Sunar Confederacy Organization in Galledall | World Anvil

Sunar Confederacy

The region of Sunar is inhabited by five tribes. For generations they warred against each other until they were all conquered by the Almaridian Empire. Although they despised each other, they banded together and reclaimed their freedom, forging a confederacy to help protect each other and themselves from any further incursions. The region only has a couple prosperous cities which trade in commodity goods, getting so much wealth that the cities are lavishly decorated and are welcoming to travelers all around. But most parts of Sunar are horribly poor and dislike outsiders, who are common targets of the desert bandits that patrol the area.  

History

Age of Mortals

Even before the First and Second Cataclysms, there have been those living in the region of Sunar, typically keeping to themselves. The first people of Sunar's history is lost to the sands of the Katawani Desert.

 

Post-Cataclysm

By late the last Post Cataclysm era, there were five major tribes existing in the region of Sunar: The Galedites, Ivrosites, Verzanites, Labashites, and Alekites. These tribes would grow into kingdoms as they absorbed smaller tribes or eradicated them. The first members of these tribes are believed to have been humans. These groups would constantly fight each other for control over the region of Sunar. They mostly kept to their own desert because their weapons, tactics, and ways of life were unfamiliar to the surrounding wetter, cooler climates.

 

Age of Restoration

The return of magic went nearly unnoticed in Sunar, each kingdom continuing to live by its own traditions and fight each other. However, tensions with their neighbor the Almaridian Empire began to rise. The empire set out to conquer the region because it was a convenient gateway to the Katawani Peninsula and potentially the Varotra Sea. Though the Almaridians were unfamiliar with the desert terrain, they quickly overpowered the disunited kingdoms by mid 4 A.o.R. Though the kingdoms of Sunar did not get along, they much preferred each other's company than that of a foreign empire. In 7 A.o.R., the Hadaran Empire sent aid to the insurgents of Sunar to destabilize the Almaridian Empire that was fighting with the Hadarans to the east. After nearly three years, the Almaridians finally agreed to pull out of the region on 4th of Galmore, 8 A.o.R., pulling together their resources to fight off the Hadaran Empire. Afterwards, each of the leaders of the kingdoms met together and agreed upon the formation of a loose confederation to better combat future incursions into their territory, knowing that if they did not work together, the next Almaridian invasion would likely be the end of them.

   

Social

The people in each kingdom making up the confederacy typically get along fine with each other regardless of race or class, as most live out their lives never leaving their village. However, nationality is a much bigger dividing factor in the region. The people of Sunar, especially the Galedites and Ivrovistes are xenophobic. Most of the natives are not cruel towards outsiders, but simply do not wish to have anything to do with them. While some travelers who are directionless are steered into the heart of the desert by the occasional swindler, most are simply mistrusting of outsiders. Most in the desert also have no sympathy for those who venture into it unprepared, but will respect those who respect the desert and the threats the land throws at them. This isn't as much of a problem in Alekar, Labashon, or Verzana, where travelers are more commonly seen. This is especially true for the bigger cities where trade is done. Unfortunately xenophobia also extends to the members of the confederacy as well, with most despising each other in some way. Murders of one being born in another kingdom is relatively common the further one ventures southwest.

Such banditry is a common sight in the desert, with each kingdom having different groups that patrol their territory, often looking for travelers or rich, poorly defended merchants. One group that patrols the whole region are the Dune Striders, mercenaries and protectors of those in the desert, often extending to travelers and outsiders. Dune Striders are well respected for protecting smaller towns from the groups that prey on their own homeland, but they do not help out of kindness. They expect compensation from those they protect and escort. Their rivals are another gang that patrols the whole of Sunar known as the Jackals. They are pure desert bandits who commonly attack trade caravans and raid villages. Though the two groups sometimes come across each other and fight, they are just as likely to sit down and have a drink with each other in a tavern. Those who do not pay the Dune Striders for their services or simply wrong them in some way are often reported to the Jackals. With the acquired knowledge, the Jackals are certain they can attack the target with no worries of retaliation, while typically steering clear of settlements that do pay tribute to the Dune Striders.

 

Political

The confederacy has a king, Saner Belzari, but that is simply because he is the ruler of the provisional capital of Sarhrad. Here the leaders of the confederacy meet to discuss issues of state, such as war, economic problems, or social issues. The five leaders typically get along as poorly as their countrymen do. There is constant threatening to pull out of the confederacy, which each kingdom is permitted to do at any time, making the future of Sunar and the confederacy uncertain. Each of these kings are in total control of their own regions, with no oversight whatsoever. Though international trade and travel is permitted, the kings are not considered responsible should anyone happen to disappear within their boarders. Because of these occurrences, the kings often bring a detachment of their armies with them to meetings in Sarhrad. Which commonly turns the most insignificant meeting into a standoff. The region of Labashon was actually selected so that in case the King of the Labashites betrayed the others, he was surrounded on all sides.

For each individual kingdom, there are few that hold any power. The region is small enough that there are only a few cities, and a handful of towns and villages. Because of this, each king typically appoints guard captains directly that govern towns and villages, these captains reporting directly to the king in most cases.

 

Economic

The desert does not produce much in most regions, but there are areas that do produce in excess. The Region of Alekar is abundant with jewels, silver, and gold. The region of Ivros has plants that are used to make incense that is traded across the rest of Vadovass. Both Labashon and Verzana have very high crop yields and excel in raising livestock. The poorest of the five regions is by far Galedon, which while having access to some mines, they are so far away from most potential buyers that it is hardly worth transporting. The main trade good is salt, which is harvested from the regions salt flats, most of which is sold locally as to deny their neighbors any share of gold. Most of the economic issues of Sunar stem from banditry as well as unpredictable weather and flooding patterns of the region's rivers. Currently most of the population is either increasing in wealth or slowly slipping into poverty.

 

Religious

The harshness of the Galledallian Pantheon fits well in Sunar. Each of the five kingdoms venerate the Galledallian Pantheon and have made it the state religion. While not illegal to worship other gods or follow other pantheons, doing so is defying tradition, which can be dangerous depending on where you are in the region. Sunar is known to have very religious people, with gods for bandits, gods for merchants, and gods for rulers, everyone has someone they can venerate. Unlike in the Hadaran Empire, worshiping any of these gods, even those viewed as undeniably evil, is acceptable.

 

Military

Before the five kingdoms united, none of their militaries could hold a candle to any other nation of Galledall. They are currently known to be much stronger, if disunited. The archers of the region are known to be second only to elven marksman. Marksmen of higher standing are also trained in horse archery, making deadly warriors. Despite being collectively powerful, the armies of each nation never campaign together.

 

Foreign Relations

The confederacy and its rulers think little of the economics or political landscapes of other nations. Since no one is really in charge, no one is free to offer an alliance with the confederacy. Their biggest friends are their trade partners, those being the Republic of Viltanor and the Free Kingdom of Soldern, the latter of which extended an official alliance to all five of the kings independently, making it the confederacy's only official ally, both of whom share a common value in freedom and have a mutual enemy in the Almaridian Empire. While the Republic of Viltanor gets along fine with the region, its traders traveling through it into the heartland or into its ports, both are content in calling each other economic allies rather than military or political ones.

 

Magic

Magic is almost non-existent in Sunar, save for the occasional travelling mage that passes through on their way to another nation or looking for hidden ruins in the desert. Perhaps the only source of magic that can be documented are the ancient ruins that the desert winds sometimes uncover across the land. The arid air of the desert has helped preserve some of these which may date back as far as the Age of Immortals, which makes them older than even most elven structures. Some uncovered artifacts are found and sold or kept as good luck charms by the ignorant scavenger, while some mages wait for sandstorms in hopes ruins are uncovered, if only for a day, before they are hidden again. Of course, these are seen as valuable property of the kingdoms, so those who are found out to be raiding forgotten tombs are often tortured in hopes of finding the ruins or relics for themselves, making the region dangerous for those who are suspected to be thieving magi. More ruins await in the heart of the Katawani Desert, but almost every Sunarian knows that venturing out further west than Galedon and further south than Ivros is a death sentence without the proper equipment.

Type
Geopolitical, Country

Tense and Hostile


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