Confederation of Ithan Organization in Reluria | World Anvil
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Confederation of Ithan

The alliance of island cultures in the Sea of Dread

Ithan is the center of it all. Consider that they are a nation of islands bound together by trade. This means that it is in their best interest (and therefore in your interest) to ensure the money flows in all directions. Sure they have limits on how you can trade with their guilds, but when an Ithan ship arrives in any harbor, you can be certain they will have the best goods for the best price. You can be certain that if you need something shipped, or you need to travel in the Sea of Dread, there is no one better than an Ithan ship and crew. All it takes is the right amount of coin. You want to speak the language of the Ithan... you speak in coin. Now that we got that settled, can I interest you in my fine wares?
- Ithan Guildsman speaking to a Duchy trader

Structure

The Ithan Confederation is run by a group of guilds who meet together as a council of guild masters. They are ruled by a single Ruling Guild Master. Like nearly all Ithan guilds, this is a family guild, and the office is inherited. But the Ruling Guild Master does not have unlimited power, and risks having the other guilds turn against him or her if their guidance is poor or vision unprofitable.   The Ithanian guilds have a rigid caste system in place with six levels. The lowest is the first and the highest is the sixth. They are also referred to as apprentices, journeyman and masters in a general sense and to outsiders not familiar with the six level caste system.

Culture

Nearly everything in the Confederation is built around trade and making a profit. But there is also a strong sense of pride in one's work and sticking by a deal once it is made. The best way to do good business to ensure the trust of your business partner. Double dealing is considered breaking with everything the Confederation believes in. But that doesn't mean they won't bargain with you, or swing a contract in their favor.   Profit directly reflects on one's status and rank within the guild. The more skilled the craftsman, the higher rank they are. In the political guilds, an individual can rise quickly if they are able to get things done efficiently and with the least amount of trouble (especially important for the notorious Traveler's Guild that acts as the spy network).   The Confederation sees outsiders as merely a way to increase profit. They are very focused on their own status within the guild, so much so that they tend to ignore world events and politics (unless it impacts their bottom line). They welcome foreigners to trade with them, but aren't very welcoming if you are there to sightsee or explore.   One of the greatest crimes in the Confederation is theft. Stealing from someone else instead of working or trading to get it is almost unimaginable to the islanders. As such they have severe punishments for theft. Also many guildsman are very protective of their status and reputation. If this is damaged in some way, they take it personally and will do anything to destroy the reputation of the offender.   Like most areas of Cadash arcane magic has been lost and forgotten in the islands. The Tutorial Guild does make an attempt to gather more information, but only if they see some kind of profit in it. Most magic that is considered useful in the Confederation revolves around working with and around the sea and weather.   Fashion is used as a status symbol in the Confederation. As such, the islanders are very conscious of the latest fashion trends and go out of their way to create new ones. The higher rank the guildsman or guildswoman the more expensive and extravagant the outfit. Usually some visual item of the guild is worked into the outfit, either as jewelry or as part of the actual clothing. So a high ranking member of the baker's guild may wear a silk baker's cap, or have earrings that look like loaves of bread. While this can get ridiculous looking at times, they take it all very seriously.

History

The islands were first inhabited by elves before the cataclysm. It is said they came to escape the tyranny of the The Chaos Elves, and started their own society on Yenisle. However Chaos found them and soon they were under siege from a terrible and ancient threat (what this was is lost to time).   Eventually a group of humans lead by Ithan Strongbow arrived on what became Trader's Isle. He worked with the elves and tighter they were able to overcome the force of chaos in the island. This bond was strengthened as the two groups formed an alliance of trade and shipbuilding. Soon they attracted other travelers from the continent, halflings, dwarves and First Folk. The guilds were born and the power fo the Confederation grew.    The Cataclysm did reach the islands, destroying one of them completely when the volcano erupted. But the isles didn't face the same type of devastation that the continent did. In fact continued trade from the islands with the mainland is what helped recovery especially for the Theosian Empire. It also solidified the sea trade dominance of the Confederation in The Sea of Dread.

Demography and Population

The confederation contains members from nearly every race in Cadash. Elves and humans are the most frequently met, especially in the main cities on Trader's Isle. Most races comprise their own guild and while there is some intermingling of races across guilds, it is usually by including interested First Folk.   There are few First Folk and not enough to make up a single guild.

Territories

The Confederation is comprised of seven islands also known as The Guild Islands.

Military

Military matters are handled by the Mercenary Guild. This includes the two Home Guard Guilds and a Marine Guild. While they are called "mercenary" they are actually a standing defensive army paid by the government and all the other guilds in the islands. It considers membership in this guild as a lifelong commitment and takes care of it's members even after they retire.   The Home Guard 1 is based in the City of Ithan and maintains security on the capital city and most of Trader's Isle. The Home Guard 2 acts as the ground defense force for the rest of the isles. Typically these are wood elves and dwarves working together to keep everyone safe. The Marines are responsible for protection from pirates and escort duty to dignitaries and nobles traveling to the islands. Most marines find themselves on patrol for most of their tenure.

Religion

Unlike the The Grand Duchy of Kadmos where relgion is made a big show, in the Confederation it is kept at a more personal level. Neighborhoods and homes have small shrines dedicated to the god or goddess of choice. Small villages and towns will sometimes even have a single chapel where worshipers can pray to whatever deity they choose. It has lead to the faithful carrying a small token or statue of their god with them and popping it into the shrine when they get there.   The Religion of the Three has made some in roads in the Confederation, since it takes up less time to pray to individual gods when you can just pray to all three at once.   On Yenisle there is a group called The Circle of the Stone Eye. They are a druidic circle who are strongly connected with the sea. Most of them are elves, but they have allowed entry to other races that feel the calling of the sea. Members of the circle are sought out for sea voyages and their abilities that come in handy during travel (especially predicting the weather).

Foreign Relations

The Confederation maintain good relations with just about every group they encounter - it is better for business that way. They remain neutral in any conflicts between nations (so they can do business with both). Because their dominance of sea trade is considerable, most neighboring nations do their best to avoid conflict with the confederation.   The exception is the neighboring cluster of islands known as The Rend . Rend-folk are also master sailors and have a protective stance over the islands they control. They are not hostile to the Confederation, but they do not appreciate encroachment. There have been a few tussles over the years, and no amount of money has soothed things over too much. As such The Rend and Confederation pretend the others don't exist until they run afoul of each other.

Agriculture & Industry

While there is some agriculture on the isles, most of it goes for exporting of tropical fruit and plants. Some of it stays for local consumption, but the Confederation ends up importing nearly all it's grain and continental fruits and vegetables.    The Confederation focuses on it's trade guilds and has some of the best trade goods in the entire of Cadash. Exports include water vessels of nearly any type, wood work (furniture and art pieces), clothing, jewelry, stonework, metal work, leather work, oils, pottery, beers, ales, pipeweed, and even antiquities.    Political guilds keep things running smoothly in the confederation. These include the Merchant Sailor's Guild, The Mercenary Guilds, The Traveler's Guild and the Tutorial Guild. While it is obvious what the Merchant Sailor's Guild does, the other groups have slightly different meanings. The Mercenary Guild acts as the military force for the islands. The Traveler's Guild is a nice name for the information gathering (spy) network. The Tutorial Guild handles any matters related to the arcane within the island.

Trade & Transport

The Confederation has a massive fleet of ships at is command. While the bulk of these are merchant and trading vessels, they do have smaller quicker vessels to transport dignitaries, nobles and people of importance in speed and comfort. They also have a standing navy with warships used to defend the islands against pirates and other threats.

Education

Most inhabitants of the Guild Isles speak Guild Vernacular. This is a language based in Theosian but with borrowed words from elvish including corruptions of words in dwarvish and Elder Speech.    It is a notorious dialect to learn, especially for native speakers of Theosian or Elvish, because it is just close enough to those to be familiar and yet has its own random slang and turns of phrase. Few who were not born and raised in the isles can sound competent while speaking it.   Most non-humans speak their racial languages as well, and most humans can speak Theosian (common) well enough, but with a heavy accent, and will slip Vernacular into their words from time to time.
Type
Political, Confederation
Alternative Names
The Guild Islands, The Southern Islands
Demonym
Ithanians, Guild Islanders, Gold Islanders
Government System
Oligarchy
Power Structure
Confederation
Currency
Name Metal
Cron Gold
Bide Electrum
Toor Silver
Plen Copper
Legislative Body
The Council of Guildmasters

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