The Stratocracy of Isenfeur Organization in Ashiel | World Anvil
"Iron & Fire, Silver & Sunlight. These you can trust."
Isen proverb
 

The History

 
The Stratocracy has existed, more or less in its current form, since the year 1963 AB when the Heartwood Pact was struck with the Ladies of the Wood. The Isen people existed before this, but most records were lost, destroyed by the upheaval of the Wood. What evidence remains, fragments of recovered documents and tapestries, say that the Isen people fled their homeland after its destruction, and for an unknown length of time they traveled to find a new home. There is a portion of a document which recounts the journey ‘through a land of long shadows and cold wind which abrades the very soul’ before they came across the land of the Wood. It was here upon these shores that they met with the Ladies of the Wood, old powerful creatures with ties to the land. Much talk and negotiation were had before an Accord was reached between the Isen people and the Ladies of the Wood.
 
The Accord stated that the Isen people would have land and reap the bounties of the Wood if they abide by the ancient laws. What those laws were, are known now only to the Ladies, but one can surmise that they involved living in harmony with the Wood and its denizens. The Accord was made with the Kaiser at the time and he was gifted a cutting of the heartwood tree as a tangible symbol of the Accord. It was planted and nurtured in the royal garden and over time it grew into a large tree. Generations had grown up under its branches and the then kingdom had thrived and grown strong. Relations had been peaceful, so much so that while the people abided by the Accord for it was simply a way of life for them now, there were those in the cities who thought it foolishness and superstition. People who had never laid eyes upon a Lady of the Wood, nor felt the touch of the anger of the Wood. Kaiser Wulfhart was among those people.
 
Wulfhart was vain, prideful and foolish, a man who thought he knew better than those whose job it was to advise. His early years in power were believed to be full of poor decisions which made tensions rise, made the Wood lash out in small ways. The generals of his army did they best to mitigate the trouble, to guide him into making good decisions. There had been bad kings before, this storm could be weathered…or so they thought. Wulfhart had the heartwood tree cut down and the wood used to fashion a throne for himself. This act caused the Ladies of the Wood to openly appear before the people of Isen and proclaim their curse, the Wood would no longer tolerate them. The trees, the animals, even the very land itself rebelled against the Isen people, pushing against the cities, overtaking them and crumbling them into ruin pushing them towards the oceans. Wulfhart demanded his people fight back against this evil menace, that they would win, or die in glorious battle. The war was long and hard fought, but it reached a point where Kaiser Wulfhart took to the field of battle with his Generals behind him. The Ladies of the Wood rode out to meet them on wolves and boars, the sight of which sent men with weak wills fleeing the field.
 
The Generals turned on Wulfhart, knocking him from his horse, beating him into submission and stripping him of weapon and armor. The Generals put forth their case before The Ladies that Wulfhart was to blame for the death of the heartwood tree. He and he alone acted, the people did not break the Accord, surely something must be able to be done. The Ladies enacted a harsh toll. The Accord could not be remade…but a new agreement could be reached. A Pact could be forged if they were willing. The Generals proved willing and here accounts vary. Some accounts claim Wulfhart was executed there on the field of battle, his body given over to the Ladies. Others claim that Wulfhart was given to the Ladies still alive for them to enact their retribution on him deep in the Wood. Whichever is true, the Pact was struck and the Isen people saved. They could live upon the land, but no longer on the suffrage of the Wood. They would have to remain on guard, always, and should they falter the Wood would take its tithe in blood. The Isen people were welcome on the land, but subject now to the laws of the Wood as all its denizens were.
 
This was the year 1963 AB, and The Generals took steps and seized complete control, the remainder of the army ensuring the safety of the people in the remaining cities and focused their efforts on survival. Expansion was slow, for the Wood fought against them, not as fierce as during the war, but nor did it give ground easily. Techniques were devised and methods developed and with a slow steady growth the Isen people once more grew strong and numerous. When one city filled, roads were carved through the Wood to a new space and a new city or town was built. Generations passed and the old Generals passed on leaving new Generals in place who took up the mantle of the old. The Pact must be upheld. They had received a second chance, but there would be no third.
 

The Land

 
The Stratocracy is spread over one major landmass and five larger islands, one of which is only accessible by airship, flight or some form of magic. A large mountain range spreads across the nightward half of the major landmass and most of the land not covered by these mountains are covered instead by the Wood. The Wood, as it is known regardless of separation by mountains of road or even ocean, is the vast forest which the people view as a dangerous and semi-hostile neighbor. While the Isen people hunt in the forest and make use of its bounties, it is a dangerous place which claims those who are not careful. Rarely is an accident or a lapse in perception non-fatal within the Wood. The animals are aggressive and vicious, yet their meat and pelts are both of much use. The fruit and nuts of the trees are delicious, yet to the unwary they may eat spoiled or poisonous variants. The insects are equally deadly and valuable. Even the land itself, the soil beneath your feet, can give way to sinkholes, quicksoil and hidden bogs or hide the undead, past victims of the Wood now become its protectors.
 
The mountain ranges seem to not follow the Wood in this, they are safer places and yet despite this the Isen people do not have many cities built in the heights of the mountains. At most they build upon the foothills for a relative few of their settlements. The vast majority are built on the edges of or directly surrounded by the Wood. There are a few settlements built inside the mountains, to take advantage of the metals and stone found within, but they do not delve too deep The sea around Isenfeur is often fog shrouded and while it offers much in the way of bounty, it also offers horrors. Many are a tale of things fished up from the deeps which have killed men and women before disappearing back below. The weather in Isenfeur is that of cool springs, moderately warm summers, cool autumns and cold winters. Snow will fall during winter but nowhere near the amount which falls in Azura. Mornings in Isenfeur often dawn with fog shrouding the land.
 
Activity in Isenfeur is kept mainly to the daytime, with only essential work being done during the night. Night is when the Wood is most active, when the denizens of the Wood seek the unwary. All cities gates are closed and barred before sunset and should you be unlucky enough to be locked outside, you will have to survive the night on your own. Travel as well is restricted during the day and all journeys leave at sunrise and journey to sunset. A town or a Watchtower exists at precise intervals allowing for a journey to be completed between sunrise and sunset. Regular carriages leave each day to allow travel. Isenfeur is ruled by the Soldaisen, the armed forces of the Isen people, and as such the land is divided up into Districts, each District being overseen by a Lieutenant-General.
 
Einkreis is the First District, home to the Capitol city of Deichstad a large naval city and where the Vanguard (the ruling body of Generals) resides. It is also where the city of Konigsmord stands which is said to be the site of the battle where Kaiser Wulfhart was executed, and the Pact was struck. Many of the cities of this district are connected to the naval forces, even the large cities and towns deeper in the Wood have their eyes turned towards the shores rather than to the Wood around them. Konigsmord is also home to the Central Branch of the Kavalltungen.
 
Zweikreis is the Second District, home to the cities of Eingangstad and Sterschmid. Eingangstad is the city that all ships must port at if they do not have papers from Isenfeur, or if they are carrying passengers. Sterschmid is the famous City of Engineers containing great forges of the Soldaisen, a grand Temple to Estarn (itself a forge as well) and is unsurprisingly the home to the Central Branch of the Schmidtungen. This district is the smallest of the districts and only the mountain city of Sterschmid lies further inland. All other cities and towns are upon the shores. It is considered by many to be the safest district in Isenfeur, the Wood there while not peaceful, seems to slumber a little more.
 
Dreikreis is the Third District and home to the city of Albtraumstad, the furthest nightward city in the district. This city like all others must deal with the dangers of the Wood, but they also must deal with other dangers coming from Schlafen Bay as well, as do the other towns and city who share the shore. The people of the third district are perhaps more paranoid than those of other districts, and this may be for good reason. While the Soldaisen does not actively recognize a threat from Schlafen Bay, it is nonetheless and place to be wary of. While ships will sail the Dark Sea elsewhere after night falls, those Captains who know the waters of the Bay will not enter while the sun is down. Also located within this district is the Central Branch of the Fachtungen.
 
Vierkreis is the Fourth District and over half of it is located on one of the large islands. Despite being separated from the mainland, the Wood upon the island acts with the same ferocity as the Wood everywhere else in Isenfeur. The mainland portion of this district is home to the Tiefbrun, a large natural cave opening which stretches into the mountain range in a series of caverns and tunnels which eventually lead to the Dark Elven city of Shadestone, which while located beneath the Seventh District is not technically part of the Stratocracy. Located upon the large island is the Central Branch of the Rechtstungen.
 
Fünfkreis is the Fifth District and is located deep in the heart of the Wood and is home to the city of Kernholz, the birthplace of Onisim Hale. Onisim Hale, also known in legend as Old Man Hale, was the greatest thief of the Isen people and a folk hero to many not only in this district, but others as well. The city of Kernholz is also home to the Central Branch of the Kamfertungen. The mountain ranges encroach upon the nightward side of his district and far nightward nestled in the meeting of two ranges lays the small mountain town of Steinleib with a monastery of sorts nearby. Schwargut as it is known by those in the town is a place where certain members of the Jaegertungen are sent to receive highly specialized training. The details of this training are known only to those who receive it and the highest-ranking staff within the Jaegertungen.
 
Sechkreis is the Sixth District and it is nestled in a pair of large valleys between three smaller ranges of mountains which carve through the Wood. The people of this district are considered to be foolhardy by the people of many of the other districts. All the towns and cities within this district do not have walls, nor gates to be closed when night falls. While the inclusion of strong walls and solid gates are not required by law, many within Isenfeur do not feel safe without their presence protecting their city. This seems not to be the case among the people of the Sixth District and they have unanimously rejected any proposal to build such. They have survived despite any violent forces brought against them, so perhaps there is something to this. The people from there are often considered to be a little strange regardless. This district is home to the Central Branch of the Jaegertungen.
 
Siebenkreis is the Seventh District and a large portion of the cities and towns lay upon the landward coast, or upon the smaller island off the shore. Only a handful of them lay deeper within the Wood, and these are all on the roads which are leading to the cities within the Eighth District that are closer to the mountains. The large port city of Silbestad and the island port city of Juwelenstad are within this district and these two cities provide a large percentage of Isenfeur’s merchant ships. While all Isenfeur is governed by the Soldaisen, the Seventh District is the home of the Central Branch of the Schreibtungen.
 
Achtkreis is the Eighth District and is located far nightward with the mountain range along its seaward and nightward edges. Only two paths lead through the mountains, one into the Sixth District and one into the Ninth. Only a few cities and towns towards the dayward side of the District have walls and gates, most of the settlements within this district seem to follow the same sort of belief that the Sixth district does. The people of the Eighth District, however, are seen as strange and mildly unsettling the further nightward you get. In fact, it is not unheard of for people to be out and about after the sun has set within this District. The city of Serastad is the home of the Central Branch of the Heilertungen.
 
Neunkreis is the Ninth District and it is located on the far nightward end of the main landmass and includes the small island just seaward of it. The nightwardmost part of the main mountain range spans the dayward side of this district cutting it off from the rest of the land. A smaller mountain range exists here, separated from the rest as if cleaved directly from it by a massive force. A large port city, Geheimstad, sits on the mainland while a second city, Nebelstad, rests on the small island. The city of Geheimstad is home to the Central Branch of the Gedachtungen.
 
Zehnkreis is the Tenth District and it is located on the large island nightward of the mainland. A small group of five mountain peaks encased in thick glacial ice dominate the center of this island. Nestled at the slope of this group of peaks is a small town surrounding a castle known as Gefängnis. Within resides the descendants of Kaiser Wulfhart, long ago exiled to the island to live out the rest of their days, the family lineage has nonetheless survived over the centuries. This district is the third and final district within the land that seems to disregard the idea of having walls around their cities. Even though, as is evident elsewhere, being on an island does not stop the Wood from being a danger, the people of this district seem to have other methods at their disposal to protect themselves.
 
Elfkreis is the Eleventh District and is located entirely on a large island floating in the air unconnected to the Dark Sea. The only means of getting to and from the island is of course by magic or airship. Despite this there are several towns and two large cities on the island, one of which is Ätherstad, which is home to the Central Branch of the Zaubertungen. This district is the newest district and settling of the floating island began 639 years ago. It was recognized as a district 189 years prior and the Zaubertungen moved their Central Branch to the city of Ätherstad only 120 years ago. Due to its relatively young age or perhaps its distance from the rest of Isenfeur, or the concentration of those versed in magic, the people of this district prove to be the most progressive of the Isen people.
 

The People

 
The people of Isenfeur have for many centuries been ruled over by the military and nearly every member of society has served a term for that great armed force, if not more. This makes the general populace of Isenfeur prone to a certain level of physical competence that may not exist in other lands. Almost every man and woman know their way around a weapon or two and can fight to some degree unarmed if necessary. While this does not make them as physically large as, for example, the Azuran people in general, there is an inherent toned musculature to them, simply from daily life and training as well as the pragmatic need to keep up on said training. 
 
This is not to say that there are not sickly or otherwise unhealthy people who take things to excess or otherwise succumb to addiction within Isenfeur. There are such people everywhere, but due to the land and the dangers posed within it, the people of Isenfeur have learned to be aware, cautious and even paranoid. If one clouds one’s judgement with alcohol, or one is not capable of reacting quickly enough, one can swiftly find themselves meeting Xistan, The God of Death, unexpectedly. Generally, in Isenfeur you will run across three types of people: actively serving military personnel, retired personnel and civilians. Long ago it was exceedingly rare to run into any civilians, but in recent times the number of civilians who have never served has risen.
 
Due to the military nature of society people within Isenfeur, especially those serving, can find themselves transferred to another city with little to no notice to serve out the remainder of their term. Some return to their homes, but others opt to remain and build a new life in their new home. This has caused over time a large-scale mixing of the various species. According to the most recent census taken by the Soldaisen, some fifteen years prior, the rough breakdown of population by species is as follows:
 
  • 13% Gnisse
  • 12% Humans
  • 12% Orcs
  • 12% Dwarves
  • 10% Tieflings
  • 10% Dark Elves
  • 8% Halflings
  • 8% Dragonborn
  • 6% Light Elves
  • 5% Stormborn
  • 4% Other
 
It is noted that the 4% in Other is most likely divided up between Vampires, Lycanthropes, Geistern and Doppelgangers. This is because out of all members of society polled there was a 4% gasp of non-entries and this was entered in as being Other. Whether this was done as simply a means to have the paperwork filed or if this was a concentrated effort to keep the populace worried and on alert is unknown.
 

The Culture

 
Society within Isenfeur has largely risen due to three major forces. The first and largest of these is of course The Wood itself. The second is the Soldaisen, the armed forces built to govern the lands since the crime of Kaiser Wulfhart made the rule of Kings unpalatable to the people. The third is the Shadowfell, the darkly reflective plane which lay so close to the lands of Isenfeur that there are places deep within The Wood where one can simple step across into that other plane. The Wood exists as a threat, the beasts and the very trees themselves barely tolerate the existence of the Isen people. It is only the Heartwood Pact which allows The Wood and the Isen people to co-exist, for lack of a better term. The Soldaisen was envisioned and built from the ashes and grew to rule the people and shape them in its own image. The Shadowfell reaches out with cold dark fingers seeping into the lands of Isenfeur and causing all manner of things to be twisted and tainted by that dark plane.
 
On the whole outsiders tend to find the Isen people to be pragmatic, serious, willing to obey authorities, suspicious of those they do not know, superstitious and stand-offish, or even rude in some cases. This is not because they are rude, but simply are guarding against eventual threats. Much of the superstition and odd quirks of the Isen people are methods and manners of guarding against the threats that they have faced for centuries. An Isen will never invite another person into their home. They will always make mention of food or drink being taken at their home at a specific time, without ever uttering the words come over. This is because both vampires and geistern can not enter the private residence without first being invited.
 
Silver is of large use both in architecture for door handles and bars to cover windows. People also often will carry a silver coin or a small silver bar and will throw it at strangers or place it in their hand or offer it to them as a means of sniffing out lycanthropes. The sudden asking of deeply personal and pointed questions is often used to ensure that someone is not in fact a doppelganger taking the place of someone they used to know. Other means and methods are used to battle other creatures of the Shadowfell and has resulted in an odd mélange of societal quirks which when combined with their serious demeanor can make people uneasy around the Isen.
 
When it comes to their work life the Isen people are efficient and swift, they take pride in doing a job and doing it well and nothing satisfies them more than finishing a task on time, expect perhaps finishing it early. You will not find many lazy people within the Isen and unlike other lands there seems to not be much if anything in the way of the destitute and poor. Beggars on the street are not there because of having no money or being without a home. They are all too often there because they choose to be for one reason or another. Perhaps they are a monk or cleric, or even a paladin, who has taken a vow of poverty and must live off the kindness and generosity of others. Perhaps they are an artist using the time as an experience to further their art, or a thief or spy posing as a beggar to case a target or learn information. There is also the possibility of them being a high-ranking military official in disguise in order to gauge the charity of a city or a district, there are more than a few stories of such happening.
 
When the work is done, however, the Isen people do know how to enjoy themselves. They work hard, but they play harder. They can be a loud, intense people when in celebration, most celebrations of course happening during the day while the sun is in the sky, as does most of the work. When the sun goes down, the cities and towns close and bar the gates, the walls are manned and defended and the city streets are patrolled. People are strongly encouraged to remain indoors wherever they happen to be. It is not unheard of for customers and employees to have to hunker down for the night within a shop because they were caught up in what they were doing and did not notice the sun setting. While not everyone obeys this unwritten rule, those who venture out despite the sun being down will find themselves subject to questioning as to where they are coming from and going to and who they were with, should they meet up with a patrol.
 
The cities and towns of Isenfeur are almost always laid out in a grid pattern of streets and avenues that crisscross. Once the basic system is understood navigating a city is easy and straightforward. Each building has a number assigned to it as does each street or avenue, and the combination of these two provide anyone with the address of the place. The cities and towns have a sewage system built beneath the streets, while above ground the streets are narrow and only wide enough for a single cart or carriage. Problems in traffic were solved by making the even numbered streets only allowed to be travelled in one direction while the odd numbered streets are allowed in the other direction. The land within the cities and towns is made of extremely efficient use, each house having its own garden, self-sufficiency being the goal of each house and indeed each city. There is extraordinarily little in the way of wasted space. Even the military owned land has its own gardens tended to by the soldiers in training.
 
Opulence among the Isen people is less a matter of how much you have and more a matter of how exceptional what you have is. Quality is prized over quantity.
 

The Government

 
The Soldaisen, the armed forces of the Isen people, also forms the basis of the government. The Vanguard is where all power within Isenfeur rests, ultimately; it is a ruling body consisting of ten Generals, each General ruling over one of the ten branches of the Soldaisen. It is the ten men and women who decide the path the Isen people will walk into the future. They vote on matters of import regarding major events and set policy for the rest of the rank and file to adhere to. When one of them passes on, other junior officers from the rank of Colonel and up to Lieutenant-General can put their name in to be considered. The remaining Generals then vote on each candidate after they have been through a thorough interview and vetting process. In all voting should the number of Generals present and capable of voting be even, one of them will abstain from voting to ensure a majority is always reached.
 
Each District within the stratocracy is governed by a Lieutenant-General who oversee all the cities, towns and villages within their borders as well as maintains good relations with their neighboring Lieutenant-Generals. Each city is ruled over by a Major-General and each town is ruled over by a Brigadier-General. Each village is overseen by a Colonel and each of the Watchtowers is run by either a Lieutenant-Colonel or a Major. The economy of Isenfeur is closely monitored and controlled by the government, the basis of it being that one silver piece will buy you one meal. A meal is further defined by the government as requiring meat, vegetables, bread and a drink; this being the standard meal given to recruits and soldiers to provide them with all the necessary fuel to keep fighting. Growing out from this all other prices are then based upon this immutable fact. Swords and armor, hours of labour, fancy clothing, all of it extrapolated from the cost of a single meal.
 
Given the tight control the government has on goods and services it is no surprise that many goods and services are tightly monitored and regulated. Bread, beer, weapons, armor, horses, carriages, wagons, building construction, silver (both coins and goods) and of course military uniforms are all heavily regulated and audited often. Irregularities or evidence of fraud or malicious intent can and will result in heavy fines and even imprisonment or if the offense is serious enough, summary execution.
 

The Laws

 

The Gods

 

The Dangers

"By sword, stone, tooth or claw,
the heart's blood will flow."

Founding Date
1963 AB
Type
Geopolitical, Stratocracy
Capital
Demonym
Isen
Government System
Stratocracy
Power Structure
Unitary state
Economic System
Command/Planned economy
Isenfeur & The Dark Sea
The Stratocracy of Isenfeur & The Dark Sea

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