Kingdom of Arvarun
For centuries, Arvarun has stood as the monarchy between two worlds. It had conquered and ruled over the eclectic corruption-addled lands of Stildane in its North, and in its South it is of the Suneka. For most of its existence, it has been both Stildanian and Sunekan without contradiction and borrowed happily from both worlds when convenient. But now, Arvarun lays in ruins. Neighbor has turned on neighbor, many have fled their homes, and the royal family is divided between pockets of old factional governments. Sunekan holy warriors march in the South, crushing rebellion and consolidating their control. Starspawn raiders, bandits, and monsters run wild in the North.
Wildfires scorch the plains and empty farmland. Ancient tombs of imperial monarchs sit, paint fading, over ruined towns and increasingly decrepit cities. A generation now has grown up with no memory of the kingdom's greatness. Even where the buildings are whole, the community of Arvarun is broken: as Sunekan and Uvaran fight, their mixed traditions have been divided down the middle. The twin crowns of Spring and Harmony, forged together, have been ripped apart and broken. What rises to replace the old order is anyone's game.
Breaking down Arvarun's chaos geographically: the Southeast and coastal cities are occupied by a mixture of local Sunekan militias, soldiers from Merishka, and holy warriors of the Guardians of Hokzin. Inland, a league of breakaway nobles have gathered around a triumvirate of three pretenders that have an extremely shaky alliance. In the East, local communities have chosen to join the nearby Yatekan mountain tribes, some of which have entered the fray to fight for a chance to rule over land and resources. And in the North, the warrior-queen Kalka Imgen has consolidated enough power to attempt to crown herself monarch of Arvarun, though she loses ground every week.
Structure
Arvaran society is divided fundamentally between three groups: The common, the purposed, and the ordained. The majority of people are common- merchants, farmers, laborers, artisans. Adjacent to these common folk are those Purposed- essentially, made instruments of the state, with extremely limited rights but some amount of power and prestige. These include soldiers, couriers, and state mages. Above all of these are the ordained: families that are ritually bound to act as conduits of divine energy. These are basically priest-aristocrats.
While these social classes are very firmly divided legally and politically, there is fluidity between them. It isn't uncommon for people to switch between Purposed and Common in their lifetime. A successful person or clan can become Ordained, or a disgraced noble house can be demoted to common. Kinship networks are valued as institutions and are convenient for categorizing people, but genetics aren't considered important.
The government is almost entirely Ordained. At the top is the royal family, which is worshipped as divine vessels for Ruzia-Atkazka, the spirit-god of the realm. Their bodies are considered magical and their corpses are carefully preserved and memorialized.
Beneath the monarch is the Grand Marshal, who operates the military. The military is the center of the administration, and the needs of the army are valued above the rights of landholders. Of course, landholding clans also provide their eldest children to act as officers in the army, so the nobles and the military are more of the same creature than competing forces.
Beneath the military is the nobility- Dukes above all, followed by counts, then barons. Aristocrats are an extension of the military-political machine, with a focus on civilian management and defense. Most nobles are either retired officers or the younger siblings of officers. Lands are not inherited by the children of title-holders, but are assigned entirely by the house elders.
Culture
Gender and Privacy
Food
History
Early History: -100 to 710
Two Crowns, Two Faiths: 710 to 1100
Finding Harmony: 1110 to 1810
Isolated and Afraid: 1810 to 1960
The Current Dynastic Crisis: 1960-2020
Demography and Population
4,000,000 sentient humanoids lived in Arvarun prior to the war. One imagines that number has fallen. 35% of that was Human, 30% was Dryad, 17% was Prism, 15% was Kobold, 3% was Other.
30,000 cats live in Arvarun. Hainish Springcat and Fire Clans colonies exist, but are small.
Territories
Arvarun can generally be broken down into 4 regions: the 3 coastal blocks, each cut off from the others by hilly ridges, and the colonized plains-valley of Ikanka.
- In the far North, the lands of Varun are about 108 miles of coast and extend 115 miles inland. These are more verdant and receive great spring rains, but also are more vulnerable to monster-attacks from the neighboring Hellmire. Mostly held by the vestigial kingdom of Kelka
- In the center, the insulated valley and bay of Arvara is perhaps the most populous, abundant, and ancient part of Arvarun. Famous for its cattle, its vineyards, and its summer wildfires. Currently divided between warring militias, Merishkan occupiers, and the league of nobles. Territorially 179 miles long and 80 miles inland.
- The Southern reaches of Adraket, 175 miles of coast that go 70-100 miles inland. Similar to Arvara in climate but a little more arid in some places. Firmly held by Merishka, though the edges are contested by the league of nobles and Yatekan hills tribes
- The inland plains of Ikanka, 118 miles long and 84 miles wide of reclaimed wasteland. Shielded from the neighboring Hellmire and Chaos Barrens by hills and mountains, Ikanka is still the most regularly attacked region of Arvarun. Known for its great herds and incredibly abundant and nutritious mutated long-grass. The bastion of the League of Nobles.
Military
So, how this is supposed to work: Estates and landlords have levy expectations to provide recruits to their associated officers (often in the same family). Their superior officers then trade levies to prevent clan-loyalty, a ritualized process that then makes the soldiers true soldiers as well as part of the "purposed" caste. These are often paired with mercenary contingents (usually Yutekans or wastelanders). Arvarun's standard military is best known for its cavalry (particularly its monster-hunting and cavalry-killing javelin cavalry).
The elite units of the army are permanently Purposed soldiers- slaves of the state (in name, mostly) that have no alternate jobs. The largest of these units are the Wilders: a massive battalion of Ederstone sorcerers loyal to the monarch above all. Basically, any discovered Ederstone sorcerer is deemed property of the state and is immediately taken for training. Their family lineages are cancelled and they are forged into instruments of the state: soldiers, assistants, even bureaucrats. The Wilders are the ultimate symbol of royal authority, and their loyalty and continuance in the North is one of the reasons the old monarchy is able to survive after decades of war.
The navy is entirely run by merchant leagues in conjunction with the crown.
Religion
Arvarun has its own religion: Akisuneka, the ultimate fusion of Suneka and Uvara. Uvaran mythology is dominant from a "what is the world" perspective and in terms of holy texts, but Sunekan cosmology and worldviews are dominant as well. It also has subtle Inahn influence in that the religious truth is decided from the monarch down: the monarch is seen as both descended from Ustav and as the ultimate vessel for Ruzia-Atkaza, the Sunekan Wind-spirit that is also, to Arvarans, the spiritual culmination of the Arvaran people. As such, monarchs are deified with elaborate temples and burial mounds. The greatest of these monarchs for a kind of imperial pantheon of demigods.
Arvarun law is religious law by definition- the monarch's will is divine will, after all. And to fail to engage in monarch-mandated religious ceremonies is to disrespect the state and therefore illegal. All people must take on the public face of Akisuneka- but your private face can be whatever.
This remains true in the North, but is falling apart in the rest of the country. In the South, parts are full-Sunekan (especially in cities and towns). In the East and parts of the Southern countryside, a new kind of Arvaran Uvara is emerging.
Foreign Relations
Arvarun is diplomatically isolated among sedentary states, but the Kelka monarchy has allies both among Kasteny's federate rebels and wasteland tribes and settlements. To counter this, the League of Nobles has reached out to Eketen's Duke of Kasteny.
Agriculture & Industry
So, agriculture. That should be expected as the Big Thing for most places. Cropwise, that's wheat and sorghum. Olives, grapes, lemons, oranges, and grapefruit are common cash crops. Wineries and olive-press workshops are common sights in the countryside and towns. Herding of cows, goats, sheep, horses and camels is a big industry in the hills and plains. Now, what is a mine but a Prism-farm? Mineralia and salt mines thrive in the mountains, and salt collection workshops thrive on the coast. As for luxury production, tar pit excavation in Ikanka and Uvara is a major industry.
Needless to say, this is all being disrupted by the chaos.
Trade & Transport
When everything worked right: Think submissive guilds ruled by powerful Suneka-style craft councils. Think big trade ports ruled by these craft associations, with merchant leagues reporting directly to the crown.
"Order and Strength"
Founding Date
1550
Type
Geopolitical, Country
Alternative Names
The Akisuneka
Demonym
Arvaran
Government System
Monarchy, Absolute
Power Structure
Feudal state
Economic System
Mixed economy
Currency
Sunekan Currency: Golden Lions, Silver Foxes, Copper Stars
Major Exports
Wine, horses, monster parts, gems, tar, olive oil, limes and lemons
Major Imports
Spices, lumber, steel, luxuries
Official State Religion
Neighboring Nations
Rivals
War
Remove these ads. Join the Worldbuilders Guild
Comments