The Orwoin Organization in Hadeneau | World Anvil
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The Orwoin (Or-woyn)

Structure

The structure of the Orwoin is like a line of administration with the royal family at the top, and the commoners at the bottom, this structure will work from the most powerful to the lowest in the chain.
  • The Royal Family: The Lucidnas, the royal family of the Orwoin, are the final say in everything that is contested in life for Orwoinions. They make all decisions and set all ordinances, and they are in control of the military. They have control over all aspects of life under their rule.
  •  Governers: Appointed by the royal family to oversee the magisters and city councilmembers of their regions. Often times the most sought after position of commoners, as it is the most powerful in the government right underneath the royal family. They are able to make decisions on what does and doesn't go in their regions.
  • Legislators and The Royal Senate: These two sections go hand in hand. The Legislators of Her Majesty are there to dictate and mold the royal family's decrees into law. Once they are written, they are passed to the Royal Senate. The Royal Senate is used to assure the public that their concerns are important. The Senate is used only to lie to the commoners, as there is never any deliberation on whether or not a law will affect the public positively or negatively, the senate is used by senators just to gain more power for themselves. Often times senators will fight to get an act passed that will get them in the good graces of the royal family, who will then assign them as governors over a region.
  • Magisters: Magisters are those in charge of the cities and all of the programs within them. Oftentimes magisters are the ones who can make the most positive impact in the government, as they are more local, and have the ability to adapt oppressive laws into something better under the guise of "a better fit for the community." However, oppressive Magisters can be horrible for communities in the kingdom, as they can become dictators of their own little kingdoms within the Orwoin.
  • Enforcers: Enforcers are offshoots of the military, under the command of their local magister. They enforce laws and suppress dissent, blindly loyal to the kingdom, as much of their military is.
  • City Council: Where royal senators spend most of their time. When commoners have issues they come to the senators who deliberate amongst themselves and the magister. Also the bureaucratic center of a city, keeping the records and filings of commoners in their city.
  • Public: That of course leaves the public, at the bottom of the hierarchical ladder, subject to the whims and fancies of their rulers.

Culture

The Lucidnas founded the Orwoin out of their own greed and desire for knowledge, but for the citizens, the Orwoin was founded out of necessity. In the early days, before the Orwoin was a fully fledged kingdom, but just a single settlement, many people flocked to it because of its safety from pirates. As such, Orwoinions have a sort of skepticism about life and outsiders. Often times, security takes precedence over pleasure seeking for many adult Orwoinions. This gives them a reputation as a group of prudes, but Orwoinions have a rich life and society. The safety that they have fought so hard for has given them the ability to build and expand beautiful cities and establishments that are citadels of civilization. In Orwoin cities, art is highly valued, and many high class citizens spend their time cultivating art collections, commissioning pieces, or visiting galleries. Lower class citizens also have an appreciation of the arts, and have found ways to incorparate it into their lives, through exhibits known as penny galleries, which are essentially what they sound like. Galleries that can be viewed for a penny, filled with art pieces made by commoners, or string ensembles made up of people the rich consider gutter trash. All of this appreciation of the arts is endearing, but it also creates an air of superiority, as many Orwoinions consider themselves the height of civilization, the paragon of modern living. It breeds hatred and discrimination among outsiders, further fuel for their skepticism of others, an unfortunate but common saying among even the lower class of Orwoinions is "Better a peasant than a Hade." A reference to the Hade Genasi, who have existed in Hadenaeu long before the Lucidnas arrived. Because of the superiority among Orwoinions, they deem the Hade and other groups like the Sun Goliaths as dull witted brutes. This discrimination is wide spread, but not total, there are many Orwoinions who see that this discrimination is unjust and horrible, and who advocate for fairer treatment. Likely owing to the Royal Family's own thirst for knowledge, there is pressure among Orwoinions to become as educated as possible, and higher education among the Orwoin colleges and universities is paid for by the government, as ignorance and low intelligence is quite possibly the most disdained idea among public consciousness among the Orwoinions. This has caused the majority of Orwoinions to be quite well educated and read. In all, the culture of The Orwoin revolves around intelligence and appreciation of the arts, which creates an unfair sense of superiority among the public and the government alike.

Public Agenda

The agenda of the Orwoin mostly follows their motivations since their inception. That being the expansion of their influence and the obtaining of knowledge. As they have much more power, it has changed, but the baseline desires are still there. They fund expeditions to chart land, find mythical treasures, or just bring back some new knowledge about something they haven't heard about before. Another part of their agenda is to maintain control of the seas from in their words, "forces of chaos." That means pirates, and anyone who would dare oppose them. They are avid pirate hunters, and offer the highest price for the head of a pirate captain, even more if it's the head of a pirate who's been troublesome. They have also begun to make their search for knowledge more aggressive as well, with the establisment of The Royal Scholar's Society. The Scholar's Society is an organization made up of the heads of the Orwoin's most prestigious universities and is used by the kingdom to research and investigate leads that the Royal Family deems worthy. With the assistance of the Orwoinion Navy, they are sent out to either capture or negotiate to acquire whatever the royal family has sent them out for.

Assets

The Orwoin has near unlimited resources at their disposal. Because of their large population and rich surroundings, they are able to spread industry into every field, making them rich, and providing all the resources they need for defense and conquest. They have a significant military presence and because of their desire for knowledge, they are never short on intel. They have fortifications around their most precious ports and islands, where they also launch their expeditions from. Firearms and weaponry are never in short supply because of their expansive industries, and neither are ships.

History

The origins of the Orwoin are detailed in the article about The Lucidnas, but the modern history of the Orwoin is fraught with conflicts instigated by their own greed. Since the Orwoin's founding in 1347 AD, they became entrenched in conflict with their nearby settlements while they expanded from 1350-1394 AD. In those fourty-four years of conquest, they had many battles, but either through treaties or force, they were able to win control of their region. They would have continued if it were not for the arrival of a new kingdom, The Pernsival. The Orwoin, not to be out done, quickly entered a war with the Pernsival from 1400 to 1401 AD. After an embarrassing defeat, the Orwoin decided to let their new neighbors stick around, fearful that they would get demolished again. In the mean time, the Orwoin slowly built their forces and cities, and for the past 200 years, they promised that they would keep to themselves, and they did, mostly. They did not pick fights with other kingdoms or settlements, but had begun conquering and assaulting others in search of rare artifacts. for example, in the years 1614-1617 AD, the Orwoin had led a full sized war against the Hade in search of a mythical elixir known as "The Tears of The Sea." The Hade had no idea what those even were, but it didn't stop the Orwoin of accusing the Hade of hiding it from them, and attempting to wipe them off the map for it. The war was bloody and brutal, and ended with a truce and an agreement that the Orwoin would never step foot on Hade land ever again. In modern day, the Orwoin have continued to assault others in search of rare items that may or may not exist, for example, just four years ago, in 1657, the Orwoin had sent spies into Citadel Hellblau of the Ruby-Eye clan of dwarves in search of the Heart of Oskar, a stone said to be the heart of the first dwarf lord who entered Hadeneau. When the spies were found out, the current dwarf lord of the citadel, ironically, Oskar III demanded a personal apology from Queen Gertrude. It's this blind want for artifacts that gets the Orwoin into these insane situations time and time again, the Orwoin's history is one of uncontrollable avarice, and its expected to continue on that path.

Demography and Population

On many Orwoin maps you will find many islands that they have ownership of, but supposedly no established cities or settlements of the kingdom. These islands are used by the Orwoin for their industries but are not deemed good enough for an Orwoin settlement. They claim that this is because of their size or environment, but that's only half truth. The other half of the story is that there are already people living on the island. Small settlements that exist under Orwoin rule in a weird limbo state of independence. The Orwoin had made a promise after their war against The Pernsival that they would not conquer or invade other settlements and instead keep to themselves and improve their empire. Because of this compromise, the Orwoin are hesitant to tell these settlements to pack their bags and find a new place to live, so they have a mutual agreement of "live and let live." These settlements are spread pretty evenly across the Orwoin kingdom, and Orwoin laborers who live on the islands because of their assignments often times have tense relationships at best. The Orwoinions don't want to have to be near these settlements and people they deem inferior, and the locals don't want the Orwoin breathing down their necks.   As for population of Orwoin cities and citizens, it's growing exponentially. As the safety and quality of life increases under the protection of the Orwoin, people grow their families in hope of a better future than their parents or grandparents had. Because of this, more and more Orwoin cities and settlements have begun to pop up, to accommodate for this population boom, and the population of the Orwoin continues to spread throughout their borders.

Territories

The territory of the Orwoin is vast, owing to their early days of conquest. Their borders stretch from the far eastern tip of Isla Cassaro, to the far western end of Isla Terresso, and from the southern coast of Isla de Fuego to the northern edge of Isla Guadasia. This vast area is why the Orwoin rely so heavily on trade and industry to keep them afloat. The costs of ruling a territory that large add up very quick, so their greediness can be understood from that point of view. The Orwoin rule their territory like a starved beast over its latest kill. Paranoid of invasion at all times, they have navy crews stationed at every nook and cranny of their borders. Fearful also, of invasion from within, they rule over their islands and cities with an iron fist, despite the fact that they have held many of their territories for more than a century. Their oldest settlements rank around three-hundred years old, and yet they are still ruled as if they were in the throes of a full scale revolution.

Military

The military of the Orwoin is one of their most vital assets, however, none are as feared or decorated as the Orwoinion Navy. The ground troops of the Orwoinion are still valued and necessary, but nowhere near as skilled as the troops of The Pernsival, their main rivals. The ground troops of the Orwoin are split into a couple categories. Infantry, who are on the frontlines, Riflemen, who cover the Infantry, Artillery, who cause chaos and major damage to structures on the battlefield, and above them is their field commanders, who guide their attacks. All of this organization is well and good, but often times the ground troops lack the skill to preform nearly as well as the navymen, as those who can't make it in the Navy are often times sent to be landlubbers, and when you're not as skilled in one branch of the military, chances are high that you won't be skilled in the others.   However, by selecting the cream of the crop to become navy members, the Orwoin Navy is near unstoppable. Outgunned by none, the largest on the seas, and the most disciplined, there is a reason why pirates shudder when they hear tales of "The Sea's Aristocrats." A moniker given to the largest and most skilled crews of the Orwoin navy, who pilot massive warships, and take no prisoners. The Orwoinion Armada, as it is more often referred, like the ground troops of the Orwoinon military are split into a couple sections. Los Ejecutores, Los Commandantes, and Los Pinnaculos, in order from least influential to highest, Los Ejecutores is the largest section and includes the ships and crew members who are sent on the common missions, like low stakes escorts and less important conflicts. Los Commandantes are the ones who oversee the smaller operations and carry out much more important missions, such as assaults on hostile positions and advanced escorts or searches. Los Pinnaculos are the farthest removed from the other two, Pinnaculos are assigned personally to operations by officials, and are often sent in when the battle seems lost. They are the ones sent to hunt down the most feared or hated pirates, or sent to search for a lost treasure or crew that the Orwoin want no one else to know of.   As for security, the Orwoin position the City Guard in their settlements to keep an eye on their citizens, and protect from the occasional pirate raid, the City Guard is filled by infantry members who want better pay or a more eventful job. The Public Security however, are the guards responsible for responding to crimes and keeping watch over prisoners. Public Security also "guards" labor sites likely to be sacked by pirates, or deserted by fed up workers.

Technological Level

While not on the bleeding edge of technology of this era, the Orwoin are no slouches when it comes to being with the times. The Orwoin have a large amount of educated people and scientists at their disposal, so it's not shocking that the Orwoinions have access to many useful more modern inventions. They've cracked the code of indoor plumbing, and continue to press the envelope of what can be used as a weapon, debuting new types of cannon shot like chainshot, or firebombs.

Religion

Religion in the Orwoin is not nearly as restricted as the other aspects of life in the Orwoin. Madonism, as shown in the article, is the primary and most popular religion of the Orwoin, as it is the practiced religion of the Lucidnas. Despite this, the Orwoin are not restrictive of religion within their borders, as all citizens are free to practice whatever, however, whenever. This surprising amount of liberty likely owes to religion not being as highly valued within Orwoin society. Of course, this freedom inspires some less than savory religious groups to arise, and cults have become a more prevalent issue among the Orwoin recently, and they are struggling to find solutions, as the promises made by these cultists have been attracting large numbers, and senators from all corners of the Orwoin Kingdom have been panicking, as a massive safety crisis seems to be brewing. Some believe the only solution is to make practicing any religion besides Madonism illegal, but some are hesitant to accept a solution that radical.   While the cults grow into a larger and larger issue each day, it stays mainly at the back of public consciousness however, as religion has been a non factor for much of the Orwoin's history. At most, it was used as a propaganda tool in the Hade conflict, but religion has never held a very powerful position in the world of the Orwoin.

Foreign Relations

The foreign relations of the Orwoin are hesitant, but present. The Orwoin recognize the importance of diplomacy, but because of their superiority complex, it all comes through gritted teeth. Relations with the Pernsival are stable, as they've kept to their promise of no invasions, but recent trade disputes between the two kingdoms have rocked the boat. The dispute began when the Orwoin had begun a campaign to suppress a round of demonstrations by protesters fighting for a better and reformed senate. Sympathetic philanthropists from the Pernsival had been sending supplies to the demonstrators and to cut off this supply, the Orwoin had formed a blockade around the island. When the Pernsival were upset and demanded answers, the Orwoin had said that the protesters were violent and would attack the ships, but had no evidence to back that claim up. The Pernsival demanded that they be let through the blockade as the city was an important stop on a trade route. The Orwoin refused initially, but as more and more people learned of the true nature of the protests, they cracked under the pressure and called off the blockade. The ending of the crisis helped defuse some tensions, but the relationship of the Orwoin and Pernsival remains shaky. Of the other small organized groups in Hadeneau, their relationship with the Orwoin is hesitant. As the Orwoin is the largest kingdom in Hadeneau, the smaller ones have a natural fear of them, but because of the treaty that the Orwoin signed, they are more encouraged to do business with them, and benefit off of their neighboring borders.

Laws

The laws of the Orwoin belong mostly to two factors. The first of those two being security. The second being economy. In regards to security, those are the oldest laws among the entire codex and many were written at the inception of the Orwoin Kingdom. The laws in the codex relating to economy are much broader and are often updated and added to. There are many, many laws among the Orwoin, all dictated and written by the Lucidnas and the legislators. The law texts containing every law written by the Orwoin are often housed in the city hall buildings. It would be pointless and monotonous to list every Orwoin law here, so the next laws presented are part of the Code of Esparez, the most important laws of Orwoin life.  
  1. Crimes against Officials or Nobles
    • Assault or Impersonation of an Official: Punishable by Death
    • Assault or Impersonation of a Noble: Punishable by Imprisonment of up to three years and five hundred Corons in damages.
    • Blackmailing: Imprisonment of up to fifteen months.
    • Bribery: Exile of up to twenty-five years.
    • Murder: Punishable by Death
    • Coercion of an Official: Lifetime Imprisonment
    • Coercion of a Noble: Punishable by Strikes, five thousand Corons in damages, and ten years of Imprisonment.
    • Public Dissent: Punishable by up to a month of Imprisonment, and Beatings.
    • (Piracy) Taking an Official or a Noble as a Hostage: Punishable by Death
    • (Piracy) Extortion of a Noble or Offical: Punishable by Death or forty years of hard labor
  2. Crimes Against the Settlement
    • Arson: Punishable by Death or hard labor of up to a year, with one thousand Corons of damages.
    • Assault: Punishable by Imprisonment of three months and Beatings.
    • Murder: Punishable by Death or Imprisonment of up to ten years.
    • Coercion of a Citizen: Punishable through payment in damages, determined by severity.
    • Disturbing of the Peace (drawing weapons in public, continued heckling, being a nuisance): Punishable through Fines of up to three hundred Corons, and/or up to a week of imprisonment.
    • Theft: Punishable by up to five years in Prison, and Beatings.
    • Piracy (including, but not limited to, Murder on the High Seas, Theft, Extortion, Taking of Hostages): Punishable by lifetime Imprisonment or Death
  3. Finance and Enterprise
    • Taxation of Citizens: Citizens are expected to contribute a portion of their earnings to their bi-yearly taxation by the Orwoin in order to continue to enjoy the prosperity and liberties of living under Orwoin rule. Failure to meet the required amount of Corons in taxes can result in suspension of civil services, including access to public buildings or services. Repeated failures can result in Imprisonment.
    • Taxation of Businesses: To maintain the privilege of operating a business on Orwoin soil, a portion of the earnings from the business must be payed in a yearly tax. The required amount will be determined by the business's assigned inspector at the beginning of the year.
    •  Regulation of Businesses: All businesses on Orwoin soil are subject to reviews by Orwoin officials to keep up on quotas and verify that all enterprises are operating in accordance to law. If deemed that one or the other are not meeting their goals, the business is subject to immediate termination or repossession.
    • Identification: In order to partake in civil services, such as public transport, or government banking, the citizen requires an Orwoinion Identification Document (OID). The OID contains the citizen's birthname, gender, and a list of some noticeable physical attributes, all to verify the owner's identity. The OID must be presented whenever requested. Often times by city guards at checkpoints, or when a citizen would like to access records at a city hall.
  4. The Code of Esparez are not the only laws of the Orwoin, far from it, but they are the ones most important to daily life of an Orwoinion citizen. When one of these laws are broken, there are a couple of ways it can reach the court. When a law is broken, and another citizen reports it, or another citizen is the victim of the crime, it will reach the court through the "Civil" method. When a city guardsman, or some other member of the Orwoinion military or elite reports the crime or is the victim of the crime, it comes to the court through the "Criminal" method. The criminal method is the more straightforward path, as the victims of the crime, or those who report it, are able to arrest the criminal themselves. The civil path is more complicated however, as multiple paths can branch from it. If the citizen simply reports the crime to their local city hall, they can dispatch guards to arrest the criminal. The citizen can also take action into their own hands, through suing the criminal and taking them to court themselves. Of course the Maritime court cannot be forgotten, the court was established to deal with the all too common issue of pirates, offering speedy trials with sentences that were popular to the public. Usually including death, severe beatings, long imprisonment, or grueling labor.

Agriculture & Industry

Because of the wealth of resources the Orwoin are provided within their large borders, the Orwoin have a large amount of industry to choose from, and they have capitalized on as much of it as they can fathom. Because of the extensive jungle territory they own, they have plenty of lumber to sell, and they can cultivate produce and flora within the jungles. The access to many coastlines gives them an advantage in trade as well, along with fishing, whaling, and the other careers that come with the ocean. The extended cave networks inside the coves of their islands gives them plenty of access to metals to fabricate many industrial goods like artillery and ships. By far their most important money making industry is manufacturing. They are skilled in the art of machinery and mass production. They provide the tools and hard materials that everyone else uses to make their own products. Many Orwoinion merchants use the phrase, "Anything you need to get it done, from parchments to powder!" Advertising their large selection of capital goods.

Trade & Transport

The veins of the Orwoin and Pernsival are their trade routes, pumped by the shared heart of industry. Both countries, whether they want to admit it or not, are dependent on each other for their continued prosperity and existence. The two countries are constantly trading with each other and rely on the imports they receive from each other. To the Orwoin's dismay, they are not entirely self sufficient, as the Pernsival provide goods that they cannot procure on their own. The transport of goods to and from the Orwoin are always met and escorted by members of the navy, typically a squadron of 2-4 Ejecutore ships. Trading is transported on mercantile ships by the merchants who make and sell the goods being sold, as they always want to make sure they're making all that they're owed. Trade between the kingdoms can range from a voyage of three days to half a year, owing to both kingdom's large sizes. The escorts on these routes are especially important, as they protect the merchant ships from the pirates bold enough to take on a large shipment on a route. Many pirates salivate at the chance to board and commandeer a massive merchant ship, packed to the brim with goods, but are quickly slapped with the reality that an Orwoin escort of at least five "Aristocrats" will be accompanying it. The Orwoin take trade very seriously, and god help the pirates who don't.

Education

As mentioned in this article, education is the primary value of the Orwoin and its citizens, so much so that they are willing to shoulder the costs of school for their citizens, and provide education all the way through university for free. The citizens are well educated, but educated in ways that the Orwoin allows, and many of their most heinous acts in the past are prettied up if not completely omitted from all history texts. Many Orwoinions leave high school and head straight into the workforce, and very few actually continue onward into colleges. There is little disparity between education of different classes, but those who continue onto college are more likely to receive higher positions among the Orwoin social status.

Infrastructure

Because of the wealth of the Orwoin, they are able to afford to make their cities as pleasant as possible in regards to infrastructure. Starting with the cleanliness of cities, each city has a well maintained and tightly functioning sewage system, and dedicated waste disposal areas that keep it away from the drinking water. Road networks, while not as expansive due to the many small islands are well kept and safe, for the most part, as many of the bandits aren't on land, but on the sea. Sea forts dot the landscape, heavily armed positions where the Orwoin keep tabs on the going ons in the areas surrounding the fort. City Halls are kept comfortable and impressive so the visitors are reminded of how splendid Orwoin rule is. City walls are heavily armed and re-enforced, to provide a real sense of safety, as there are many in the Orwoin who remember the days that pirates would sail unstopped and lay low cities. Bridges are made as grand as possible, the longest in the kingdom being "The Twins." a pair of bridges that connect the Las Islas Tres. The Twins are truly massive bridges, as they connect three islands together, and they are often flaunted by the Orwoin as a symbol of their beautiful infrastructure.

"Wisdom rules, for the better of all."

Founding Date
August 18th, 1347 CE
Type
Geopolitical, Kingdom
Capital
Training Level
Professional
Veterancy Level
Experienced
Demonym
Orwoinion
Leader
Ruling Organization
Head of State
Head of Government
Government System
Monarchy, Absolute
Power Structure
Federation
Economic System
Mixed economy
Gazetteer
The Orwoin mostly occupy the eastern half of Hadeneau. Their control over the region used to be total, but as more settlements left or fought for freedom from the kingdom, their control became more sporadic. This has not stopped them from being a dominating force in the region however, as they still hold control over the largest islands in their region. Such as Marco's Cove, the large crescent shaped island within which lies Iota's Cross, a small archipelago. Marco's Cove is a major island within the Orwoin, as much of it is used for their many industries, and is home to two of their largest and most lucrative ports, Port Nicholas and Port Esme. Both are major stopping points on trade routes. Isla Varna is the island that the capital, Riovia, sits and as such, it has a high population despite the island's small size. Lokoth, an island once home to a large Hade population now is home to an Orwoin mining city, due to the rich mineral deposits underneath. The island is lovingly referred to as Death's Claw, owing to its shape, and the plague that recently ransacked the mining city of Leortos.
Currency
The official currency of the Orwoin is referred to as Corons, but is often called Jules by the public. The term was coined because on the heads side of a Coron is an engraving of a well liked prince from early in the Orwoin's history, Prince Julio Lucidna. He reformed the economy of the Orwoin, contributing a large amount to the kingdom's current prosperity. Corons are often times minted into seperate metals, like copper, silver, and gold, price relating to the metal minted from. A loaf of bread from the market will likely cost three copper jules, but a brand new cart will cost around fifty gold jules. Most commoners carry a purse or wallet to hold their loose jules, but for large transactions, corons are melted into bars of the specific material, and as such, they equate to about 100 of that specific currency, for example, if someone were purchasing a new boat, it would run about five hundered gold corons, so they would withdraw five gold bars from their bank, and use those to purchase the boat.
Major Exports
The Orwoin, as stated, have access to a large amount of manufacturing goods, and outsource many of them, as they are needed by many other countries and organizations. Their big three are, stone, lumber, and metals. They also produce a surplus of artillery and guns, and while nowhere near as high quality as the Ruby-Eye's they are much cheaper and much easier to come by.
Major Imports
While the Orwoin can provide many goods that people use for their own manufacturing, they unfortunately do not have the ability to grow a lot of feeding crops due to a lack of fertile basins or plains. The need for food is supplied by the Pernsival however, as they have plenty of lush fields and jungle river basins to grow crops. Because of the Orwoin's stubbornness, there are many products that would be cheaper to source from outside their borders, they refuse to. When it comes to luxuries however, the Orwoin fancy the nearby Charlet Republic's access to rarer seafood, and the massive gemstones of Citadel Hellblau, home to the Ruby-Eye clan of dwarves.
Legislative Body
The legislative body of The Orwoin consists of the legislators who write the Royal Family's decrees into law, and the Royal Senate who debate on if the laws should be signed into action. The legislators have a simple job and are the smaller part of the legislative body, as they simply write the material for the other half of the the Legislative body to debate, that being the Royal Senate. The Royal Senate was proposed by the commoners in the initial meetings that set up the foundations of the Orwoin, and the point of the Senate was noble in the beginning. The goal of the Senate was to make sure the commoners had a say in what laws were imposed on them. However, the goal of the senators in the senate quickly changed. The senators had realized that if they passed the laws that the royal family wanted passed, they could quickly rise to more influential positions of power. So now, the Senate only serves as a place for senators to fight for better positions.
Judicial Body
The interpretation of the laws of the Orwoin is left up to the courts throughout their borders, the courts are divided into two different categories, maritime and public. Maritime court applies to all legal issues on the seas. The maritime court's inception came from the original fear of pirates across the seas, and has proved necessary to this day, as pirates do not seem to be leaving anytime soon. An example of the maritime court in action would be if a pirate crew was intercepted carrying illegal goods through Orwoin seas. They would be brought before a maritime court and likely executed. For the maritime court, there is never a jury, the trial consists of the defendant, the prosecution, and the judge. The public court relates to the cases of the common Orwoinions, whether they are criminal or civil, they're all interpreted in the public court system. An example of the public court system would be; a baker claims that the blacksmith across the road from him had been spreading misinformation about his establishment to hopefully take it over himself. The civil case would go to the local courthouse, be debated over by the lawyers, and the judge and jury would come to a verdict. There is no hierarchy to the judicial body of the Orwoin, but if a case can not be solved within the local courts, it goes to the Grand Court. The Grand Court meets on a by case basis, meaning they are only re-formed when necessary. The court consists of judges picked by the governors of the region where the trial will take place, and once a decision is made by the Grand Court, that's it. There's no appealing or anything of that matter.
Executive Body
The executive body consists of local and expanded law enforcement. Local enforcers are those who oversee one specific area of the kingdom, those being: City Guard and Regional Guard. The City Guard are what they sound like, enforcers who oversee a single city. The Regional Guard are more expansive, they oversee a single governed region, and are assigned as seen fit. The enforcers of the Orwoin have the general duty of making sure that the laws are being followed in their assigned region, but special sects of the enforcers are used for other reasons. An example of which would be The Public Relations sect, commonly referred to as "the Silencers" are deployed to take out or silence believed dissenters or revolutionaries.
Official State Religion
Subsidiary Organizations
Neighboring Nations

Non-aggresion Pact, Trade

While still recognized as friendly, the Pernsival and Orwoin trade through gritted teeth, as both rely on each other, but both are itching to wipe the other off the map.

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