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atlas:irill [2013/10/15 01:32]
galacticcmdr [Providences]
atlas:irill [2021/12/03 23:36] (current)
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-====== ​Irillian Republic ​====== +====== ​Irill ======
- +
-Irill, officially the Irillian Empire, is a [[wp>​unitary state|unitary]] [[wp>​constitutional republic]] in the [[Western Realms]] with several overseas territories and islands located on other continents and in the [[Serpente Sea]]. Continental Irill extends north from the Serpente Sea along the [[Black River]] and the eastern shoreline of the [[Caragan Sea]] to its northern border with the [[Druyen Highlands]] and the [[Kingdom of Dakar]]. +
- +
-For the past 500 years Irill has been a major power with strong cultural, economic, military, and political influence far beyond its borders. During its history it has colonized many different lands with many of those current holdings breaking away to local control or overthrown by local rulers. Although Irill is still a large and powerful nation it holds less than half of the territory it held at its height. +
- +
- +
-<WRAP right box 280px> +
-<wrap centeralign>//​**Irillian Republic**//</​wrap>​ +
-\\ +
-images +
-\\ +
-map region +
-\\ +
-map world +
- +
-| **Capitol** ​ | [[Andali]] ​ | +
-| **Official Languages(s)** ​ | [[lore:​languages#​Irillian]] ​ | +
-| **Regional Languages(s)** ​ | various dialects ​ | +
-| **Religion** ​ | [[lore:​Irrishite]] ​ | +
-| **Demonym** ​ | Irillian ​ | +
-| **Government** ​ | Constitutional Republic ​ | +
-| **Consuls** ​ | [[people:​Lucius Junius Sextus]] \\ [[people:​Livy Tarquinius]] ​ | +
-| **Area** ​ | xxxk sq. km  | +
-| - Continental ​ | xxxk sq. km  | +
-| - Holdings ​ | xxxk sq. km  | +
-| **Population** ​ | xx million ​ | +
-| **Currency** ​ | Aureus \\ Denarius \\ Sestertius \\ Dupondius \\ As  | +
-</​WRAP>​+
  
 +Irill is one of the longest lived nationalities found in [[atlas:​Miran]]. Its history can be traced over a over two-thousand (3,000) year period. At its peak it controlled, either directly or indirectly, eighty percent (80%) of the land of the [[atlas:​Western Realms]] - both its military and economic might was unchallenged.
  
  
 ===== History ===== ===== History =====
  
-The history of Irill is best view as four distinct time periods. +  ​- [[#​Lords ​of Irill]], ​50 - 398 [[lore:AE]] 
- +  ​[[atlas:Kingdom of Irill]], 398 - 845 AE 
- +  ​[[atlas:​Irillian ​Empire]] (First ​Empire)845 1482 AE 
-==== Pre-Empire ==== +  - [[atlas:Holy Irillian Empire]] ​(Second Empire) 1482 - 87 [[lore:AH]] 
- +  - [[atlas:​Republic ​of Irill]] (Third Empire)87 [[lore:AH]] - Present
- +
- +
-==== First Empire ==== +
- +
-The First Empire was dominated by the warlords of the Irillian tribes as they conquered their closest neighbors, eventually bringing the fractious Maesonites, Hayuk, Chemi, and Ijo under their control. The conquered peoples were watched by their Irillian overseers to stop any uprising, but it was in fact the warring between the various territorial warlords that spelled the doom of the First Empire. +
- +
-With less external conflict, the warlords had fewer opportunities to raid and expand their own coffers from the booty. So, they turned to raiding their neighbors squeezing the conquered tribes even more. Open warfare between the various Irillian warlords was kept to a minimum by Emperor Cladius, since he had the largest warband. It was the widescale rebellion by the Ijo that pointed to the destruction to come. +
- +
-In Y42 of the Irillian Empire the Ijo united under the leadership of a Assisi. He was a young shaman that was born under Irillian rulership. Hearing the tales of his people, then comparing that to the daily life under harsh taskmasters caused a great hatred to rise up within him. First with only the help of other young firebrands, then with the backing of the Ijo elders; Assisi drove his people to war. +
- +
-To keep the warlords from attacking each other openly Emperor Cladius insisted that each warlord gave a large contingent of their men of fighitng age to his personal army. While this ensured that he could keep the peace, it also made each warlord vulnerable to and uprising. With surprising speed Assisi overthrew his overseer and burned the warlord'​s house to the ground. The rebels put all Irillians to the sword in the villages they conquered. By Y45 Assisi had freed all of the lands traditionally held by the Ijo. +
- +
-Cladius answered every Ijo massacre with one of his own. He drove his men harder against the Ijo that anyone else. Partly this was because they represented a threat to his rule, but he also feared a successful rebellion may spread to the other territories. It was over 10 years (Y57) before the Cladius'​ armies finally managed to quell the rebellion. To punish the Ijo he destroyed their culture, slew all of the men and scattered the women and children across the reaches of his empire. For all purposes the Ijo no longer existed, but not before Cladius was assassinated. +
- +
-This solution proved so successful that beginning in Y61, under Emperor Daxinii, it was expanded to the other conquered tribes. In addition, Daxinni continued to expand his Empire towards the fertile valleys in the north. New treasures and land mollifed the warlords, but only until the crushing defeat on the Zarin river. Defended by a handful of warriors, the Irillian army routed from the field despite having superior numbers. This defeat marked the high-water point as a series of commanding generals were unable to push past the Zarin river. With nothing left to pay the mercenaries that made up a great deal of the army - or to pay the warlords for their warriors - the Empire collapsed in all but name. +
- +
- +
-==== Holy Irrishite Empire (Second Empire) ==== +
- +
-For 68 years the Irillian Empire fell into ruin and some of the warlords broke off from the Empire and reformed into independent landholders,​ while others were conquered by their more powerful neighbors. From this tempest arose the Irrishite church. For many years it served as the glue that held the various tribes together and now it used that position to hold the throne. +
- +
-During those first years the church used its influence and wealth to put several Emperors on the the throne. None of them were strong enough to stop the divisions forming in the Empire. With little choice remaining and the Empire crumbling around them, the church took the throne for itself. The Irillian commoners, long oppressed by the warlords, rose up in support of the church and overthrew the warlords in a very bloody revolution. The church renamed the Empire, The Holy Irrishite Empire, and started the calendar at 0 to mark the new world. +
- +
-The first social act of the church was to abolish the old Feudal Warlord structure and replace it with a duality system of patricians and commoners. The patricians were those non-ordained members of Irill that held land, the commoners were the remaining freeborn people of Irill. The patricians held their station in deference to the church and must submit themselves to the church. The clergy of the church were seen as occupying a station higher than patricians, but stood outside of its laws. They could judge, but not be judged by the laws of the Empire. Only the laws of the church bound the clergy. +
- +
-To make these laws the church formed an Imperial Senate and granted each Senator the right of <​em>​imperium</​em>,​ which gave them the power to make and judge laws. At least two patricians were put forward by each Diocese to stand as Senators, who would be voted on by the first man of each household within that Diocese. The top two patricians were sent to represent them in the Imperial Senate. The Senate started with around 300 Senators when it was first formed, by the time the Empire collapsed there were over 620 Senators standing. +
- +
-Two Senators, not in the same Diocese, were selected by the Senate to serve in the role of consul and lead the Senate. If one of the men could not stand then a proconsul was selected instead. When the Senate failed to act, the church would appoint a member of the Clergy as dictator until the crisis passed and the Senate could again take up its duties. Serving the Senate were hundreds of patricians in various positions to see to the needs of the Empire. +
- +
-To counter the weight of the patricians, the church also created an assembly of the commons. This assembly was formed within each province and served as both the judge and jury on secular matters within that province. Each assembly was appointed two Senators to provide wise guidence and serve as their patrons within the Senate. Further the church appointed a single member to see that all judgements were carried out in the name of Irrish. +
-  +
-Under this system of government the Empire grew rapidly from the few core cities to controlling almost 80% of the original Empire in just 10 years. By Y37 the Empire had regained its lost stature and peacefully conquered the Bambara, Ibibio, and Hausa tribes. They also militarally conquered the Fulani and Nupe tribes on their northern border. At this point in history, the Holy Irrishite Empire was the largest Empire in the Realms. This was a golden age of philosophy, art, and literature as the church encouraged patronage of the arts. +
- +
-It wasn't until Y59 that things began to change. With most of the elders that created the New Empire passed on, a new generation of priests rose to power within the church. These new priests saw the need to expand the power of the Empire and thus bring the power of Irrish to the farthest reaches of the realms. They saw the remaining bestial religions as heretical and the growing Temple of Light among the Dakarians as a direct threat to their own beliefs. Thus it was in Y64 that they launched the First Crusade. +
- +
-The First Crusade was considered a great success and brought the head of the Caragan Sea under their control for the first time. They pushed the Dakarians back up the Zun River and established a new Diocese in the north. Unlike the previous Empire'​s war, this crusade set up churchs within the conquererd territories to convert the natives. They encouraged the legionaires to take up semi-permenant residence and marry into local families. As the Diocese converted to Irrish they would be granted every greater power, eventually becoming full citizens of Irill. +
- +
-After this success, in Y71 they launched the Second Crusade into the southern lands of the Pah. The Pah refused to be pacified, but they could not stop the Irillians from conquering much of their best lands just along the southern edge of the Caragan Sea. This new Prefecture of Selcaria was formed with Lucius serving as its first prefecture maximus. The Pah would be trouble throughout the remainder of the Second Empire, but could not seriously mount any campaign to push the Irillians back. +
- +
-The Holy Irrishite Empire now stood as the largest Empire in the history of the Realms. The Empire was now at peace with its neighbors, at least enough to see the passage of trade as beneficial. They still would launch two more large crusades to the east. The first was wildly successful, but the second gained only a small section of land (still it was enough for the dictator of the army to declare victory. For 150 years the Empire stood as the shining beacon of culture, peace, and prosperity to the world, until the rise of Julius Germanius in Y246. +
- +
-Julius was considered a radical priest his superiors within the church, but he was the most skilled oratator of his time. His fiery speeches against those that stood against church doctrine are now considered the most powerful of his time. Single-handedly,​ and then with a small group of converts, he changed the course of the Empire. He saw a single Empire, dedicated to Irrish, stretching from the eastern to the western sea and only those heretics among us would try and hold back this vision. In Y251 he declared a holy war upon the Elves and thus it was that the Irillian Legion marched again to war. +
- +
-The elves stood as the single largest obstacle to overcome to reach the western sea. With Irrishite legion marching from both the south and north they were caught in a difficult situation. With only a small army they defended their lands as best as they could. When the Irillians formed the city of Valparia on the shore they now had a way to resupply their army without taking the long overland route. Still the amount of land to conquer was large and Irill'​s legions were being depleted. So, in Y251 they hired several mercenaries from the north and east to fight in their army. +
- +
-Its armies stretched out and trying to control large sections of land it wasn't too long until the army could no longer maintain the same rate of advancement. As the Irrishite army slowed down, the elven army was there to strike back. Led by their maiden archers, the elven army drove straight to Valparia. While in the north the Dakarians attacked and cut off the northern overland route. About the same time the Pah moved to reclaim their lands from the Irrishites. While the Irrishite army held, this was increasingly taxing the church'​s coffers until the church was deep in debt to several of the largest merchant families. +
- +
-It wasn't until Y260 that the string finally broke. The elves took Valparia, sailed across the Caragan, landed and marched their army directly to the Holy Temple of Irrish. Although the Holy See was one of the most defended places with the Empire, they could not hold back a vengeful Elven army. When the elves took control of the building in the winter of Y251 they kept it intact so that those responsible could never rise up again. This would serve as a constant reminder for all Irillians. +
- +
-The conquest of the Holy See by the elves started the house of cards to being falling. ​[[Selcaria]] broke away, claiming no ties between themselves and the original Irillians that lived there. The [[Kingdom of Dakar]] took back the lands around the northern tip of the [[Caragan Sea]]. Finally the city of [[Valparia]] broke away, forming a treaty with the Elven Army to secure their own peace. By Y280 the Empire lay in ruins, its provinces broken away, its legions scattered, and its most holy city occupied by the elves. +
- +
-==== Republic ​of Irill (Third Empire) ==== +
- +
-The Third Irillian Empire was given birth in the ashes of the fall of the Second Irillian Empire. The elven army had conquered Volganna and the High Temple ofIrrish that was built within the capitol. However, this was a pyrric victory atbest as their homeland was now under assault by the Xianese. The army couldn’t return home until they forced the Irillian Empire to surrender; otherwise, the destruction of their capitol and main temple would be meaningless. +
- +
-It was then that a group of comprised of the largest merchant houses and most of the minor ruling houses approached the elven war leaders. Together the two parties negotiated a deal whereupon Irill would continue as a free nation, but they would return their conquered territory to the native people and pay reparations to Ellendar. +
- +
-=== Rights of Man === +
- +
-These new rulers of Irill decided it was better to learn from the mistakes of the previous Empires, than repeat their tragedies. The power of both Ceasers and High Priests were too overpowering against the rights of the commoner. It was the Irillian commoner that bled for their nations and was then taxed by the ruling houses. To solve this problem the new rulers create the &​quot;​Rights of Man&​quot;​ that determined the rights of each landowner that could not be taken by either priest or ruler. +
- +
-Once in place, the new rulers created a system of government based loosely upon the guilds. Several of the more powerful ruling houses protested that the common man had neither the education nor philosophy to rule a nation, so an additional Senate was created to deal with the true affairs of state. The laws were created in the House of Commons and the House of Lords enforced them. The Senate is where both houses met to debate the law in question. +
- +
- +
-====== Geography ====== +
- +
-The Third Irillian Empire stretches across the entire east shore of the Caragan Sea. Additionally,​ the land it claims is wider that the Krandryia highlands. Several major and hundreds of smaller, roads cross over the entire country, making travel easy compared to other nations. The larger roads are paved with stones, while the smaller are only tended to near villages and towns. Originally the roads were created to speed the movement of Irillian legions to the far providences;​ however, they also gave the merchant caravans travel through all manner of seasons. +
- +
-Because the land stretches so far north to south there is a great deal of difference between the various providences. The northern providences contain some of the best meadowlands along its rolling hills and gentle valleys. While the land can rise or fall sharply in the northeast, most of the land is far more serene. +
- +
-The central providences border the bronze sea on the east and the [[Caragan Sea]] on the west. The land is characterized by wide expanses of flat land filled with tall grass and dotted with small lakes and rivers. The summers are often hot and humidbut the spring and winter is wet enough to keep the land fertile throughout the year. The providences used to be covered with many hardwood forests, but after supplying Irill'​s vast fleet most of the forests have been reduced to shadows ​ of their full glory. +
- +
-The southern providences as still heavily wooded with hot and sticky summers divided only by the all too brief cool of winter. The Black River often overflows its banks and only the foolish will risk entering the waters anywhere near the Dread Forest. A harsh land, these providences remain the poorest of any in Irill. +
- +
-===== Regions ===== +
- +
- +
-  * Region I: [[atlas:Aquitalia]] +
-  ​* Region II: [[atlas:Bulcalis]] +
-  ​* Region III: [[atlas:​Terannia]] +
-  * Region IV: [[atlas:​Solata]] +
-  * Region V: [[Dugrensis]] +
-  * Region VI: [[atlas:​Sulmania]] +
-  * Region VII: [[atlas:​Pradonia]] +
-  * Region VIII: [[atlas:​Maddocia]] +
- +
- +
-===== Provinces ===== +
- +
-===== Major Cities ===== +
-//See Also: [[atlas:​Irillian ​Holdings]]// +
- +
-==== Andali ==== +
-The capitol of Irill is nestled across a valley across a river on the shores of the Caragan Sea. The city reaches up the hillside to both the north and south, with five fortresses on the far side to provide for the city's defense. Well over sixty-five thousand people live inside the city and enjoy its many pleasures. Built with materials from lands far from home it stands at the forefront of architecture and artistry. +
- +
-A complex series of pipes, canals, and aquaducts serve to bring fresh water in and sewage out - this system works so well that even the streets of dyers and tanners raise hardly a smell. +
- +
- +
-==== Volganna ==== +
-This city was the capitol of the Second Irillian ​Empire ​and the most holy temple of Irrish. It was here that the God-Kings ruled in her name - so many humans were sacrificed upon its great altar that it was stained red to its core. When the elves captured the city and destroyed the temple it marked the end of the Second Empire. The peace treaty they signed with those nobles and merchants from the other cities kept the city of Volganna as a part of Ellendar. +
- +
-All of the roads that lead to this centralized city had to be re-routed as the elves refused to allow anyone to come within sight of the city. The new rulers posted a small garrison at the perimeter and turn back anyone that doesn’t know of the law. Those that persist will find that he elven warriors and weavers that stayed behind easily deal with those that push beyond the garrison. +
- +
- +
-==== Guardia ==== +
-This large city is the last major port along the Black River. Most captains will pull into the port and unload their cargo rather that risk their ship in the Dread Forest. From here most goods will travel to Fonia on the Sword Bay along one of the best maintained roads in Irill. Its wide stone way is dotted with many villages and hostels catering to the heavy merchant traffic. +
- +
-Guardia is a very old cityhaving been built around the central motte and baily it simply expanded and built on top of what was already there. Now it is a nest of warrens and alleys where modern townhouses are simply a block away from the original adobe sheds. Two of the hillsides are dominated by the local lords, while the city's fortress perches atop the third. +
- +
- +
-==== Fonia ==== +
-Irill'​s largest city on Sword Bay and considered the jewel of the south. Not too long before the city was almost destroyed when overcrowding and a very humid summer allowed tempers to flare. The ensuing rioters burned nearly three-quarters of the city before the famous tenth legion arrived and quelled the violence. With monies from the treasuries and heavier taxes General Nisos rebuilt the city. +
- +
-Drawing upon some of the best artists and architects of Irill General Nisos built a city that is not only beautiful, but contains comforts once only found in the central providences. In addition, it is now nearly unassailable from either land or sea. General Nisos still runs the city, which has upset the local lords but many of the Doms support his effective rule. +
- +
- +
- +
-===== Politics ===== +
- +
-==== Foreign Relations ==== +
-Once feared by its neighbors, Irill now stands as one of the most stable lands in the [[Western Realms]]. They seek to conquer and control through their merchants rather than their legions. This leaves most neighboring rulers with little understanding how closely their own economy is becoming tied to Irillian merchant guilds until they anger one of them. Because the guilds wield not just finanical but political weight, any powerful guild can call up a great deal of markers to make any object of their ire suffer. Still this is a tactic rarely employed because once a relationship sours all of the guilds suffer. +
- +
-=== Chrysalis === +
-//See Also[[Chrysalis]]//​ +
- +
-Because the nation expands at the rate of its magical influence there is a great deal of tension within Irill about their border. It has been known to ebb and flow by several miles each year and it currently seems to be swallowing an ever larger chunk of Irill'​s best land every five to seven years. While these are problems, most of it is worked out by the sheer amount of trade that flows between their borders. Chrysalis is ever in need of mundane items not tainted by their magic and Irillian traders are only to happy to supply their markets, which the Senate is only too happy to collect the taxes. +
- +
-As long as Chrysalis continues to pay a premium for Irillian goods and their hold over the land is slippery then Irillian legions will not have to face the war-mages on the field of battle. However, this uneasy balance could be upset with just the slightest push. +
- +
-=== Kingdom of Dakar === +
-//See Also: [[Kingdom of Dakar]]// +
- +
-The neighbor most likely to wage war upon Irill is currently the Kingdom of Dakar. They share a common border of very arable land with a great deal of natural meadowlands and cut by hundreds of streams and rivers. Also, whoever controls the [[Valley of the Sun]] controls the mouth of the [[Caragan Sea]] where the Zun River empties. As long as the Irillian Empire ​controls these two vital lands they can reduce Dakar'​s small navy to shattered timbers if they ever try and force their way into the Caragan Sea. +
- +
-Because of this most of the nothern Irillian providences maintain several [[lore:​irillian legions|legions]] and often check Dakarian merchants at their border for spies and assassins. Even if Dakar wasn't involved, anyone of importance dying under unnatural circumstances automatically shifts the blame to an agent of Dakar. Paranoia, fear, and hatred boil on both sides of the border with those few merchants willing to risk the journey watching over their shoulder at both sides. Its not uncommon for cross-border raids to hit fat merchant caravans because the border towns are so strongly fortified. +
- +
-In 1453 the Kingdom of Dakar under the rule of Queen [[people:​Aurora I]] launched an attack into the Valley of the Sun. By 1457 the Irillian Legions fell back south outside of the Valley of the Sun ceding full control to the Dakarians. +
- +
- +
-=== Krandryia === +
-//See Also: [[Krandryia]]//​ +
- +
-There is very little actual contact with their ruler, but there is a great deal of contact with many of the villages and hamlets that are scattered along the border. The people are a hardy and independent lot, but still enjoy their comforts enough to get vases, wines, and exotic spices from the hundreds of merchants that ply the borders. The Krandryians ship back foodstuffs, gemstomes, raw ores, and some of the finest wool found anywhere on Miranda. +
- +
-The two nations have had some small amount of conflict, but it often involves individuals instead of the whole Empire. If a Krandryian feels cheated they will venture into Irill, to the heart of the Empire if necessary, and seek their revenge. Anyone that gets in their way will be dealt with as if the person was the person that wronged them this has been known to get very messy. Still, once the debt has been balanced the Krandryian will return home in peace. +
- +
- +
-=== Three Kingdoms === +
-//See Also: [[Three Kingdoms]]//​ +
- +
-As the Second Empire ​collapsed the providence of Arcola declared their independence from the Empire and sued for peace with the elven army. Their leaders boarded Irillian warships in their ports and gave them to the elves, in several cases former Irillian captains sailed their ships loaded with elven warriors across the Caragan Sea. This allowed the elves to reach the heart of Irill and trap the retreating fifth, seventh, and tenth legions in Selcaria. To this date most Senators blame the collpase of the Second Empire at the feet of the traitors who now live in the former providence of Arcola known as the Three Kingdoms. +
- +
-Barring the fiery retoric there is very little the Irillians can do to harm the Three Kingdoms. With support from the elves and the powerful Dakarian wizards there is little the Senate can do to reclaim their land by force. There is also the matter that the Three Kingdoms is Irill'​s largest trading partner and occasional rival. Often their largest trading houses have worked together to control key markets and a few of the Three Kingdoms richest people own stock in Irillian companies. While the occasional rise in tension has caused a few problems, most of Irill prefers their current relationship with the Three Kingdoms over sending the legions to war again. +
- +
- +
-=== Carthia === +
-//See Also: [[Carthia]]//​ +
- +
-Many of the [[lore:Carthins]] have raided not just Irillian merchants moving along the Iron Road to Turan - but on several occasions a powerful enough warleader has risen among their ranks to sack several Irillian towns. The local lord requests help from the legion, but too often the Carthins melt back into the steppes before Irill'​s vast military might can be brought to bear. On those occasions when the two sides do meet on the field of battle the legion'​s discipline and well-drilled tactics have always carried the day. +
- +
-When they are not warring, there is a small amount of trade that occurs between various tribes and Irillian merchants. While some tribes take a blood-oath against all Irillians for their incursions into their lands, most see the benefit of trading now so they have the materials for war later. The Carthins trade a great deal of handicrafts and raw gemstones and take steel and finished goods in return. +
- +
- +
-=== Kithkin Range === +
-//See Also: [[Kithkin]]//​ +
- +
-Much like the Carthins, the Kithkin both war and trade with the Irillians. However, unlike them when the Kithkin clans go to war it tends to favor light raids ambushes instead ​of the sacking of Irillian towns. Because of this and the Kithkin'​s belief in taking blood-price in place of battle, many towns prefer to simply pay off the raiders rather than see their animals stolen and larder raided. The Kithkin live a far more simple life and traditional only take a few finished goods, preferring meat and hunting implements to gold and silver. A sword taken in battle, or offered by a surrendered foe, is one of the greatest prizes - a sword purchased from a merchant with silver taken during a raid is not regarded as highly. +
- +
- +
-=== Selcaria === +
-//See Also: [[Selcaria]]// +
- +
-Although still called the Providence of Selcaria by many in the Empire that long for the days when they were powerful and still controlled the land, most have accepted the fact that Irill no longer controls this part of its once far-flung empire. This makes for a tense border with bloodties and the more militant citizens of Irill trying to force a union, but in most cases the two nations share so much trade and culture that it would be unthinkable for the Empire to march to war to reclaim Selcaria. +
- +
- +
- +
- +
- +
-====== Economy ====== +
- +
-Irill'​s economy was once dominated by its strict feudal society. The common workers were kept poor and hungry. The dawn of the First Empire saw that change as the nobles began to run out of money to finance the growing empire. To keep the empire afloat they turned to the church, which had become the largest landowner. When First Empire finally collapsed a power-sharing government comprised of the surviving nobles and Irrishite leaders emerged. +
- +
-The Second Empire again drained most of the coffers of the remaining nobles leaving them simply as large landowners. When the church began to exert more influence, the nobles turned to the only people left with money to finance the Empire - the merchants. The merchants bought the noble'​s land cheap and served as a necessary balance between noble and Irrishite. +
- +
-The collapse of the Second Empire was a rebirth for Irill. The Irrishite church was crushed and its coffers looted by the elven army. The military was in full retreat or under watchful guard. The nobles had survived, but most had sold so much of their land they could only maintain their own household. The reins of the new economy was firmly in the hands of the merchants that now owned most of the land. +
- +
-Irill'​s economy was once dominated by its strict feudal society. The common workers were kept poor and hungry. The dawn of the First Empire saw that change as the nobles began to run out of money to finance the growing empire. To keep the empire afloat they turned to the church, which had become the largest landowner. When First Empire finally collapsed a power-sharing government comprised of the surviving nobles and Irrishite leaders emerged. +
- +
-The Second Empire again drained most of the coffers of the remaining nobles leaving them simply as large landowners. When the church began to exert more influence, the nobles turned to the only people left with money to finance the Empire - the merchants. The merchants bought the noble'​s land cheap and served as a necessary balance between noble and Irrishite. +
- +
-The collapse of the Second Empire was a rebirth for Irill. The Irrishite church was crushed and its coffers looted by the elven army. The military was in full retreat or under watchful guard. The nobles had survived, but most had sold so much of their land they could only maintain their own household. The reins of the new economy was firmly in the hands of the merchants that now owned most of the land. +
- +
- +
-===== Money ===== +
- +
-From total collapse after the fall of the Second Empire, Irill has grown to become the largest trading nation in the realms. Its ships ply the waters stretching from Turan to the Tarakian Islands and from northern Brundswag to the southern Sundatan. Hundreds of caravans working for thousands of merchants scatter to the four winds in search new and interesting goods to bring back to Irillian markets. +
- +
- +
-==== Banks ==== +
-Merchants often need access to large sums of money to purchase their tradegoods, then slowly recoup the money by selling them in various markets. In addition few landowners keep enough coin around to pay their taxes to their Senate, which will not take bartered goods. At first these needs were met by moneylenders,​ but with the rise of the Third Empire ​most moneylenders have come together under various banking guilds - simply called banks. +
- +
-Irillian banks provide loans based upon the goods one is willing to put up in trade in case the loan is not repaid. This requirement keeps out most of the commonersbut any landowner can always sign their buildings and their land over to the bank. +
- +
-The creation of these banking guilds has led to a rapid growth in Irill'​s economy from its near total collapse after the fall of the Second Empire. Craftsmen were able to get money to rebuild their shops and landowners could rebuild their manorhouses. The banks grew wealthy in interest and most engaged the service of special collectors for those that failed to repay on time. +
- +
- +
-==== Stock Companies ==== +
- +
-A stock company is any company that sells a portion of the company’s future profits for current financial gain. This sale is always private; although the transactions are handled by the banker’s guild. There are two types of stock: company and caravan. Company stock lasts as long as the company is in business and entails the holder to a certain percentage of company profits. Caravan stock is sold for special adventures and difficult trade routes. It gives its holder a set percentage of the goods found or brought back - regardless of sale price or profit. +
- +
-A stockholder owns a certain percentage of the company or trade route; although they are not liable for any debt incurred by the company. This potential gain without direct risk is what has spurred the growth of Stock Companies in Irill. Each Stock Company must register itself with one of the banker’s guild, which ensures that more than one hundred percent of the company is not sold in stock. +
- +
- +
-===== Demographics ===== +
- +
- +
-==== Language ==== +
-The main language of Irill is [[lore:languages|Irillian]] +
- +
- +
-==== Religion ==== +
- +
- +
- +
-==== Magic ==== +
- +
-Due to the heavy influence of the [[lore:​Irrishites]] magicians, sorcerers, wizards, witches, and anything else you want to call those who can manipulate the powers of [[lore:​Irrish]] command a powerful presence inside of Irill. There are several powerful guilds of magicians that wield great political as well as economic control. Several of these guilds have built large libraries and workshops where their students can study and master their own capabilities. Unlike in other nations the teaching of magic is more codified that a simple master-apprentice relationship. +
- +
- +
- +
- +
-===== Culture ===== +
- +
-Irill remains not simply the pinnacle of finances and trade, with its coinage considered the most common method of exchange in the west. In addition, the finest poets and artists come from the various schools that have begun to spring up in the largest cities. Philosophy, art, architecture,​ science, and new thought all center upon Irill. Long forgotten is the nation'​s imperialistic past - instead Irill is a land the stands as a leader. +
- +
-==== Guilds ==== +
-With the collapse of the feudal system and the rise of the merchant class, the popularity of various guilds have spread like wildfire across the land. Most cities mark numerous guilds from the masons to the bankers. While not all guilds are equally powerful, if you need the services of one of their members you must play by their rules. +
- +
-The Republic of Irill is very heavily drawn along social class lines; although these lines are more often economic than by right of birth. Occupying the highest order are the Senators, followed by the Equestrians,​ Plebiens, Freedmen, and Slaves. In addition, many of the laws of the Republic still afford special rights to the Patrician families who represent the families of the old feudal lords of the +
-Empire. +
- +
- +
-=== Senators === +
-This purely political class are those men that serve on the Republican Senate and all of their extended family. Senators can be drawn from the ranks of the Equestrians or Plebiens, but never from the ranks of Slaves or Freedmen. Tradition has caused this class to be dominated by the old Patrician families, since each new Senator has to prove that he hold property worth at least 1,000,000 pennies. Senators do not draw a salary from the Republic and are prohibited from personally engaging in non-agricultural business, trade, or any public contracts. +
- +
-The men of the Senate are allowed to wear broad stripes on their tunics to denote their rank. If they hold special position within the Senate then they may wear a golden tunic pin denoting this rank. +
- +
- +
-=== Equestrians === +
-The basis for this class was economic. Any member of the Plebien could be raised into the Equestrian order if they could prove they hold a stable amount of wealth. This is typically around 400,000 pennies in both goods and property. By extension all of his family members are also now considered equestrians. An equestrian is often elected into the Magistracy and can even sit within the Senate; however, this is rare as most equestrians are involved in the business that is forbidden to Senators. +
- +
-Equestrians can wear narrow stripes on either their tunic or toga. Within the Equestrian ranks social status is more often determined by the material the tunic or toga is made from; although those families that are also considered Patricians are allowed to wear a single broad stripe as the base with their narrow stripes above. +
- +
- +
-=== Plebiens === +
-Often called the Commons, the Plebiens are all other freeborn Irillians not in either the Senatoral or Equestrian classes. A plebian is fully free to move into either the Equestrian or Senatoral classes provided they can amass the proper amount of wealth and seek a patron to nominate them for a position within the ranks. +
- +
-A plebien has no social rank to display; although if they are magistrates or served with distinction in the military it is possible they have other adornments to display. In no case should these adornments be like in those worn by the Senators or Equestrian. +
- +
- +
-=== Freedmen === +
-All men and women that had been slaves at one time and either bought their freedom or were manumitted. This class is not fully free because they do not possess the full rights of a citizen and still owed some duties to their former master (now their patron). All freedmen are ineligible for any public office. The status of a freedmen is non-generational,​ which means that any children born to a freedman become citizens of Irill and join the ranks of the plebiens. Most Freedmen are very poor and occupy some of the lowest ranks of society. However, those Freedmen that have a trade or skill they preform can in fact be quite wealthy, but still carry the low social distinction of slaves. +
- +
-When a slave has been freed they prepend their name with Freedarii, which means Freed person. Thus a slave known as Garius before would be Freedarii Garius upon obtaining his freedom. All freedmen must wear tunic or toga with no adornments. +
- +
- +
-=== Slaves === +
-By law, slaves are the property of their owners. But by custom some slaves, including many of those kept in the larger cities may be allowed to keep their own savings so that they may buy their freedom later. A skilled slave (like a cook) could in fact have more wealth than many of the non-skilled plebiens - but they still were considered slaves. Slaves are generational in that children born to slaves are still considered slaves. +
- +
-Slaves have no distinction of dress, but those slaves that have run away are often fitted with a bronze or iron color around their neck. +
- +
- +
-=== Patrician === +
-Not a formally recognized social class since the fall of the First +
-Empire, the numbers of families that can draw lineage to a Patrician +
-has decreased - but they still can hold great power locally. +
-The Patricians were the names given the families that held all of the +
-land during the First Empire. At that time only the patrician families +
-were allowed to hold land, all others worked land in rents. These +
-noble families tended to descend directly from the warlords that forged +
-the first Empire. +
-Their ranks were decimated during the fall of the Second Empire. +
-Most of the patrician families heavily gave to the Irillian Church and +
-when it was destroyed most of their power was taken with it. The +
-commoners rose up against the most hated Partiricans and destroyed their +
-families. Those Patricians that survived did so by soothing the +
-populace and dissolving enough of their land into local hands to mollify +
-the angry mobs. +
-Most of the surviving Patrician families are among the Equestrians +
-because they survived with enough wealth to buy themselves into +
-positions of power with the Republic, but did so by maintianing hold +
-on those businesses that make them being a member of the Senate +
-difficult. +
- +
- +
- +
-====== Government ====== +
- +
-When the concept of nobility by birth was replaced by the Rights of Man, +
-this removed mostof the leadership of the previous empire who had sold +
-their land to finance the falling Second Empire. These new landowners held +
-the power once reserved to nobles. With their power and wealth they +
-partitioned the land into providences,​ which were ruled by a Marshall who +
-commands the legions. Each providence is divided into districts ruled by +
-a Governor, who is the largest landowner although the Senate isfree to +
-appoint another. +
-The power in Irill is held by three groups. First is the Senate in Andali +
-which is the only body allowed to pass laws in Irill. Second is the local +
-Governors who control the land and the people the tenents that pay them +
-rent. Finally the guilds of craftsmen, bankers, and merchants that hold +
-the keys to Irill'​s finances. The postion of Marshall is largely ceremonial +
-as the legions have become little more than faded remenents of their once +
-feared power. +
- +
-==== Senate ==== +
-The Senate is where the both houses met to debate the state of the nation. +
-The House of Commons may bring forth debate on the way the House of Lords +
-is enforcing the laws, while the House of Lords may bring their own debate +
-about the necessity or folly of various laws. +
-The Senate meets in the capitol city of Andali in a house so expansive +
-that servants from one side rarely see those from the other. The large outer +
-chambers are resevered for the House of Commons, while the more oranate  +
-inner chamber is for the House of Lords. +
-The Sergeant-at-Arms commands the only troops allowed past the outer wall. +
-Occasionally a marshall is calledinside,​ but even then they are only +
-allowed to carry their ceremonial sword and with but a single assistance. +
-Rarely does the discussion resort to physical confrontations;​ however, a +
-Sergeant-At-Arms is personally chosen by the Grand Marshal and responsible +
-for maintaining the peace. To back this up the Sergeant has more than +
-three-dozen men at his command, considered the elite of Irillian army. +
- +
-=== House of Lords === +
-The House of Lords or more commonly called the Upper Senate is the body +
-responsible for approving and enforcing the laws of the land. The House +
-of Lords is comprised of three representatives from each providences,​ one +
-reprentative from each frontier. In addition, ten members from the House of +
-Commons are allowed to observe and speak before the Upper Senate but cannot +
-vote on any measure. +
- +
-=== House of Commons === +
-This is the lower Senate where all landowners can have an say in the laws +
-that govern the land. While only the House of Lords can enfore the laws is +
-is the House of Commons that debate and put those laws before the Upper +
-Senate. +
- +
-The Republic of Irill divided all governmental powers into three +
-distinct assemblies; The Central Committee, the Provincial Committee,​ +
-and the Council of the People. Each of these assemblies have the full +
-power to create, enact, and judge all laws (legislative,​ judicial, and +
-electoral). Advising each of the assemblies is the Irillian Senate. The +
-Senate can make no laws, but instead stands in as a body of learned men +
-that may guide and direct any of the assemblies. +
- +
- +
-The Vigiles: The vigiles, also founded by Augustus, served as fire +
- ​fighters and night watchmen in the city of Rome. They were originally +
- drawn from the ranks of freedmen and were not really soldiers, +
- ​although they were organized on a quasi-military basis. The commander +
- of the vigiles was a prefect of equestrian rank (the praefectus +
- ​vigilum). They were divided into seven cohorts led by tribunes; each +
- ​cohort was responsible for two of the 14 regions of the city.  +
- +
- +
- +
- +
- +
-=== Central Committee === +
-This committee is drawn from the ranks of both equestrians and +
-plebeians. Internally it is organized into five discinct classes which +
-are drawn mostly along economic lines. Membership within the Committee +
-requires a certain economic status and power was heavily vested into the +
-First (Senators and Patricians) and Second classes. +
-The committee is broken down internally into groups called centuries,​ +
-of which only the first eighteeen centuries consist of 100 members +
-&mdash; then rest tend to be far larger. Each member'​s vote is not +
-counted as an individual, rather determines where the century as a whole +
-votes. Since each centry is only given a single vote, an individual +
-within one of the first centuries can wield a disproportionate amount +
-of influence. +
-The committee meet annually to elect the following year's consuls and +
-praetors. They meet quintannually (every 5 years) to elect all of its +
-censors. Further it has been called to order to sit on matters of high +
-treason; although this is quite rare. +
- +
- +
-=== Provincial Committee === +
-These members are drawn from the ranks of the Equestrian or Plebiens +
-from each of the providences. Each committee gets but a single vote on +
-matters of concern, which means that every individual within a committee +
-has more influence among the less populated rule environments. +
-The Provincial Committee meets to elect the aediles, quaestors, and +
-tribunes of the soliders. It also conducts the vast majority of the +
-trials in those places without standing courts. +
- +
- +
-=== Council of the People === +
-This council was also a Provincal council, but no family of the +
-Patrician could serve as a member. Only the Tribune of the People could +
-gather a Council of the People. This is the most fractious of the three +
-committees, but it is also where the majority of the laws are passed. +
-The Council of the People have the right to elect the aediles and +
-Tribunes of the People. +
- +
- +
-=== Imperial Senate === +
-The Senate can pass their advice in recommending laws and measures, +
-but they cannot actually pass any law. Instead this advice is expected +
-to given its full measure by the committee where it is being heard. +
-Given the nature of the Senate their word does carry a great deal of +
-authority within the Republic, just no legal basis. The only authority +
-the Senate actually has is the ability to dissolve any of hte committees +
-and establish a dictatorship that will hold the position of that +
-committee until it can be rejoined. +
- +
- +
- +
-==== Political Office ==== +
- +
- +
-=== aedile === +
-Found in the larger towns and all cities, the aedile is responsible +
-for maintenance of public buildings and regulation of public festivals. +
-They also have powers to enforce public order. This is considered a +
-natural position for anyone seeking higher public office. +
- +
-=== censor === +
-The censors take a regular census of the Roman people and then +
-apportioned the citizens into voting classes on the basis of income and +
-provincial affiliation. The censors enrolled new citizens into provinces +
-and voting classes as well as slaves who had been freed since the last +
-census automatically entered citizenship. +
-Two censors were appointed by the Senate for each province every 5 +
-years and serve for a term between 15 and 20 months. +
- +
- +
-=== consul === +
-This is the highest elected office in the Republic. Two consuls are +
-elected each year and serve together with veto power over each other'​s +
-actions. The year of their service was known by their names. As an +
-example, an Irillian year is traditionally called "the consulship of +
-Julius and Bibulus"​ instead of the numeric dating of years used by other +
-cultures. +
-If a consul should die or resign during their term a new consul will +
-be appointed in their place. +
- +
- +
-=== dictator === +
-This was a magistrate raised to an extraordinary position because of +
-extraordinary need. They are often given sweeping powers to deal with +
-the situation as necessary. The term of office is traditionally six +
-months or until the crisis is resolved, whichever comes first. +
- +
- +
-=== legatus === +
-A Senator that serves as the General officer of the Irillian army. +
-His immediate superior is the dux and he outranks all military +
-tribunes. The legatus must outrank socially all of those of praetorian +
-rank or higher, so that they can command the armies independent of the +
-dux or provincial governor. If necessary they can be invested with +
-propraetorian imperium for the legal authority necessary to fulfill +
-their duties. Legatus receive a portion of the booty at the end of +
-their campaign, which makes this position quite lucrative. +
- +
- +
-=== magistrate === +
-A magistrate is any civil official of Irill that has the ability to +
-administer and enforce the law. The magistrates to not make the law, +
-but they sit in judgement and see that the law is carried out in full. +
-It is possible for the government to create a promagistrate in order to +
-oversee a very specific cause. This person is given the abilities of a +
-magistrate, but without holding the office. The term of a promagistrate +
-tends to be one year or until the need is finished. +
- +
- +
-=== praetor === +
-Often referred to as the third consul. The praetor refers to the +
-leaders of the armies, but owes respect to the consuls. When one of the +
-consuls are away serving the needs of the army, the praetor stands in +
-his place. If both consuls are gone then the praetor is expected to hold +
-the city until their return. +
-In times of need other propraetors will be appointed by the Senate +
-with very specific duties. These are typically used to command the +
-armies on a given campaign, or hold control of a rebellious city until +
-it can be brought under control. +
-Praetor is often used in combination with other titles to represent +
-those officials that oversee smaller military units. Thus a small town +
-with a garrision could have a praetor urbanus that acts as the civilian +
-authority over the garrision. +
- +
- +
-=== princeps senatus === +
-The leader of the Senate. Although owning no imperium through the +
-office, this carries enormous prestige to the magistrate holding it. +
-This position is choosen by the new censors for the upcoming 5 years, +
-until the next censors choose someone else or reconfirmed the sitting. +
-He must be selected from the Senators holding at least consular rank, +
-usually former censors. +
-Duties include: +
- +
-  * Declaring opening and closure of the senate sessions +
-  * Deciding the agenda +
-  * Deciding where the session should take place +
-  * Imposing order and other rules of the session +
-  * Meeting, in the name of the senate, with embassies of foreign countries +
-  * Writing, in the name of the senate, letters and dispatches +
- +
- +
- +
-=== governor === +
-Members of the Senate that have been appointed for a period of one +
-year to oversee the holdings of a province. The most difficult provinces +
-are often given to former consuls and proconsuls in deferrence to their +
-experience. +
- +
- +
-=== quaestor === +
-These are elected officials of the Republic who supervised the +
-treasury and financial affairs, its armies and its officers. Each +
-province has a single quaestor (primus quaestor) that is a member of the +
-Senate and advises the provincial governor. Additional quaestors can be +
-elected to serves as necessary to the various generals of the +
-military. +
- +
- +
-=== tribune === +
-This official serves the interests of the Plebians, who find +
-that they otherwise have little political power. He has the +
-right of sacrosanctity;​ that is, the right to be legally +
-protected from any physical harm and the right of help. Tribunes +
-have the right to protect any citizen from a magistrate and +
-the ability to overturn any ruling. There are ten tribunes +
-in each province, who serve the plebians of that province. +
- +
- +
-=== lictor === +
-These are the many assistants that help the men of public +
-office that hold impurium (legal authority). Lictors must be +
-physical men as they are expected to serve as bodyguards in +
-addition to their other duties. In addition they must all +
-be freedmen or citizens, since they must carry a arms. They +
-are exempt from military service. Most of the time they +
-carry a rod designating the office they serve and an axe to +
-remind those of their ability to execute orders. Each +
-magistrate would also have a primus lictor, which is their +
-most trusted of their lictors. +
- +
  
-==== Patronage ==== 
-Patronage is very important in Irillian culture, from both the 
-eyes of the Patron and the Client. Patronage is based upon a public 
-display of inequality between the Patron and the Client. This brings 
-status to the patron and new opportunites to the client. 
  
-There are two common types of patronage:+==== Settlements ====
  
-  * **Public:​** ​The patron becomes ​the protector and +The first [[orgs:​irillians]] settled along the coast of the [[atlas:Caragan Sea]] sometime during the [[lore:​timeline#​bronze age]] of manTheir history suggests this was probably a religious migration as the worship of [[lore:​Irrish]] was already well established.
-benefactor ​of a group (guild, association,​ or town). This typically +
-involves large gifts, alimentary, public entertainment,​ protection,​ +
-advocacy, etc. +
-  * **Personal:** The patron aids an individual through +
-money, gifts, invitations,​ or legal and business adviceThese +
-relationships can often take place over multiple generations.+
  
 +Most of the Irillians settled in small villages along the shoreline. In addition to the humans, two [[lore:​dwarven clanhold]] were built along a trade route that ran from [[atlas:​Stoneheart Hold]] to the shore of the [[atlas:​Serpente Sea]]. With the help of the dwarves, the Irillians survived long enough to establish several large towns and dozens of smaller villages and hundreds of crofts.
  
-What the patrons got in return was the very public support ​of +At the beginning of the [[lore:​Age ​of Empires]] ​the Irillians now numbered ​score of towns large enough ​to support trade with the dwarves as well as each otherThese small independent towns were typically ruled by a town council overseen ​by a prefectDisputes along the borders between the towns occurred yearly when the men of the town were not needed ​for either planting or harvesting.
-their clients in matters of political and social arenas. Politically +
-the family would vote for the patron'​s causes and work to see that his +
-ideas reached ​wider audience. They would do this through public +
-proclamations and various works of art and literature. This relationship +
-is renewed daily as the clients are expected ​to travel to their patron +
-and formally greet them in the morning. +
-While the Republic is dominated ​by male-politics the Patron and +
-Client relationship is equally enjoyed ​by the women of IrillIn fact, +
-it is through this relationship that women can come to wield as much +
-political power as the men. Although they cannot sit on any of their +
-assemblies, their clients can. Personal patronage was more problematic +
-if the clients are men, but public patronage is considered a necessity +
-for any wealthy woman.+
  
  
 +==== Lords of Irill ====
  
 +By the year 50 AE many of the settlements along the coast had grown into large towns and had begun to compete for resources with their neighbors. The priests of Irrish saw this brewing conflict and convened a meeting of each of the town prefects. The treaty that was signed by each of them following the meeting laid down the borders of the newly created [[wp>​city-states]] and named a high council of priests to oversee any dispute. The initial document included twenty-six (26) states, but at its peak there were thirty-seven (37) states.
  
 +At the heart of each state was the town of the signatory prefect. In time these towns were rechristened cities and the prefects ennobled themselves as lords. With their borders secured by treaty, the lords turned to trade instead of warfare to enrich themselves.
  
-====== Military ====== +The treaty maintained the peace for over one-hundred (100) years, but in three-hundred and twelve (312) AE war broke out. Many of the lords had separate treaties with other lords and so when the first lord attacked his neighbor all of the rest were drawn into the conflict as well.
-//Main Article: [[lore:​Irillian Military]]//​+
  
-Probably considered ​the most professional army anywhere on Miranda. The Irillian Army has never been completely defeated since their creation ​during the First Irillian Empire. They have lost some battles, and have been forced off the field, but the army has never been forced ​to surrender. +For over sixty years the lords warred against each other, ​most of the states fell to ruin, until [[people:​Lord Doisius]] struck a deal with the [[creatures:​dwarf]] [[orgs:​Stormrock Clan]]. The clan had stayed neutral ​during the conflictbut with their assistance by three-hundred ​and ninety-eight (398) AE all of the major lords were either killed or submitted ​to Lord Doisius'​ rule.
-The battle outside Volganna was lost because the then Grand Marshal decided holding the city was irrelevant to saving the empire.+
  
-Although the Legion is the army that made Irill feared by their neighbors, it is only half of the total standing army. The rest are chariots, slingers, crossbowmen,​ siege engineers, and skirmishers. Unlike the Dakarians, the Irillians’ have never had a large calvary; instead their army relies on the presence ​of heavy infantry and spearmen.+Lord Doisius crowned himself King of the new Kingdom ​of Irill.