Kingdom of Suranth, the Tundra Realms Organization in Adventures in Valerick TTRPG | World Anvil

Kingdom of Suranth, the Tundra Realms

"This lifeless howling tundra, a harsh land of mountains, boreal conifer forests, glacial highlands and marshes. It is cold and desolate here, where the ground is frozen for many more days than it is thawed. This would be one land that you would assume would be uninhabitable. Yet...along the coastlines of the oceans, within caverns, cliffs, mountains, and along the coasts of her inland sea and the riverlands surrounding it, one would be in awe of the civilization and brilliance they would find. This is Suranth, the youngest nation on Durol, the last to be resettled, to be liberated from the darkness of the Sundering during the Age of Reclaimation. How they survive is a balance of strong industry, a wealth of natural resources, brilliant technological innovations, excellent diplomacy and indispensible leadership."

Structure

Suranth, though one large country, is split into seven distinct regions known as Connighclanns, which roughly translates to Clan Holds or Clan lands. One of these, the Tir-Gach Clan, translates roughly to 'Land of all Clans' and is where the capital of Geata-Iarainn is found. It is neutral ground, sacred ground to all the great clans, hence the country's seat of power being located here. Upon the Tundra Council, four elected officials and four nobles by blood right sit, for though the great clans number only six whom could claim the seat of High King or Queen, all sixteen are represented by their closest available blood ties on the Tundra Council. As to the elected officials, two come from Geata-Iarainn and the surrounding communities, the capital counting as one holding by itself, and the other two come from the Isle of Higbolv, the two holdings upon it. Currently the Tundra Council is about to go into an election cycle, a three month process, to elect a new council for the next ten years.

The Tundra Council marks the leadership of Suranth, and is its governing body. More can be found upon it here; Tundra Council

Culture

Tough as the Land they Live in



To be of the Tundra Realms is to be truly free. It is to struggle, thrive, live and die as one with the wild, one with the mountains, the crags, the lowlands, the glacial rivers and coasts. It is to be a master of cold, ice, and snow, to live, nae not just live, but thrive in a place others would balk at even surviving. We are of the arctic, born of the stone here, raised in the wind, and the snow and waters. Taught our first lessons of life in the misty, icy cool boreal woods. Found our wealth and our industry to grow from the very stone that birthed us, and her bounty. We are warriors, masters of survival, and rulers of this harsh land!
High King Cormac Ironcliffe, second paragraph of his coronation speech to the large crowd of his people in attendance


The Suranthi people are some of the toughest people on Valerick and are known for not just surviving but thriving in a place where it likely should not be possible. They mine the land, harvest from the raging oceans, and make alliances in the unlikeliest of places, for example; The Wolves of the Sea, a pod of war trained orca that serve with the Suranthi Navy.   They make the most out of a place that is definitely, in general, hostile to them being there, a place where even the weather itself rails against them regularly. Where the wildlife sees humanoids as on the menu, just another potential prey item, with no fear of anything, not even smokepowder. In a place crawling, absolutely crawling with the Children of Madness. Despite all of this, these hardy folk manage to live, survive and thrive. They've built cities, produce many goods coveted all across Durol and the wider world, and are well known for their skill and prowess as craftsmen, miners, metal workers, and warriors.

Strength of Community



"Living in Suranth, there are few rules or codes, really, there are. Freedom, especially in the rural areas is paramount. But in those rural areas it does come with some responsibility. Responsibility to your neighbors. To be trustworthy, to watch out for each other. To work together through the hard times, to insure none go hungry, no one freezes to death in the winter, everyone has adequate coal and where it makes sense, timber for their stoves. You all chip in . You all work together. Greenskin raid? If you aren't one capable of violence, thats fine. You don't hide. You guide kids, sick and elderly to the temple, or the local noble's fortified manor house, or whatever building your home village has a plan for. And there will be a plan, and one way or another you will be a part of it. Your skillsets will be applied, and you will be expected to take part. To be engaged. To be a part of the community. That is really the only rules. Loyalty and community."
Gabriel Tonigris, describing Suranth and why its a good place to hide, to a fellow thief needing to 'disappear' for a year or two after a job went wrong and someone died, somewhere in Raechin.


Readiness, a big part of Suranthi culture is community readiness. The people whom make their home in this harsh land do not believe in being idle with the risk. It is a sense of community and loyalty that starts with readiness. That attachement to your community and that understanding of how important that support is neighbour to neighbour truly is. In this, they also do not care for what you may have done in a far away land. If you move into the Tundra Realms, what matters is what you do now that you are here and in the community.

Common Ettiquete



Among the Suranthi, it is considered poor manners not to actually ask after your neighbors, with sincerity. To help each other if in need.   It is also seen as poor form to ignore, or not know who has kids in your village or neighborhood Who has kids, how many and at least a basic idea of what they look like and their first names. The old saying "It takes a village."? Yeah the Suranthi take that saying quite literally. Parents are primary caregivers and responsible for their kids, of course, but everyone else is expected to be vigiliant, and aware for times of crisis. This is just considered good form and etiquette.   Among less heavy subjects, it is considered poor form as a guest invited to someone's home, to not bring something to eat or drink communally. Wines, kegs of stout or ale, cakes or pies, these sorts of things are most common.

Assets

Suranth is a nation rich in natural resources, though severely lacking in timber, particularly hardwoods like maple or oak. The wealth of the nation lies in the stone and the sea, hence her flags colors and the harnessing of her geography, the placement of her great cities and large towns. One of the biggest exports is Ghel, a collective term for all the different things whale oil is used for. Greases, lubricants, lantern oils, medical salves and creams, candle wax, cooking oils and lards, and more. Besides this, a variety of fish, shellfish, kelps and seaweed are harvested from the waters about Suranth, and are used for much beyond the obvious. However the sea does provide one other highly valuable resource along the coastal cliffs.

Salt. Suranth is the single largest producer of salt, a delicious and simple spice loved far and wide across Valerick. The cliffs along the coast are coated and filled deep with the stuff. Besides being loved for its flavoring capabilities, it is a vital and heavily valued perservative. Admittedly the sea salt being harvested here is quite different from some salts pulled from the earth in and around Susma. However Suranth holds the dominant market in the northern lands for salt.

Suranth's biggest asset however, is her earth bound minerals. Quality stone of various sorts; marble, granite, limestone, slate, all these are quarried at a fantastic volume. Mined from the earth, copper, gold, iron, silver, tacturnium and more are found and mined here in large quantities. Beyond that, many of these mines have in the past, stumbled upon small, highly valuable depoits of raw manna gems, which always provide a massive boost of wealth economically injected in the region such a deposit is discovered in.

In Suranth, military service is a career choice, and one that can indeed provide for anyone for their entire working life. Her standing army numbers some two hundred thousand or so, though they are maintained in a unique structure. Every clanhold maintains its own 'regional guard' military, the 'regulars' if you like, troops whom do their duty, train once or twice a week, and are assigned regionally, answering to regional officers. They are not poorly trained nor are they poorly equipped, but they are rather....average in the grand scheme of military. These regulars, in all the aspects, naval, aerial, rail and land, make up the bulk of Suranth's armed forces. However the best of he best, specialized troops, such as war-wizards, war priests, the Iron Dragons, the Suranthi Artillery Corps, and the Storm-Lancers, they all answer at a federal level, tied directly to the institution that is Suranth, the nation, and all that entails
Show spoiler
or in the case of the Storm-Lancers, they owe equal loyalty to the government and the Kartheartian Faith.

Demography and Population

Suranth is home, very roughly, to some 2.3 million people, according to the last nation wide census some 3 years ago. However there are a few important things to note about this census. The first being this does not count children (14 years of age is the line for humans, equivalent ages based on life span for other races). It counts tax paying adults, so there is one other group distinctly absent at the time a census is counted. Beggars or homeless folk, so because of this, one should take these numbers as a rough guideline more than an ironset proper population count. In Suranth, a census is done every ten years, and there is already much discussion about changing the rules as to how it is counted to try and get a more accurate number the next time it is done. The rough demographics by race are noted and shown in the table below;

Race Rough % of Population Count
Dwarf 32% 736000
Gnomes 4% 92000
Halflings 9% 207000
Human, Koltani 12% 276000
Human, Mogol 9% 207000
Human, Renarii 6% 138000
Human, Mixed 6% 138000
Sky Elves 4% 92000
Woad Elves 5% 115000
Mixed Elves 2% 46000
Tanturs 11% 253000


Population by Clanhold



Territories

The nation of Suranth is made up very roughly, of seven recognized regions;

Tir-gach Clan (Land of all Clans): Recognized as holy ground, tied to all the clans, but held by none, it is here the nation's capital, Geata-Iarainn, sits, at the very north-eastern tip of the Irontip Range. The region also encompasses the Isle of Higbolv, and is where the Ghel industry is housed, over fifty percent of ghel processing and manufacturing happens within this region.

Ironcliffe Connighclann: The most populated region in all of Suranth, these lands encompass a large portion of the Irontip Range and most of the Nordjeim River System and the lowlands beyond. Clan Ironcliffe was the original clan of the most recent head of the Suranthi government, High King Cormac. A resource rich region, mining and fishing are dominant industries here.

Vithang Connighclann: The lands under the umbrella now of Clan Vithang, this region is known most famously as the birthplace of locomotion. It is a place of heavy industrial development, its manufacturing sector quite large. It is also known for being home to some of the most prestigious learning institutions in the fields of engineering and the sciences in all of Suranth.

Romain Connighclann: One of two such clan holds, given in standing to human noble family lines recognized as Abhaic Oinigh or honorary dwarves, it is a region highlighted by its many rivers, and the Snowspire Woods, which offer a large and steady supply of softwood lumber. The region is also known for its thick moss fields of Parvi, a moss more commonly known as 'breadmoss' famous for its nutritional values and how long the loaves made from it, called Parvin Loaves, can last.

Gnolundi Connighclann: One of the least populous clanholds, yet strategically, a place of great importance. Clan Gnolundi holds sway and influence as the great clan here. The region is heavily militant, known for its weapons and armor production, as well of course, as being home and birthplace of the Iron Dragon regiments, Suranth's elite infantry forces.

Barazbarak Connighclann: The lands of Clan Barazbarak, this clanhold is rich in timber and holds the unique distinction of being a region where farming, in a limited fashion with selective swift growing and hardy crops, is possible. It is a region with population spread about more, with farming communities dotting its central regions. Bruachthoir, the region's clanhold city, is the only port in all of Suranth that can, on some days in late summer and early autumn, rival Geata-Iarainn for volume of traffic in and out.

Storm-born Connighclann: The second of the two holdings gifted unto Abhaic Oinigh, it is a region well known for its various military academies, soldiers from every branch coming from all across the country to train and learn here regularly. It is also a region of heavy naval production, a large percentage of the boats, ships, and parts for them that are used by the military and by private interests in Suranth are produced here.

Military

Suranth's full military, if fully fielded from what is on standing duty, numbers 172500. Of that 113850 are national military, full time professional standing army. The rest are regional guard forces, semi-privatized reserves under the Lord and Lady Protectorates. However the professional military and its various troop types numerically are broken down below;

41270 Clansmen: (regulars), the infantry core of the land forces, which includes equal numbers of archers/crossbowmen and regulars (arming sword, hand-ax, hammer, or mace, and a shield, spears or other polearms, or claymore/great axe). Counted among this number for now as well, are the first generation of Sky-rigger, those soldiers whom are also crewmen for Sky-Ships, though at current the Suranthi Air Force is in its barest infancy, numbering only six Sky-Ships.

26470 Saltbeards: (basic marines) the bulk of all naval forces and crews, both seaman and river-wardens. (Axe/arming sword and shield, pistols)

11950 Tundra Rovers: These troops are skilled at deploying swiftly, preferring longbows, or carbines, and a variety of side arms, from cutlasses to hatchets. Road Wardens, Rail Wardens and Air Wardens are all in this group as well Rangers of all sorts, but a key troop, making up a notable majority, are mushers and their dogsled teams. Capable of crossing great distances quickly, with cargo, intelligence, a person, or even two to three, of importance. Their military uses are diverse, as is their training. Pilots and flight crew for Suranth's few Sky-Ships are held under this designation right now, as there is not yet a properly dedicated division for an Aero Force, though such a thing is on the list of policies to be handled within the coming months and years.

8540 Iron Riders: Heavily Armored Demigryph and Griffon mounted knights, mixed with heavy shock cavalry riding large Frost-Tip Boars, wielding boar spears, cav hammer/axe and shield.

5690 Storm Lancers: The elite troops, the shock and awe of Suranth's army at close range, the Storm-Lancers all ride massive white-grey furred boars known as Iron-tusks. They are strong, tough and vicious as they come, and with not an inch of give in them, their loyalty to the throne of Suranth only equaled by their conviction to their faith. Vicious mounted, but what most never expect is the carnage after the charge, as they dismount, and engage in melee with a skill and ferocity only matched by their Iron-Tusk mounts. In fact there is a saying in regards to cavalry tactics being 'shock and awe' in the ranks;
"'The charge they expect, an' generally take rather well, ta give credit w'ere tis due. That nae be the shock. It be after impact, when our numbers double, that the wee Green-skins nae ever see comin'!!!"


5690 Iron Dragons: These troops are a mixed brigade, specializing in...unique tactics. They combine the standard dwarven formation fighting, shield walls, and unbreakable defense with skirmisher tactics and groups to back it up, allowing a flexibility of tactics that one would not normally see. Dwarven units and companies normally don't mix, as such differing heights would not allow effective formation fighting. But these elite troops balance that issue by making the battle groups a combination. A bastion to strike from, the dwarves make up the wall, the anchor for the other more mobile and less formation based soldiers to strike from and operate within. They employ a variety of devastating tactics combining that classical dwarven fortress of steel with shot, explosives, and swift brutal violence. They are the new age elite, but are strictly tied to the military and their country, owing no allegiance to the church. Though they have not the so called 'pedigree' of the Storm-Lancers, this does not really matter. The Iron Dragons accomplish similar feats of skill and ferocity through a bristling wall of steel, with withering rains of rifle and pistol fire, and copious amounts of high explosives applied generously. They are a highly flexible unit, with impressive tactical awareness and adaptability, along with of course, an impressive ability to rapidly and fully deploy with a complete and overwhelming violence of action.

5700 Wave-Runners: (Intelligence Organization) Naturally this number is pretty much a best guess by anyone's count. The Wave-Runners are Suranth's....problem solving apparatus. They are the nation's eyes and ears abroad, and at home as well. Tundra Rovers whom are perhaps the tops of their craft, particularly mushers, may find themselves offered a large promotion to join the ranks of this secretive intelligence unit, whilst still maintaining their status as a Tundra-Rover, or so the rumors suggest. None will confirm, however, which is not unexpected.

4270 Warpriest/Priests/Magisters/Physicians: These are specialized troops of course, all of which are in high demand by all sections and brigades. With available numbers being limited by comparative need, they are made available how and where they can be.

4270 Engineers/Artisans: These are of course the officers and craftsmen whom handle large arms, like cannon, trebuchet, ballista, and other such large scale equipment. Sappers. These officers and troops are favored for seige warfare, though every oceanic vessel in Suranth's navy has at least one engineer and a specialized cannon operator on board, whom guides and trains the handpicked sailors on the basics of cannon operation.

Technological Level

Suranth is an industrialization leader as far as the various nations of Valerick, with its locomotives, firearms, and ferocious Chy-mech weaponry, amongst many other reasons and technologies to consider. Yet it is still early in this new age.

Show spoiler
For a real world history comparison, Valerick as a whole is meant to mix and clash a wide window of time (in real world comparison, Valerick's technology level is supposed to be representing 1600s all the way up to the early 1850s.)

Religion

Suranth is home and birthplace of the Kartheartian Church, so as one might expect, the worship of Sir Kartheart is quite common here, however this does not mean the other Ascended do not have their place in Suranthi society. All have their place and their followers here, the Kartheartian Faith being the most numerous by far however. They hold notable power, with Storm Father Noisgruam holding a seat on the Tundra Council.

Like all nations in the civilized parts of the world, worship of the Ruined Gods is illegal and a crime punishable by death.

Agriculture & Industry

Suranth is an industrial powerhouse, the birthplace of locomotion, and its heavy industrial presence continues to insure it holds such a position. Ghel, Coal, Iron, Steel, and Stone, the things that really drive Suranth's economic might are these resources and what can be produced from them. Its limited argicultural sector is mostly a domestic market, keeping food prices reasonable, more than anything else. The Tundra Realms are a mineral and metal rich nation, which is the major driving force for its growth and expansion.

Trade & Transport

Suranth has a road network, with well patrolled and clearly defined main roads. Regional roads are no less well defined, but as a general rule, the more rural an area is, the less well patrolled and protected the roadways are. The rail system offers an impressive and useful level of connectivity to the rest of the continent for trade, and offers improved mobility within the nation itself for its citizens, a great boon indeed. Suranth is also connected, though in limited capacity, to aerial trade and traffic. Its four largest cities, Geata-Iarainn, Grakenfjord, An Pointe Thoir, and Bruachthoir, all have Sky-Ports, the only Sky-Ports in all of Suranth at current. Finally, and still perhaps the most used method of trade and transportation, river and ocean travel. Trade by ocean and internal movement by river and lake is perhaps the busiest and most common still, at least during the warm months.

Education

There is a definite disparity between the educational opportunities available to those whom live in the larger towns and cities and those whom live in more rural areas, as well as a disparity between the poorer and the rich. Every child in Suranth, regardless of age, is educated through a public system run in conjunction with the Cult of Sir Kartheart and the national government for eight years (for humans it is from 6 to 14 years of age). They are taught basic reading and writing in both Common Valarian and Dwarven, along with basic mathematics, sciences, history, and some basic religion in regards to the Ascended. Any education beyond that scope or length must be paid for and such education is not cheap.

Infrastructure

The cities of Suranth are remarkably efficient in their design, as one might expect they would need to be. No consideration goes unaddressed, nothing built without a clearly identifiable and functional purpose. An excellent example of this would be the sewer systems, vast and complex, designed to feed solid waste into massive burning pits, the gases carefully vented through specialized pipes and tunnels well beyond city limits, but those metal pipes and tunnels running all throughout the city's, under the street enough to insure a constant and steady flow of heat, keeping the streets relatively well maintained and relatively cleared of ice and snow. This also helps insure the city's and communities in question have fresh water even through the long and cold winter months, insuring the aqueduct feed tunnels are never quite cold enough to freeze.

Iron and Bone, Blood and Stone!

Maps

  • Suranth, the Tundra Realms
    The kingdom of Suranth, the Tundra Realms
  • Geata-Iarainn
    Map of the Suranthi Capital, Geata-Iarainn
Type
Geopolitical, Country
Capital
Demonym
Suranthi
Government System
Monarchy, Elective
Power Structure
Confederation
Economic System
Market economy
Currency
Every nation has their own currency and exchange rate but in general they are similar denominations, copper, silver and gold coins, or at least thats how it used to be measured. Now the coins are brass, silver, and instead of gold coins there are specially marked and inked paper notes unique to each country. Suranthi money is called 'Suns, Moons and Stars' Suns are gold, Moons are silver and Stars are brass.

Sun Notes come in six denominations. A one sun note, a two sun note, a five sun note, a ten sun note, a twenty sun note, and a fifty sun note.

Coins come in a variety of denominations, as well. 1 silver, 2.5 silver (called an 'eve'), 5 silver (called a 'night') and 7.5 silver (called a 'morn'. Brass coins come in similiar denominations, 1 star coins, 2.5 stars (quarter moon), 5 stars (half-moon), 7.5 stars (three-quarter moon).

In this new modernizing era, where cross border, and even intercontinental investment is becoming more and more common, there is the beginnings of a standardizing measurement of exchange. The nation of Waston stands as the nation which seemingly took charge in this way, their ties to trade across all of Valerick running deep and spreading far. It is their currency which has become the accepted universal standard. However currently, the Suranthi Solar is valued at a rate of 1.02 to 1 against the Wastonian Shailling, the closest the two currencies have been, as Suranth slowly and steadily creeps up to perhaps match and surpass Waston economically.
Major Exports
Suranth's two largest exports, broadly speaking, are fuel and metals. Ghel, the refinement of whale oil, in its various grades, along with coal, and even manna gems. Amongst the metals; iron, tin, gold, silver, and copper are the big five. They are also notable exporters of marble, shale, salt, slate, granite, and limestone.
Major Imports
Suranth is mostly or wholly reliant on trade for certain goods such as;
  • Lumber (specifically hardwood like oak, ash, or maple)
  • Produce like fruits, vegetables, and especially grains
  • As two key examples. However in this modernizing age, you will find all manner of goods and raw materials domestic and foreign competing in the market places of most nations and Suranth is no exception to this. The two examples listed above, one is merely impossible to produce locally, the other is mostly implausible and to limited to be sustainable.
    Legislative Body
    The nation of Suranth is run by a hefty and well written legal codex, and is governed by a body known as the Tundra Council at a national level. Furthermore, each Connighclann is governed by its own regional clan leader and their chosen advisors in regards to all manners not covered under the national legislation. Certain civil matters are divided in this fashion. For example, though some projects are national in nature, such as infrastructure like bridges and the like, a great many construction projects and permitting rights and duties fall to the Connighclann level. The Tundra Council is explained in more detail in the Suranth, the Tundra Realms; Traveler's Guide, as is this governmental set up
    Judicial Body
    The courts in Suranth are known as 'The Rings of Suranth' and it is a three tiered court system. Once again explained in better detail in the Suranth, the Tundra Realms; Traveler's Guide.
    Executive Body
    Suranth has various branches of law enforcement, from local cops to military police to Sir Kartheart's Stone Boars for matters more...esoteric. Once again explained in better detail in the Suranth, the Tundra Realms; Traveler's Guide.
    Related Ethnicities

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