Orscia
Orscia is a sprawling, electively governed kingdom, unified under a monarchy led by a High King or Queen chosen every decade. The realm comprises seven distinct kingdoms, each ruled by a noble House with unique cultural and economic traits. These include maritime prowess, forestry, craftsmanship, equestrian culture, agriculture, luxury goods, and spiritual leadership. The kingdom’s capital, Eldarim, is the central hub of power and alliance, underpinned by a sophisticated military, intricate trade systems, and a dense population structure supporting about 3 million inhabitants.
Crest of Orscia
Shield: The shield is divided into seven equal segments, each representing one of the seven noble Houses that form Orscia.- A ship for House Valerian (maritime prowess)
- A tree for House Blackwood (forested lands)
- A hammer and anvil for House Ironforge (craftsmanship and mining)
- A prancing horse for House Windborne (equestrian culture)
- A cluster of grapes for House Thornhart (agriculture and winemaking)
- A gemstone for House Silverkin (wealth and luxury)
- A radiant sun for House Everlight (spirituality and wisdom)
Structure
Government
- Structure: Orscia is a unified realm formed from seven kingdoms, each ruled by its own King or Queen. Above these rulers stands the High King or Queen, who is elected to unify and lead the entire nation.
- Elective Process: The High King or Queen is elected during the Kingsmoot, which convenes following the end of a term or the early termination of a monarch's reign. This election involves leaders from the seven royal families and other influential figures across the realm.
- Monarch's Term: The High King or Queen serves for a decade, unless a majority of the constituent royal families agree to call for a new Kingsmoot.
- Circle of Regents: A council of eight positions that advises the High King or Queen. Many of the Kings and Queens also maintain a similar council, though they are generally less grandiose.
- High King or Queen: The supreme ruler of Orscia, elected every decade through the Kingsmoot. Oversees the entire nation, making decisions that affect all constituent kingdoms and ensuring the implementation of policies and laws.
- Hand: Acts as a deputy to the High King or Queen, executing the monarch’s directives and serving as the interim ruler in the event of the monarch’s death or incapacitation until a new leader is elected.
- Master of Coin: Responsible for the nation’s treasury, including budgeting, financial planning, and managing economic policies to ensure fiscal stability.
- Master of Laws: Maintains the legal integrity of the kingdom by overseeing the judicial system, ensuring laws are upheld, and legal reforms are implemented as necessary.
- Master of Ships: Manages the naval forces and maritime affairs of Orscia, including defense, trade routes, and exploration.
- Master of War: Commands the armed forces, responsible for defense strategies, military deployments, and overseeing the training and equipping of troops.
- Master of Whisperers: Handles all intelligence services, overseeing espionage, gathering information both domestically and internationally, and advising on security threats.
- Archmagus: Represents the Order of Weavers within the government, advising on all matters related to arcane magic, including regulation, education, and implementation in national defense and public welfare.
- Cardinal: A high-ranking official from the Holy Flame, advising on religious matters, moral issues, and the ethical implications of state policies.
- Hammerlord: A senior figure from the Forged Path, focusing on the integration of craftsmanship and religious practices in state affairs and public life.
- High King or Queen
- Kings/Queens of the constituent kingdoms
- Duke/Duchess: Govern large regions known as duchies, overseeing military, economic, and judicial matters while representing their territories in national affairs.
- Count/Countess: Manage counties, maintaining law and order, overseeing tax collection, and handling local defense and judicial functions.
- Baron/Baroness: Administer smaller areas called baronies, focusing on local administration, agricultural management, and minor judicial duties.
- Knights: Serve as protectors of the realm, upholding the law, defending the land, and maintaining order. Knights often have military roles and responsibilities.
- Artisans
- Farmers
- Laborers
- Merchants
- Blackwood: Originating in dense, ancient forests, House Blackwood is famous for its lumber, hunting, and mysterious folklore.
- Everlight: Known for their devoutness, House Everlight governs is seen as serving as the spiritual and administrative heart of the realm.
- Ironforge: From the mountainous regions, this house is renowned for its mines, metalwork, and sturdy fortifications.
- Silverkin: From lands rich in precious metals and gemstones, House Silverkin controls the kingdom’s wealthiest mines and has a potent influence in finance.
- Thornhart: Former rulers of fertile riverlands, House Thornhart excels in agriculture, trade, and diplomatic endeavors.
- Valerian: Known for their ancestral ties to the sea, House Valerian is rich in maritime trade and naval tradition.
- Windborne: From vast plains and known for their horse breeding, House Windborne prides itself on cavalry and wind-powered innovations.
Demography and Population
Total Population: Approximately 3 million inhabitants.
Population Distribution
- House Blackwood Territories: Densely forested areas; around 12% of the population, primarily involved in logging, hunting, and foraging.
- House Everlight Territories: The spiritual and administrative center, including the capital, Eldarim; around 15% of the population, including a significant portion of the nation's administrative, religious, and educational institutions.
- House Ironforge Territories: Mountainous regions with about 18% of the population; focused on mining and metalwork.
- House Silverkin Territories: Mining areas rich in minerals and gemstones; about 10% of the population works in mining and related industries.
- House Thornhart Territories: Fertile river valleys housing 20% of the population; centers of agriculture and commerce.
- House Valerian Territories: Coastal areas with bustling port cities; approximately 15% of the population lives here, thriving on trade and fishing.
- House Windborne Territories: Open plains where 10% of the population lives, mostly engaged in agriculture and horse breeding.
- Human: Predominant race, making up about 65% of the population.
- Elf: Around 10%, mainly residing in forested and mountainous regions.
- Goliath: 10%
- Dwarf: 5%, predominantly in the mining regions of House Ironforge and House Silverkin.
- Other: Making up the remaining 10%, scattered throughout the nation but more common in cities and trade hubs.
- Urban Population: Around 60% of the population lives in urban areas, with the capital Eldarim and major city centers in each kingdom being the most densely populated.
- Rural Population: 40%, primarily involved in agriculture, mining, and other resource-based industries.
Military
The military of Orscia, as a unified realm formed from seven distinct kingdoms, features a complex and layered defense structure designed to protect its diverse territories and interests. This system integrates the historical military traditions of the individual kingdoms with a centralized command under the High King or Queen and the Circle of Regents. Here’s an overview of Orscia’s military structure.
Command Structure: The High King or Queen serves as the supreme commander of all armed forces in Orscia. Below the monarch, the Master of War, a member of the Circle of Regents, handles the overall military strategy and operations. The military is then divided into various divisions that correspond to the specific needs and specialties of Orscia’s different regions.
Major Divisions
The Royal Guard- Role: Elite troops responsible for the protection of the High King or Queen and the royal family, as well as the security of Eldarim, the capital.
- Composition: Comprised of the best soldiers from across all the kingdoms, known for their loyalty and elite training.
- Location: Stationed primarily in Eldarim but capable of being deployed anywhere in Orscia.
- Role: Each of the seven kingdoms maintains its own regiment under the national military structure to defend their local territories and support national military efforts when necessary.
- Composition: Troops are generally recruited locally within each kingdom, allowing for a regiment that is acclimated and specialized to the local geography and needs.
- Notable Regiments: Each kingdom’s regiment might specialize in certain types of warfare, such as House Valerian’s naval expertise or House Windborne’s mounted troops.
- Role: Protects Orscia’s extensive coastlines, oversees maritime trade routes, and engages in naval warfare.
- Composition: Includes warships and smaller vessels, manned by sailors and marines from coastal regions, particularly strong under House Valerian.
- Headquarters: The principal naval base is located in a major port city in House Valerian’s territory.
- Role: Integrates magic with military strategy, employing battlemages and magical researchers from the Order of Weavers.
- Composition: Mages trained in combat and defensive spells, as well as in the use of magical artifacts.
- Headquarters: Works closely with mage towers across Orscia, especially Rivenvain Tower.
- The Shadow Cloaks: Experts in espionage and covert operations, often working closely with the Master of Whisperers.
- The Griffin Riders: An aerial unit using trained griffins, ideal for rapid response and aerial reconnaissance, mainly recruited from House Windborne.
- Military Academies: Each major city within the kingdoms hosts a military academy where young soldiers are trained in the arts of war, leadership, and strategy.
- Armament and Supply: Forges and armories in House Ironforge and House Silverkin’s regions are critical for supplying high-quality weapons and armor.
- Military units are deployed based on strategic needs and threats. The border areas, particularly those near historically hostile regions, have heavier military presences.
- The military also engages in regular joint exercises to ensure interoperability among the diverse units from different regions and specialties.
Foreign Relations
Trade & Transport
In the realm of Orscia, trade and transport are vital components of the economy and societal integration, especially given the diversity of regions encompassing the seven noble Houses.
Trade in Orscia
Key Products Traded- House Blackwood: Timber, fur, and herbal medicines.
- House Everlight: Religious artifacts, books, and scholarly materials.
- House Ironforge: Metals, gems, and crafted armaments.
- House Silverkin: Precious metals, jewelry, and luxury goods.
- House Thornhart: Agricultural produce, wines, and textiles.
- House Valerian: Seafood, salt, and naval equipment.
- House Windborne: Horses, grains, and leather goods.
Transport in Orscia
Road Networks: Orscia has an extensive road network connecting the major cities and towns across the various kingdoms. These roads are well-maintained and patrolled, facilitating safe and efficient travel and commerce. River and Canal Systems: Given the geographical diversity of Orscia, many regions utilize rivers and canals for transport. House Thornhart, with its fertile river valleys, uses its waterways extensively to move agricultural goods to other parts of the realm. Magical Transport: In regions where the Order of Weavers is strong, magical means of transport, such as teleportation circles, are used, especially for high-value or urgent deliveries. Rivenvain Tower, the headquarters of the Order in Orscia, serves as a central node for magical transport. Air Travel: Limited to the elite and military, air travel in Orscia includes the use of magical creatures such as griffins and other flying beasts, especially by the Griffin Riders of House Windborne. These creatures are often employed for rapid communication and transport across the realm’s more inaccessible areas.Regulatory Bodies and Infrastructure
Trade and Transport Council: A subset of the Circle of Regents, this council regulates trade practices, tariffs, and transport safety standards throughout Orscia. It ensures that all regions benefit equitably from trade agreements and that transportation networks are efficiently managed. Infrastructure Maintenance: Maintenance of roads, bridges, and canals is a significant undertaking managed by local governments with funding from the central treasury. House Ironforge, with its expertise in engineering and construction, often plays a crucial role in these efforts. Customs and Tariffs: Managed by the Master of Coin, customs stations and tariffs are strategically used to regulate the flow of goods into and out of the kingdom, preventing economic exploitation and ensuring the treasury receives adequate revenues from international trade. Security: With the realm’s prosperity heavily reliant on trade and transport, security is paramount. The Master of War coordinates with local military units to protect major trade routes from banditry and external threats. The Master of Whisperers also plays a role in securing trade secrets and preventing espionage that could undermine Orscia’s economic stability. This comprehensive system of trade and transport not only bolsters Orscia’s economy but also integrates its diverse regions, promoting unity and cooperation among the various Houses. The strategic use of both traditional and magical means of transport ensures that all areas, regardless of their geographic or economic specifics, are well-connected and contribute to the realm’s overall prosperity.
United as One, Greater than the Sum
Founding Date
395th year of the Divine Age
Type
Geopolitical, Kingdom
Capital
Alternative Names
Seven Kingdoms of Orscia
Demonym
Orscian
Head of State
Government System
Monarchy, Elective
Power Structure
Feudal state
Economic System
Mixed economy
Official Languages
Controlled Territories
Notable Members
Friendly
Orscia and Raelia enjoy a positive relationship characterized by strong cultural and academic exchanges, mutual economic investments, and mutually beneficial alliances. This partnership has been beneficial for both nations, fostering goodwill and cooperation.
Friendly
Orscia and Treyana maintain a friendly relationship characterized by regular trade and diplomatic cooperation. Their geographical proximity and shared economic interests have fostered a mutually beneficial partnership. This includes collaboration on maritime security, which is crucial for both nations given their reliance on sea routes for trade. Additionally, cultural exchanges and tourism between Orscia and Treyana have contributed to a deeper understanding and appreciation of each other’s societies, further solidifying their relationship.
Neutral
Ardania and Orscia have a distant but respectful relationship. While there are no major conflicts, there is also a lack of significant alliances or cooperative initiatives, leading to a neutral stance between the two.
Cautious
Maldenbad and Orscia maintain a relationship marked by cautious diplomacy. Historical disputes over territorial borders and competition for regional resources have left a legacy of mistrust between the two nations. However, both recognize the benefits of maintaining a level of peaceful coexistence to avoid unnecessary conflicts. Their interactions are often formal and focused on maintaining stability rather than fostering close ties. Trade between them is limited but functional, focusing on necessary goods that are not politically sensitive.
Cautious
The relationship between Orscia and Calbrune is marked by wariness due to historical conflicts over trade disputes and border management. While there are no active hostilities, there is little in the way of positive cooperation, leading to a neutral but slightly negative diplomatic stance.
Cautious
Relations with Stoneheim are cautious, primarily due to past conflicts over territory and resources. While there is no current hostility, both nations maintain a diplomatic distance, engaging in minimal cooperation.
Unfriendly
The relationship with Luvoria is negatively impacted by competitive political strategies and disagreements over regional policies. Incidents of espionage and political sabotage have further deteriorated trust, leading to a chilly and competitive diplomatic environment.
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