Crild Dynasty Organization in Ioral | World Anvil
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Crild Dynasty

Structure

Within the Dynasty, the ruling elite all hail from the same original family, the Zahiri Clan, though twelve sub families have since broken off and become the rulers of the various regions of the realm. Each region is given a large amount of autonomy, though are sworn to the ruling Sovereign through an electoral rite known as the "Hirad'adar", or "The Trial of Stone". This competition pits the champion of each family against each other, with the victor crowned Sovereign, and all others being bound by honour to swear loyalty.

The Sovereign holds power within the Dynasty through two methods: winning the Hirad'adar (being supported by the various families) and their control over the "Pralakorr", or the "Blessed Legends". Through experimentation, study and reflection the Crild have managed to discover the means through which they can create Legends, the result of which is the Pralakorr.

Culture

Crild believe in the inherent righteousness of their cause, that the region of Mathath belongs to them and that all Kor'Anur should be united under their realm.

Public Agenda

The Dynasty seeks to unite all of the Kor'Anur people and create a nation that they can not only be proud to call home, but to unite the entire region of Mathath for them to live within.

Demography and Population

During the reign of the Sun Empire the region that would become the Dynasty was primarily populated by Telurai, Kalurai and Ohruk peoples, though as the Long Summer came and conditions worsened many of the desperate Ohruk from Qivaras would flee down south, into Mathath. While others would flee further west many Ohruk would remain, settling along the coastlines and founding the Kor'Anur culture. In time, human and various Sylvan peoples would join these settlements, bringing with them magic and knowledge from far afield.

Today the Dynasty is 44% Ohruk, 18% Human, 27% Half-Ohruk, 10% of the various Sylvan species and 1% other. With a population of 4.9 million this breaks the demographics to 2.156 million Ohruk, 882k Humans, 1.323 million Half-Ohruk, 490k Sylvan and roughly 49k other species.

Territories

It is well known that the Crild Dynasty lays claim to the entire region of Mathath, though currently they control about 80%. In the west the Dynasty's control ends only a few dozen kilometers beyond the Yarandalpa River, with much of that border being left open to the 'wildlands' left between the Confederacy and the Dynasty. In the North-West, North and North-East the Dynasty is hemmed in by the Eastern Range, though they do hold a few territories in southern valleys of the Range. Their only western land border is kept south of the Hafshahr River, before the land rises into the Eastern Range. The Dynasty's Western Coastline faces out into the open sea, granting them access to many far away lands without needing to move goods through the Syavor Strait. To the South West, South and South East the Dynasty is bordered by the Shattered Coast, a chaotic land and seascape devastated by mages long dead.

Military

Due to the high levels of urbanization and generally high population of the Dynasty they can field a large number of soldiers when needed. Generally, the military of the Dynasty is divided into the Provincial Guard, the Ushtar or 'State Army', the Pralakorr and the Muzarn or 'Navy'. The armies of the Dynasty often fight as combined units of the various branches, to bolster each other's strengths and eliminate weaknesses.

Provincial Guard units are generally used in war as the common infantry, comprising the bulk of the various armies of the Dynasty. Such units are equipped with heavy Dreth-pattern Armour, a Heavy Falchion and sometimes a repeating Crossbow. Their moral is not the greatest as they spend most of their time hunting bandits or patrolling city streets, though their huge numbers and access to various forms of support equipment allow for the Provincial Guard to be effective.

Ushtar units are often comprised of veteran Provincial Guard that have proven themselves to the commanding officers of the Ushtar, with reassignment to an Ushtar unit often being seen as a promotion. While nowhere near as numerous as the Provincial Guard, the Ushtar are 'super heavy' soldiers, equipped with Zahin-pattern armour, a wide array of heavy melee weapons and often experimental ranged equipment, with some units being mounted as shock cavalry. During assaults the Ushtar are often placed at the tip of the spear, smashing into enemy lines and cutting them down with brutal strikes, though they are also used in a wide array of other mission profiles. VIPs are assigned Ushtar squads as bodyguards, as they are trained to be incredibly observant, with some even being able to smell near odorless poisons from a dozen feet. If the Pralakorr or the Unmentioned require a heavy hand or just some muscle to bulk up operations, the Ushtar are called upon.

Pralakorr are few and far between, even in spite of the Crild's ability to manufacture them, though that does not mean they are in short supply. With only a few hundred to their ranks, the elite Pralakorr operate in various forms depending on the Dynasty's needs at the time, though in warfare they often operate as line breakers, commandos, officers, counter-intelligence and, sometimes, bodyguards to the Sovereign. The sight of a Pralakorr on the battlefield is a major boost to the moral of Provincial Guard and Ushtar units, granting them sometimes a 'second wind', though should a Pralakorr fall before these units, moral can shatter like it were glass.

Muzarn operate both fleets of vessels and what they call 'Marine Infantry' or just 'Marines', a force of infantry that serve to protect their vessels, board enemy ships or even perform naval landings to secure coastal regions. With experience fighting pirates for decades and a few skirmishes against other regional powers under their belts, the Muzarn feel confidant in their ability to fight larger forces and support other branches with their vessels. Limited range explosive-ammunition catapults and ballista can provide some support to naval landings and coastal land battles, though such batteries cannot provide fire support beyond 500m.

Technological Level

While the Crild were once at the forefront of technological development, they have since cast those ambitions to the wayside in favour of developing their magical prowess. Comparative to real world technological prowess the Dynasty is just beyond the renaissance in most areas, though lagging behind in others.

Religion

Within the bounds of the Dynasty a warped version of the Telsian Faith is practiced, modified to fit the needs of the realm. While Telsin is still worshiped as their prime deity, it is taught that the Pralakorr Legends are the chosen Kor'Anur of Telsin, and that they are effectively demi-gods that Telsin chose within the Dynasty to support the realm. As such the Pralakorr are often worshiped more than Telsin herself, further empowering the few Pralakorr that the state has. Due to this perception of the Pralakorr most common people think of themselves as lesser than them, refusing to meet the gaze of any Pralakorr they might see.

Foreign Relations

Due to the Dynasty's publicly announced desire to annex all of Mathath, including the eastern realms of the Myrakel, they have historically had poor relations with the Myrakel peoples, now united under the Myraken Confederacy. This tension prevents the Dynasty from import mass amounts of steel via the Merius River trade network, forcing them to move goods across the Eastern Mountain range from the isolated Ferric League Guilds. In order to better facilitate this trade the Dynasty maintains good relations via gifts and offerings of military aid in times of conflict, though the League has never called them up on this.

Despite their close borders and potentially clashing interests along the Syavor Strait, the Dynasty and the Yenasian Empire maintain open trade and even diplomatic ties with each other. Given that the Yenasians are incredibly insular, this relationship is probably only sustained via trade of secrets and technology. Interestingly, despite this connection with the Yenasians, the other states of the Shattered Coast mostly maintain good relations with the Dynasty, especially due to the heavy patrolling of the region for pirate activity. Many of these states that control islands along the coast have docking rights agreements with the Dynasty, allowing for Dynasty fleets to dock almost anywhere along the coast that they need to.

Trade & Transport

In order to move goods and people across the realm the Dynasty maintains a series of roads based off of the old Imperial Highway that ran through the region. Moving goods like this costs a lot of time and money, and isn't that safe in comparison to other travel methods, so bulk goods a re moved via cargo barge. Such vessels move goods along the various waterways of the Dynasty and along the Shattered Coast.

Education

Within the Dynasty the Education Corp provides state approved educational classes to all settlements within the realm. For younger students these classes focus on reading/writing, basic mathematics, history and religion, with older students being allowed to specialize into various industries for apprenticeships. Once the students reach the age of sixteen (or their species equivalent) they are encouraged to seek further education and specialization into their chosen industries, though even after completing their education adults can come back and respecialize if need be.

Strength can be found anywhere

Founding Date
~1000 LS
Type
Geopolitical, Empire
Capital
Alternative Names
The Dynasty
Demonym
Crild
Ruling Organization
Leader Title
Head of Government
Government System
Monarchy, Elective
Power Structure
Feudal state
Economic System
Palace economy
Gazetteer
  • Zahin
  • Maz-Bhur
  • Kudkakh
  • Kugmond
  • Vun-Ash
  • Dreth-Vha
  • Inndyn
  • Uguasth
  • Grazm
  • Munninarlythe
  • Rorder
  • Livicolo
Currency
Imperial Standard (Platinum, Gold, Silver, Copper)
Major Exports
Vorolo Silks
Specialized Weapons
Specialized Armour
Technological Advancements
Telluric Bronze
Crild Nails & Bolts
Dwarf Voutar Destrier
Major Imports
Frontier Steel
Drillships
Smouldersilk
Mithral
Kujira Cloth
Kinkai Mahogany
Kuravsh Wheat
Tirsonite
LOTUS
LOTUS Satellites
Legislative Body
Familial Conclave
Judicial Body
Provincial Sires
Executive Body
Provincial Guard
Location
Official Languages
Related Ranks & Titles
Neighboring Nations
Related Species
Related Ethnicities

Eve of War

The Crild covet the eastern lands of the Confederacy, while the Confederacy seeks to regain lost lands and cripple this enemy once and for all.

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