would rule without having to bother with obeying some king or giving voice to the masses.
Needless to say, the lack of a true central power to keep the aristocracy in check has caused problems for the Grand State. Civil wars, popular revolts and simple political gridlock have time and again wrecked havoc on the nation, almost bringing it to complete ruin several times in the past. The most learned among the scholars now dreadfully point out how close the nation is to a major crisis should the popular unrest and economic crisis not be dealt with effectively.
Due to the Arlamanthine's status as a magocracy, the Grand State enforces a strict policy of persecution against magic and its users. The Saganid Order, a militant group under direct Senate supervision, is tasked with hunting down and exterminating witches, wizards and the stain of magic inside Nezir.
Government: The Grand State of Neziri is ruled by the Senate, in theory created to ensure that no single man could hold absolute power and return the land to the days of Imperial tyranny, the Senate has been dominated by the interests of the aristocracy ever since its inception. To be eligible for a chair, one must not only come from a established noble family but also own sizable material assets. Official ruling power lays with two consuls elected for a year long term. And in times of crisis, the Senate can appoint an Autocrat with almost unlimited powers.
Below the Senate there's a well established bureaucracy that is tasked with running the day to day affairs of the nation. More often than not, however, these organs are essentially dominated by whatever landlord or merchant prince has the most influence in the city or province. This also translates to Senate appointments, such as provincial governors and military commands.
Economy: Theoretically speaking, the Grand State is large enough to have a diversified economy, natural resources are many and abundant, the land is fertile and its population vast. Reality often does not corresponds to theory however, and currently the nation is experiencing economic recession.
In more general terms, agriculture and forestry are the driving engines of the Nezirir economy. Fruits, lumber and incense are the most renowned export goods of the Grand State, though its size and population means that other sectors are not entirely underdeveloped. Or wouldn't if not for the ongoing recession.
Religion: The current Neziri pantheon was born as a result of the religious policies of the old Arlamanthine Empire, as its hosts subjugated land after land, the Emperors of old sought to smooth over differences by officially absorbing foreign gods into the Arlamanthine Pantheon. Either as new minor deities or simply declaring them different aspects of existing ones. Over the centuries this has evolved into a system where the same gods are worshiped in different ways depending on what part of the State one visits. Which has also led to the rise of some tensions across the realm, as this religious diversity breeds tension between the different temples and congregations.
This lack of centralized doctrine has also led to the creation of many mystery cults all over the realm. Syncretic and secretive religious schools whose purpose is to attain true knowledge of the gods. They are tolerated, if only because the aristocracy tends to consider them a fun hobby, though the local spirits, renowned heroes of the past and ancestors are also widely worshiped through the entire length of Nerziri. With many of the oldest great houses claiming descent from a mythical hero or godly ancestor.
In general, however, there are several major gods who are worshiped
Geography:
Waiting on map
Population: 13 600 000
DemographicsHumans compose the bulk of the State's population. With minority populations composed of members of several races. Either imported populations from the days of the old Empire or native peoples that were conquered and assimilated long ago.
Culturally speaking, the people tend to be mostly homogeneous. The old Mage-Emperors pursued a strong assimilation policy on their new conquests. Imposing their culture over the conquered peoples while at the same time adopting whatever concepts and ideas interested them. Over the centuries, this has served to coalesce the many differing cultural identities into a single culture. Of course, the sheer size of the nation means that regional variations exist, they still hold most of the same principles.
Capital among them are the ideas of Order and Duty. The gods created the world as an orderly place, where everyone and everything has its place and its role. Knowing and accepting one's role in this order is paramount. For just like a peasant must obey and bow before his lord, so must his lord act as befitting his own lordly duties and ensure his subjects are cared for and that he rules and lives as an example of justice and fairness. Otherwise he has proven himself undeserving of his position.
Mages, however, play with powers and forces that are reserved solely to the gods and their chosen. That's reason enough for them to be persecuted. However, said power also always ends up corrupting them, making magic-wielders stray from their place in the world and seek to rise beyond their station, challenging the gods themselves.
Notable Locations(Give us some info about your capital, other important cities, maybe where your forts and colonies (if you have any) are located)
Personalities of Note(Your ruler, perhaps your highest military officers, generally just use this space to help us keep track of your POV characters)
Institutions:
(Major non-military institutions of the nations, such as legislative bodies, guilds, religious sects)
Military:
Organization: Instead of fielding a central army, the Senate bestows the authority of maintaining armies upon a chosen group of Senators, while provincial governors are also allowed to look to the defense of their lands. Essentially allowing the formation of vast private armies with very little state oversight.
Despite this lack of oversight, there's not that much variation between the different hosts of Nerziri. One of the results of a rather homogeneous culture is that in general the people fight in much the same way, while blacksmiths and others tend produce similar equipment no matter where you find yourself in the State.
Most variations comes from the elite regiments fielded by the grandees. Which are frankly the only noteworthy aspect about the Nerzirir armed forces. These retainers are a direct reflection of the Senator's own splendor and power. As such they always go to great lengths to make sure their retainers are always the best dressed, trained and armed.
Troop Total: (Keep reality and upkeep in mind, e.g. 3% of your population as full-time professional soldiers would be a whole lot. Many seemingly unrelated factors can go into this, including abundance/lack of food and your nation's wealth)
Army:
Navy:
Other: (Such as siege equipment, internal security, important mercenaries, spies, etc.)
Other:
Amazing feats of engineering:Whether it is building colossal marble temples to the gods or embarking in more practical enterprises such as paved roads or massive irrigation projects, Nezirir engineers and architects have no equal among the civilized lands.
The Breadbasket:The lands of the Grand State are among the most fertile of the continent. Coupled with good weather and skilled specialists, Nezirir is a powerhouse when it comes to agriculture.
The illusion of authority:Despite all the pomp and protocol of official state functions and flowery legal codes, the Senate has only as much power as the Senators and other grandees allow it to possess. The lack of a strong central authority has always been a constant in Nezirir, and so have corruption and nepotism. After all, what can the Senate do besides bow to the interests of the upper class?
Unrest:Economic recession, blatant government corruption alongside racial, religious and ethnic tensions have conspired to create an impending storm. So far the Senate has managed to keep things under control, but even a single spark may set the whole thing ablaze.
The Stain of Magic:Originally formed out of disparate groups of outlaws and rebel slaves fighting against the Arlamanthine mage-lords, the Saganid Order has had 400 years to hone their skills in the art of witch hunting. As it stands, they are perhaps, one of the last Nezirir institutions unaffected by the growing crisis, acting as part Inquisition and part secret police, as long as the state maintains its support for their anti-magic efforts, the Order sees no reason to involve itself in the nest of vipers that is Nezirir politics