Edos

“Edos”(eɪdoʊs), officially the “Empire of Edos” is a sovereign nation on the east coast of Solum. Its borders extend from The Frostford River in the north to the Thethas River in the south. The signing of the Brass Accords ceded control of Wandermere and its surrounding farmlands to The Brassic Isles. Formerly the chief administrator of the continent spanning Ayoria, Edos' control of Summum now remains limited to its vassal state of Ordun.

Edos' landscape is chiefly rugged mountain terrain unsuitable for large scale habitation, however it also possesses ample farmlands along its coastal stretches, creating dense urban areas. Edos is newly a triarchy (formerly a monarch) with its capital in '''Helecanth''', the country's largest city and main cultural and commercial hub; other major urban areas include Dawnward, Baskervale, and formerly Wandermere.

Inhabited since before the Calamity, Edos was settled by Summum settlers during the The Lost Years and gained its sovereignty after the Sundering of Elyra. The focal point of Brassic territory expansion after Elyra's fall saw the nation forged in war under Alderic Vecatus I in Dawnward. The nation was ruled by the Vecatus lineage for some 500 years and saw the full colonizing of Ayoria before the death of its last monarch - Queen Ladina Vecatus. A brutal civil war enraptured the nation for 4 years after her death seeing its colony fracture and its position on the world stage deteriorate. The Triumvirate, the proclaimed inheritors of the Edoic throne now rule the country after the civil war with intentions to reunify Ayoria beginning with its reclamation of Ordun.

Geography


Landscape and Rivers

The eastern foothills of the Stagtops and the Antlers are known for their severity, less foothills and more "smaller mountains". Due to their inaccessibility these mountainous regions possess some of the last remaining old-growth forest in Solum. Edos finds much of its habitable land within 10 miles of the coast, low-lying plains fed by a webwork of rivers and streams that have long since been covered by gridded farmland.

Climate

Edos' climate is variable due its high latitudinal range, its northern reaches seeing snow blanketed winters while its southern stretch sees seasonal rains that fade into the scrub land more familiar in Vedea.

Nature and Wildlife

Edos has long since hunted its predators into near-extinction save for those found in its highlands. Domestic animals dominate the fauna of Edos, with sheep and cattle being the majority. Thetlin Rams and Tarandri wild horses have been known to wander from across the Antlers but are typically either left alone or hunted as a delicacy.The Capital of Edos: Helecanth

History


Formation

Edos, as it is currently known, formally found its beginnings in Dawnward, the seat of the Vecatus family. The true origins of the Vecatus lineage are shrouded in a myriad of false information and mystery. The royal family has historically affirmed their legitimacy to rule by tracing their lineage to Veciatis of Nuvarin, the Elyran Magnus of the central regions of Solum during the peak of the Elyran Empire. (What little records have been allowed extraction from Elyra affirm the existence and regency of Veciatis of Nuvarin, though the documents give no more than tax collection records.) This supposition certainly downplays the most likely truth - Alderic the First happened to be an exceptional warlord in an exceptionally uncertain time. Consensus sees his ability to unify central Solum against a near-constant threat of vassalization by the Brassic Isles as worthy of legitimacy without mythic genealogy, though it certainly doesn’t hurt.

The early portion of Alderic’s rule was focused on unifying the six major houses found in Edos’ heartland, a feat that would take fifteen years to accomplish, and ended with a particularly brutal siege of Helecanth and the death of Alderic’s long-term rival (approx 6BEC - 9EC). The remainder of his rule found the trials and tribulations of legitimizing himself amongst the nations that surrounded Edos’ borders. Quickly finding allies in Vedea to the south, and a food-necessitated relationship from Celenis to the East, Edos managed to carve out some level of power in the region just by means of stabilization. The Brassic Isles, however, would prove a constant thorn in Alderic’s side, as constant raids from Blencathyn and Arlcliff Hold down the Sliver would eventually force his hand into moving the capital to Helecanth to affirm his rule over the region (approx. 49EC).

Early History

In 71 EC and amidst failing health Alderic named his only son Emeric as the heir to Edos, creating a standard for the Right of Succession that would remain to this day. Emeric’s rule would only last for 19 years and would be marked with grief and unintended brutal escalations with the Brassic Isles. Emeric, guided by his father’s dying words, worked the first nine years of his rule solidifying the Edoic position in the region as the eastern agricultural hub to accent Thetlin produce. In 84 EC, Emeric named his first son, Prince Gillis as the heir to the throne - inadvertently lighting the desire for glory in his heart. Prince Gillis conspired with his younger brother, Prince Lorris to rally the Edos army and march north to claim Brassic lands in their father’s name.

Gillis began his siege of Wandermere with early success, capturing the road from Frostford and managing a successful blockade of Brassic warboats on the Sliver. Capturing the city itself proved more of a challenge, and Gillis requested his brother’s assistance seven months into the siege after a break in the blockade allowed Brassic forces to destroy Aedon Bridge, isolating Gillis’ forces. Lorris had marched on Onyx Hollow and cut his teeth on the Battles of Onyx Sliver, several engagements borne from attempts to cross the high-flow river. Success would eventually come for Lorris, enabling him to rout Brassic forces and claim Onyx Hollow, before giving chase to their mustering position at Aestone (now Fort Aeston). Lorris received word from his brother to help assert his siege of Wandermere, but dismissed the call to focus on capturing Aestone. In March of 85, the Brassics send a force from Frostford to break the siege of Wandermere, and Gillis was killed in the ensuing battle, trapped between the walls of Wandermere and the Sliver.

The blockade now broken, the Brassics began an immediate assault of Aedon Keep by sea while their army rebuilt the Aedon Bridge. Lorris, having heard of his brother’s death, arranged a surrender of Aestone, allowing the town to be evacuated south to Wandermere, carrying news of Lorris’ grief march South. The Brassics resupplied the Wandermere forces to prepare for the assault, but were blindsided when Lorris’ forces appeared on the shores of Frostford having marched over the southern Lowstones. Over two days, Frostford was reduced to cinders, and Lorris marched his invigorated forces south to Wandermere - resuming his brother’s siege and eventually claiming Wandermere in early 86 EC. Upon his return home, Emeric named Lorris the new heir to the Edos throne and its newly gained domains.

Lorris rules over Edos and rebuilt his conquered regions, issuing in an era of prosperity as Thetlin goods no longer need to pass through the unconquered wilds of the Tarandri Steppe - thrusting Edos into a powerful position over the region. Lorris ruled for 40 years of relative peace, unaware of the Brassic Isle’s rebuilding of their Warfleet under Jarl Valdemar. In 134, an aging Lorris announced his intent to name his second son, Gillis II, as his heir. In celebration, Lorris and a small contingency sailed from Helecanth to Wandermere, but were accosted by Jarl Valdemar’s fleet. Believing this to be a minor conflict of political nature, Lorris met Jarl Valdemar on the deck of the Edoic flagship the Onyx Crown and was swiftly slain by the young Jarl. The ship was set alight, and Crown Prince Gillis II was keelhauled on the burning wreckage, leaving him brutally scarred. The Fifteen Years War raged as a result of Lorris’ death, and was finally ended in 149 EC when Jarl Valdemar was killed in the Battle of Arlcliff Bay - his corpse displayed on gallows at newly named Victory Point.

Middle History

Edoic rule of the region continued for nearly two hundred years unhindered and in relative peace until the rule of Carissa Vecatus I. Carissa attempted a brutal overthrow of the Brassic vassalization of Vuntismil by invading Frostford and Blencathyn. She was killed along with her son (Cyril I, named heir shortly before their departure) in a sea battle just off the coast of Victory Point. Edos descended into chaos as the certainty of the heir fell into question, allowing the Brassics the unmitigated ability to raid the coasts of Edos and Celenis. An ensuing power struggle occurred between Corrin I and her twin brother, Theo I, eventually resulting in the latter's death by the former’s hand. Corrin solidified her rule by repelling the land invasion of Wandermere by the Brassic Isles, and ending the Second War of the Sliver. Corrin would remain haunted for the rest of her life by the death of her twin, abdicating the throne to her ailing son in 383 and disappearing without a trace. After her son’s early demise by illness she did not reappear, instead Cyril’s wife and infant son had been named heir to the throne and eventually oversaw the greatest expansion of Edos land in history. Corrin’s corpse would eventually be returned from Celenis, having supposedly committed herself to hermitage in one of the nation's many monasteries.

Pax Edosia

Rule under Marcelline Fleuren, Gillis V, and Cyprien I are affectionately known as the Pax Edosia. Approximately a hundred and fifty years of Edos’ near complete control of Summum elevated Edos to the greatest power in Solum. Few major conflicts can be found in this time, the Brassics focused heavily on their vassalization of Kratis and greatly allowed for the full industrialization of the Ayoric Lowlands by Edos. By the time the Brassics had realized the full expanse of Edos’ power, little could be done to stifle their growth. The coronation of Queen Ladina, well loved in her time as the Crown Princess, seemed to suggest a full solidification of Edos' power across Solum and Summum. Queen Ladina ruled for thirty years, giving life to seven children over three suitors, who gave her numerous grandchildren.

The Rule of Queen Ladina and the Blighted Dawn

In early 513 at the hosting of Helecanth’s Winter Bloom Festival, the Queen was quickly taken by a devastating illness - causing her collapse at the presentation of the craftsmen. Physicians and healers initially claimed it as a result of the forges off-gassing during the festival, but as her condition worsened rumors of poisons, curses, and long-forgotten illnesses blossomed. The Queen, known for her steadfast and self sacrificial nature, refused bed rest and began what is now known as the Twilight of Vecatus - the seven final days of the Vecatus rule over Edos. Alarmed by their regent’s illness and refusal to listen to advice, her nearest advisors called on her children to return to Helecanth - and begged those that would listen (especially Cyprien II) to try and get their mother to name an heir.

Ladina, however, would not relent and continued hosting her daily sessions of court. On the seventh day, Ladina arose from her throne and began conversing with specters unseen by her court before collapsing into the throne with only a faint heartbeat. Ladina would regain consciousness for a short time late in the night, and call upon a crowd of her advisors and children to hear her final words. Unbeknownst to her family, Ladina's illness had quickly spread to her surviving members and were immediately bedridden with identical symptoms. When the dawn broke, the Queen, along with six of her children, six of her grandchildren, and all three of her suitors had succumbed to the illness. Callan Lugotorix, not present at the queen's final words but having heard of her death by mysterious ailment marched his nearest legion into the city, enacting martial law to prevent further spread.

Lugotorix was quickly met by Licinius Alpus, an extremely wealthy trader from Dawnguard and trusted advisor to the Queen, as well as Tallis Elouan the Queen's Broker. Lugotorix was informed by Alpus (who was present for the queen's final words) and Elouan that the Queen had, with news of her children's illnesses, named the three of them as the sovereign rulers of Edos. The three released a document detailing the Queen's final words to the public, with the original stamped copy sent to the Vedean Archive for preservation.

“Should that I go to join the Ten, I see my blood will join me. Ayoria, Edos, Vecatus. Naught but names for a people given light by Them, and I would not see my family go. I have seen specters in my court; the Norns of Voxus tie knots of dark foreboding and war. I would see good company lead my father's country through storm - Alpus, open the window then fetch Callan and Tallis, do what is right. I would see the sky."

Aftermath and the Edos Civil War

The claims of the newly throned Triumvirate were met with outright hostility by many of Edos' nobility, particularly those in Dawnward. General Zephyrine and Admiral Theotime began mobilizing forces to recapture the capital of Edos, insisting the throne instead be claimed by the Queen's surviving heirs in Corin IV, Theo, or Carissa II. Edos slumped into a brutal civil war lasting four years and spilling blood across both its homeland and Summum. Despite their hopes of another emerging heir, Zephrine, Theotime, and Summum-based Avalin were met with silence. Corin IV had disappeared in Celenis shortly after word of her mother's death, Theo had renounced his throne and left for Copoa at the age of sixteen, and Carissa, a soldier, was reportedly killed by violent separatists in Summum at the first signs of instability.

The Edos Civil War ended in 517 with the joint deaths of General Zephyrine at the gates of Helecanth, and Admiral Theotime off the coast of Victory Point. Zephyrine's body remains on display above Helecanth's eastern gate, 'Alderic's Passage', and Theotime's corpse was lost at sea after his ship was set alight by Elyran mercenaries under Alpus' coin. The Triumvirate divided Edos into equal regions: Elouan would have Helecanth and the central lands, Lugotorix would rule over over Wandermere and the north, and Alpus would claim Dawnward and the southern regions. Lugotorix would not sit idle, and immediately rallied his forces and the remnants of the Edoic navy to reclaim Ayoria - a campaign that brought great success in the creation of Ordun.

The Brassic Treachery

In 518, the Brassic Isles announced a government restructuring that had been unheard of since the vassalization of Vuntismil. Instead of Kratis existing as a satellite nation with landholdings owned privately by Brassic citizenry - a new Jarl would be named, one who would find her throne in the Hall of Jarls in Westmere and oversee the administration of Kratis. The Brassic Isles revealed to a stunned audience Corrin Vecatus IV and her two youngest children, Briggite and Leopold. Corrin would be the Seventh Jarl, and her children would both become Thanes of Kraytholm and Iceforge, respectively.

Corrin’s first act as the Seventh Jarl was to declare the Triumvirate of Edos unlawful, and that in absence of any other claimants to the throne - she and her children were the true heirs of Edos. She continued that as the true Queen of Edos the lands conquered by her ancestors in the Wars of the Sliver would be graciously returned to the Brassic Isles in repayment for her saving. The Brassics were quick to act, and a weakened and stretched thin Triumvirate too slow to respond. A sizable force of Brassic longboats sailed through the Sliver and quickly assaulted Wandermere before news of the Seventh Jarl could reach the capital. The Brassics successfully reclaimed the lands lost to them nearly 500 years prior. A brutal conflict would erupt in the Sliver once more, with Brassic and Edoic ships assaulting each other’s shores and for nine nights the Sliver appeared from Helecanth as though a thousand candles floated on the water.

The Brass Accords

See Also: The Brass Accords

Led by Volos Egnatius, a High Chambersman of Vedea and founder of the Unbound Trading Company, a written agreement was formed between the Brassic Isles, Edos, and other interested parties in keeping the peace. Primarily this document saw the revoking of Corin's claim to the throne and the secession of Wandermere to the Brassic Isles, as well as a five year ceasefire beginning with its signing in the Autumn of 518. The loss of Wandermere saw Lugotorix name Aerilon as his new capital and a violent return to Summum with the Fall of Irrigan in 522, ending the Ordun Campaign.

Governance


Formerly overseen by a single monarch, little has changed in the governance of Edos with the ascension of the triarchy. Those who remained loyal to the Triumvirate through the civil war largely remain in power, some even absorbing land claims from traitorous lords executed or exiled after its finale. Local governance with deferment to the Triarchy remains the basic power structure of the entire region, with exceptions given to Ordun for its more feudal tendencies. Typically, each town ruler or region administrator appoints several positions of state to assist in governing the region. These positions can be found below in the Guilds and Organizations section.

Politics

While the Triumvirate publicly appears united it is a well known fact among Edos nationals that the three exist in an unstable rivalry that constantly threatens a second civil war. Lords and other members of the court find themselves forced to ally with one of the Triumvirs, alienating them from the other two. Lugotorix's departure for Summum settled unrest for a short while, with Elouan and Alpus capable of forming a stable alliance built on staying out of each other's way. Lugotorix's "claim" to Ordun has once again brought unrest to the the other Triumvirs, their equal greatly outpacing their popularity with the unification of Ordun and his insistence on triumphs.

Law

Law and punishment in Edos is considered the "standard" system for many. Local lords are given the power to elevate those in their courts to magistrates to enact Edos' dense legal system. In the past Edos opted for exile to the Ayoria as its primary punishment as it kept the accused out of the kingdom while continuing to fill the foreign lands with their own countrymen. Since the Edos Civil War decimated Edos' military, the most common punishment for law breakers is termed service in either the military or a supporting role in ship building, blacksmithing, or road construction.

Military

Edos' military was once the shining achievement of the country with at least a single legion stationed in every town across Edos and Ayoria. Middling estimates put Edos' combined forces at its peak somewhere near 170,000 soldiers and some 130 ships, nearly doubling their nearest competitor in the Brassic's 80,000. The Civil War, with a combination of "traitor legions" abandoning their posts and losses sustained from the four years of combat itself, saw Edos' combined forces at some 80,000 with only 40 ships left in the fleet. Of that remaining 80,000, nearly three quarters march under the Lugotorix banner with 30,000 of them stationed across Ordun.

Guilds and Organizations


Edos has a unique history with the notion of guilds; in it's long history of ruling over Ayoria, Edoic guilds worked closely with Hjalmoric guilds and were a linchpin in the development of Summum. The Riots of Ozryn in 510 saw Queen Ladina (under the advisement of Licinius Alpus) outright ban the collection of businesses under a single banner, effectively outlawing guilds. This destruction of some of Edos' oldest organizations saw the state position of 'The Magnate' become exceptionally powerful - agreements and processes that once involved the cooperation of numerous entities in the guilds now fell to some 20 individuals spread across the entire country. Other positions saw great leaps in their political wielding as well, but few compared to the bounds made by Houses. The following section denotes the former positions of state and the former guilds they now oversee.

The Magnate

Edosites enjoy their games of chance, and what was once a tongue in cheek reference to their treasurers eventually become more commonly used than the actual title. Over generations, The Magnate became the formal name for the economic master of an area. Responsible for taxation, charitable works, infrastructure spending, celebrations, and general budgeting, The Magnate ensures the economic prosperity of a territory. Previous trade guilds now fall under the administration of regional Magnates. Unsurprising to many Licinius Alpus found his origins as The Magnate of Helecanth, his name well known amongst mercantile circles even prior to his ascension to Triumvir.

The Speaker

Oral tradition and history is a time honored practice in Edos. What’s more, cautionary tales are spread about deals with Deities and Demons alike, ensuring the passionate people do not get carried away and see themselves burned (potentially literally) over a bad deal. For this reason the local face of non-secular affairs is not referred to by a religious title, but rather that of a storyteller. The position of the Speaker has somewhat declined since the Edos Civil War as strict enforcement is made against those who seek to potentially disrupt Edos' reconstruction.

The Bulwark

Merriment and wealth are lost quickly when forces of evil go unchecked. The Bulwark is the master of the local militia or formal guard and takes full responsibility for physical security of the area. While the Bulwark is not meant to be a master economist or a crafter of any sort, they will consult with The Magnate and the Artisan to ensure proper funding is secured, and armament is available to equip a suitable force to see their task done well. General Lugotorix found his origins as Bulwark of his now capital city of Aerilon until his promotion to General and Bulwark of Helecanth in 503.

The Chancellor

Masters of the arcane and an erudite of the world. The Chancellor typically is filled by a wielder of arcane magics, but mundane scholars have taken the role plenty of times. The Chancellor's formal role is simply to continue learning and be available for complex arcane needs when needed, though typically they are sought after in their downtime for advice in a variety of subjects including business, relationships, meaning of constellations, strange moles on their backs, household decorations. Truly more than should be expected from such an accomplished academic, but it remains a well respected and finely compensated position. Chancellors typically weather the inevitable inane questions with grace, building up their mystique with cryptic answers to shorten their time with citizens who truly need to learn to think for themselves.

The Counsel

Edosites tend to let themselves get on a roll. When things are good, they ride the high and follow their momentum to more success. But when things go poorly, the lows can truly be bottomless. Those of the Counsel are there to watch and balance, ensuring their people do not succumb to gambler’s fallacy, believing they are unbeatable and that they can lift their heads and see light again when all seems lost.The Counsel acts as the monarch's closest advisor, appointed and authorized to make decisions in their name. The Counsel leads meetings as proxy for the monarch when the monarch cannot attend or "chooses" not to. A balanced scale is often used as the symbol for the office, some Counsel even get signet rings with Scales on them for stamping letters on behalf of their Monarch. Counsels often wear a badge of office shaped like their namesake, such as a brooch or a gold necklace. Like many things Edoic, it is often ostentatious. Tallis Elouan found her origins as the Queen's Counsel starting shortly after Ladina's coronation. Since the Civil War, each of the Triumvirs have formally acted as the Counsel for their co-rulers.

The Ambassador

Edosites understand the importance of a deal, they do not leave a chance where matters of State are concerned, and have a formal appointment of a trusted individual to manage their affairs. The Ambassador carries with them the responsibility and power to negotiate on behalf of their people. Economic trade, military support, and alliances are all within their purview, though high levels of Nobility will sometimes restrict certain large authorities so only the Monarch themselves holds the final power. Ambassadors are unique in that typically are appointed by the monarchs themselves, but it is not uncommon for cities to have Ambassadors for their surrounding towns.

The Voyager

The lands of Edos are wealthy due to their industrious people. Toiling in fields or crafting in a forge is one way to make a living, but the wealth out in the world is immeasurable. One could say a Jackpot lies around every corner. The Voyager (and their following, these days usually encompassing sailing and exploration guilds) is in charge of finding wealth for their people. Sometimes simple patches of Bloom, other times ore from the mines, and on rare occasions an artifact of great power. Voyagers are typically well loved and supported due to their perceived value to a region. Some even purposefully lose games of chance to them to help bolster their luck, giving them that extra edge to strike it rich for their people the next time they explore.

The Artisan

Raw materials are wonderful for base trade, but until one applies mastery to turn them into useful tools, they are just taking up inventory. The Artisan maintains the artisan sections of their region, overseeing, guiding, and organizing crafters and merchants to boost productivity and ensure a fair market. The Artisan works closely with The Magnate to ensure subsidies to crafters keep flowing in, and the Bulwark to ensure their shops stay safe from outside interference. The Artisan, in tandem with the The Magnate, also saw great expansions in their powers after the banning of guilds. Most now represent large swathes of many professions including tinkerers, blacksmiths, enchanters, and other fine artisans.

Economy


The Edos economy is now perhaps representative of a core societal norm of Edosites - the highs find comfort in the clouds, while the lows plummet into the deepest crevice. At its peak the Edoic economy was unrivaled; the raw materials and powerful artifacts pouring from Edos-held Summum saw the dwarfing of every other economy. Edos shifted almost entirely away from domestic production of raw materials and saw itself rapidly urbanize with materials brought from its settlements. The civil war saw the lion's share of profit from Summum vanish from Edos, quickly claimed by the Brassic Trade League, the Bastion Banking Houses, and the Unbound Trading Company out of Celenic ports. Recovery has been slow for Edos since its reunification, its trade ships now considered a high prize by Elyran pirates as the foundering nation can no longer routinely protect its interests. The official end of the Ordun Campaign has seen Edos (through Ordun) begin to enact its former aggressive trade restrictions on the Quillic Bay and the early stages of stabilization seem present.

Technology

The Civil War has seen technological advancements in Edos grind to a halt, most of its former Summum artifacts being sold to the highest bidder to keep its economy afloat. Tinkerers and alchemists still find a home in Edos, though their access to raw materials was greatly diminished during the war and many left the country for Vedea, Celenis, or overseas.

People and Society


Norms

Edoic failure can be met with an almost fatalistic moroseness, and victory with a bombastic sense of inevitability. While the former is troublesome, the latter can be truly dangerous, as an Edoic on a winning streak can often believe themselves incapable of failure, taking greater and greater risks. Perhaps, however, this is not quite the drawback one might perceive, as the Edoic is never stuck in indecision, and almost certainly the adage “strike while the iron is hot” was forged there.

Some would say that even if gambling wasn’t invented in Edos, it was perfected there. Few Edoics would pass up a game of chance for the opportunity to win big, and Edos parties are rife with raffles, games of chance and skill, and gambling of all stripes.

Edoics are notable tippers in their culture, prone to a subtle language of coin that some other cultures might perceive as graft or outright bribery. A coin passed in confidence is common when receiving a boon from another, and the winnings from a hot night gambling is commonly spread to those who cheered them on.

Edoic culture, being who they are, are no stranger to verbal tales of deals with the deities and demons of the world gone horribly wrong. So, while normally impulsive, Edoics are generally reluctant to engage in deals they don’t know the full scope of, often referring to tales of distant (and probably fictional) relatives who were burned, usually metaphorically, but not always.

Relationships

Edosites ride their emotions all the way up and down, allowing them to experience life in a variety of different extremes. Relationships are no exception to this credo. Monogamy exists in Edos, though it simply isn’t common. Trysts, romances, marriages, affairs, and divorces are commonplace in the region, baffling many who look in from the outside on how anything is truly organized in such a place.

Peasants enjoy a freedom from many responsibilities, enjoying short term dalliances as they please, but combine households, form alliances, and bear children when marriages occur. Households with several partners are common, allowing division of labor and child rearing to be spread more evenly amongst a crowd. Truly ambitious Edoic households have spouses numbering in the double digits. When outsiders ask how they maintain so many connections, their concerns melt away after watching the family gleefully dote on their partners.

Divorces, which come just as often, will see a split of households and a departure of combined assets if the parties feel appropriate. Locals mediate fair separations where needed, though the practice is common enough most follow the ritual in peace. If a truly hostile division occurs and causes major contention, the local House (treasurer/master of coin) can step in and mediate. This typically isn’t invoked, as The House will take a percentage of the estate as their fee, and can take disproportionately from each party if they feel one is being exceptionally unreasonable.

Language

Edoic language seems to descend from some late form of Elyran, though it remains notably distinct from Modern Elyran in many facets of pronunciation and written word. Edoic is largely considered to be the the main basis of the Modern Common Tongue in conjunction with Brassic, forming during Edos' near complete control of Summum commerce. Edoic itself is considered one of the more 'modern' developed languages and while its usage prior to the Civil War could be heard in nearly every port, the central Solum language has fallen somewhat out of vogue.

Culture


Clothing

Hailing from once-proud imperial wealth, many Edoics regularly dress in what other cultures might consider their “best” as a matter of habit. Fine cloth, highly detailed embroidery, and freshly pressed garb is the hallmark of the Edoic at a social gathering. Personal grooming is also a facet of Edoic culture, as any opportunity to show off is regularly taken. Intricate shaving patterns, jewel studded piercings, and colorful tattoos are just some of the lengths Edos citizenry will go to stand out.

Holidays


Winter Bloom

Edoic priests, politicians, and entrepreneurs come out in droves on the coldest month of the year. During a time historically fraught with sickness, hunger, and discomfort, the people of Edos embrace their nature and throw a party.

Bags of coal and carts of wood are hauled into forges around the village, town, or city. Monetary sales are made, the materials are largely donated and subsidized by local leadership. Miners and citizens with some extra ore will add to the pile of charity, though many will seek out commissions with precious materials collected over the year. Merchants price their services appropriately, understanding the nature of the holiday and the free materials that were brought to them, then put the bellows to work. Fires rise and craftsmen set to their tasks.

Heat from the forges are funneled and shared as best as possible with surrounding structures, making rooms cozy and keeping the populace warm. Meanwhile, a time known for economic recession booms with one last stretch of prosperity.

To add a final layer to the celebration, craftsmen put on a show of placing their nearly completed items into a pinch, handful, or trough of snow. The metals frequently crack into pieces, resulting in collective ‘awwws’ from the crowd, and a cheer as the broken pieces are recycled into small bits of jewelry or trinkets. True masters of the craft are able to discern just the right amount of ice to cause cracks to spiderweb up and down their creation, but maintain its core structural integrity. These unique looking items are flaunted by the wealthy as a show of their ability to court the finest crafters on their annual holiday.

After the success of the holiday, other crafters began chipping in, weaving socks, sweaters, and blankets to contribute to the festivities, and add to the overall warm spirit of the holiday.

Winter Bloom is not a non-secular holiday, but there are plenty who use the opportunity to praise Hyrun Flamewrought to help inspire their crafters, or pray to Olfrin the Sage for wisdom and inspiration throughout the winter to aid them in the coming year. Adherents of these faiths outdo themselves with donations to forges and looms, ensuring crafters have plenty of materials to make their Gods’ inspirations come into reality.

The Coronation

When the sun is at its highest and hottest, it is time to crown the Sun God. The hottest time of year is not pleasant for anyone, especially those who toil in the fields. Morale is at an all time low, reflected by both public disorder and crime. The Coronation is a flexible holiday that usually spans over a week (sometimes up to a month), not just the official day of observance, and was founded by followers of The Highlord as an excuse to give praise to Aeterius the Sun Crowned. Their methods of celebration caused the ritual to quickly be adopted by the masses.

The festivities of the holiday focus on comfort and reprieve to its adherents. Magic users and Alchemists work to bring ice into being during sweltering hot weather, turning it over to Artisans to make cold compresses, frozen drinks, and ice cream. The effort is communal, with comforts exchanged for prayers, and costs largely absorbed by the local government and temple of The Highlord.

For less magical observances, citizens will carry small vessels of water, greeting friends and family with a prayer to the Highlord and a palmful of liquid over the crown of their head. Younger crowds abandon such restraint, playing games involving buckets of water and thin to no clothing. A favorite is Dark, Dark, Demon, where a circle of participants sit with their heads down. Two players walk around the edge, one saying ‘Dark’ and tapping seated players individually on the head, until they finally say ‘Demon’, and a bucket of water held by the second walking player is dumped on the chosen seated player. The rest of the players have to run until the ‘Demon’ catches someone and tackles them in a wet hug.

The Wager

After spending months in the cold, the sole focus of days and nights on remaining warm, the Spring is a welcome sight. The Wager is an Edoic holiday designed to pull citizens out of their warm homes en-masse to start the year off together. It is an Edoic tradition to engage in a game of chance and share your good luck with others when you’re on a hot streak. In that spirit, The Wager was introduced as a means of starting citizens with some extra pocket money, and encouraging a lucky few to reach for the stars on what can only be described as ‘their year’.

As with all games of chance, an ante is required. The minimum is a mere two Wealth or equivalent items, however those flush with success from the previous year(s) will put in more, raising the potential winnings across the board. The local House (treasurer and master of coin) will pool all of the antes, then divide them out asymmetrically into bags, boxes, and containers equaling the number of participants. When the games formally begin, all participants are set loose on a designated area (usually a forest or other wild land with plenty of hiding spots) where the vessels have been hidden. Some will walk away with only one Wealth, others with the same amount they put in, but a lucky few will find themselves flush with winnings.

After the hunt is over, a feast is held in the honor of Phirio the Whisperer and Kemis the Vigilant. The lucky ‘winners’ usually sit at the heads of their tables, sycophants and ambitious investors praising their luck and courting them for partnership opportunities throughout the year.

Nation Info
Official Name: The Empire of Edos
Capital: Helecanth
Population: ~1,700,000
Government: Triarchy
Leader(s):
  • Callan Lugotorix
  • Licinius Alpus
  • Tallis Elouan
Leader Title: Triuvmir
Demonym: Edosian, Edosite
Major Exports:
  • Steel
  • Marble
  • Manufactured Goods

Military
  • 50,000 Combatants
  • Warships: 40 Warships

Breed Distribution

Religion Distribution
Do not go gentle into that good night...
"Do not go gentle into that good night,
Old age should burn and rave at close of day;
Rage, rage against the dying of the light."

Though wise men at their end know dark is right,
Because their words had forked no lightning they
Do not go gentle into that good night.

Good men, the last wave by, crying how bright
Their frail deeds might have danced in a green bay,
Rage, rage against the dying of the light.

Wild men who caught and sang the sun in flight,
And learn, too late, they grieved it on its way,
Do not go gentle into that good night.

Grave men, near death, who see with blinding sight
Blind eyes could blaze like meteors and be gay,
Rage, rage against the dying of the light.

And you, my father, there on the sad height,
Curse, bless, me now with your fierce tears, I pray.
Do not go gentle into that good night.
Rage, rage against the dying of the light.

~ Dylan Thomas

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