Hal Ulumgrad Aristocracy Organization in The Perils of Ronault | World Anvil

Hal Ulumgrad Aristocracy

The Hal Ulumgrad Aristocracy

The Hal Ulumgrad Aristocracy, also known as The Worker's Bastion or the Craftsman of the Quill, is a small but important nation in the southeastern area of Feremoor. It has an almost equally sizable population of dwarves and humans whose residences reside both above and below ground, under the mountains. Hal Ulumgrad is home to a bustling industrial sector that trains new craftsman in both human and dwarven techniques, and offers several layers of protections for other manufacturing services rendered. It sees little foreign travel over land thanks to the tumultuous weather conditions to the north, the adversarial Stragaxian incursions in the southeast, and the isolationist Federation of Triebia in the west. Instead, ocean power has become a vital link in international affairs, leading to a strong navy since they still have Stragaxian troubles in the water.   Though it offers training in many industries, the limited modes of relocation to Hal Ulumgrad and fiercely sought apprenticeships makes receiving said training extremely competitive. Citizens need not worry, however, as they are prioritized first before any foreign students are considered.  
 

Description

The result of a joint-revolution disguised as an invasion, Hal Ulumgrad was originally two neighboring nations with a dominant dwarven and human populace, respectively. Over time, the ruling bodies of each became complacent and started to take advantage of their people, leading to the rumblings of a revolt. To quell this, they hired guards from each other to quell these rumors, but unbeknownst to the ruling class, this only resulted in further collaboration between the two. Eventually, under the guise of a coup, each nation used their hired muscle to overthrow each other's ruling class in a violent clash, and at the end, unified under one name.   Several hundred thousand people work and enjoy life in the aristocracy, adopting the Kozholian Empire's ten-day week with six days of work and four of rest, mandated by law. People experience busy lives, constantly working in industry or learning new skills, even on rest days due to the culture, leaving a common desire for time to themselves. The ruling body is held to a strict standard, and the "nobility" changes as needed, resembling something not many would consider as "nobility." The elderly, poor, or despondant are cared for properly, though the latter two are shunned and helped begrudgingly if they cannot find a discipline.  

Geography

The Hal Ulumgrad Aristocracy is located in southeastern Feremoor, particularly around ~37 degrees latitude at its center.   Its roads are nearly all cobbled or paved, the cost being made moot thanks to the nation's smaller size and a powerful industrial complex. The region experiences somewhat worrying weather, but locals would tell you the bark is worse than its bite, though the occassional tornado can graze the northern borders.   Ocean travel is uncommon for citizens and foreigners thanks to strict criteria and scheduling, though trade is the most common use.  

Geographical Features

Residents live in towns and settlements equally dotted above ground within the forests and northern plains, and below ground under the mountains in the southeast. The mountains provide a natural wall to naval invasions from the southeast, funneling any invaders against the tumultuous plains towards the north or the established lines in the south.   Forests cover the majority of the area above ground, and the adjacent rivers provide resources and life for agriculture. Temperatures remain temperate all year, though it leans towards the hot and humid side of the range.  

Government

Hal Ulumgrad is an ergatocratic aristocracy. Though it sounds like a complete contradiction, to them, nobility are considered to be the most skilled and renowned craftsman and their houses. These people are invited to swear an oath and become part of the Guild of Nobility, who are the nations legislative and judicial powers. This guild, under strict rules, is in charge of passing law, deciding national industrial projects, and evaluating the worker's guilds every year to rotate the Guild of Nobility.  

Legislative & Legal System, The Guild of Nobility

The Guild of Nobility is a group of the highly rated workers within Hal Ulumgrad. They set rules and meet out sanctions, delegating tasks to law enforcement, industrial leaders, and their representatives as needed. The laws of the land are typically considered strict for the craftsman guilds, but understandable. Individual laws are more relaxed, but individuals still express an expectation of utmost adherence.   Magic laws are also more relaxed here in the sense that there are no permits or licenses needed to practice, though magical abilities are put towards industrial disciplines instead.  

Common Law

The law of the land is dictated by the Guild of Nobility and are considered nationwide. They differ from the typical magic and religious laws, and are focused on safety and industrial practice.  
Crimes against the Gods
  1. Theft of temple offerings, idols, or other goods.
  2. Assault of a divine priest or lay worshipper.
  3. Tomb burglary and/or robbery.
  4. Worship of dark faiths, particularly those whose aspects involve raising undead, indiscriminate death and chaos, the opposition of magic, and/or the obfuscation of knowledge.
  5. Destruction of lore of any craft.
 
Crimes against the Nation
  1. Littering or vandalism of the Aristocracy's cities.
  2. Brandishing a weapon without cause.
  3. Tampering and/or scheming to dismantle the state or undermine the law.
  4. Participation in unsanctioned markets to purchase sanctioned goods requiring a license.
  5. Bribery of nation officials such as government workers, guards, and/or the Guild of Nobility.
  6. Inciting terror or schemes to incite terror, via any method including but not limited to: arson, magic, alchemical attacks, rumor, dark faiths, and more.
  7. Forgery of signatures.
  8. Theft of items from markets and places of sale.
  9. Assault or murder of nation officials such as government workers, guards, and/or the Guild of Nobility.
  10. Espionage for foreign entities outside of the Baustente Kingdom.
  11. Treason, defecting away from the Kingdom.
 
Crimes against the Craft
  1. Sabotaging equipment or machinery of industry.
  2. Sabotaging personal protective equipment or safety measures.
  3. Forgery of safety inspection documents.
  4. Forgery of seals of authenticity and/or quality production of product.
  5. Claiming credit for an original invention created by another individual.
  6. Retaliating against individuals criticizing and/or revealing poor practice in an industry.
 
Crimes against the Individual(s)
  1. Disorderly conduct and/or public indecency.
  2. Forced quarter and/or schemes to steal and/or force ones way into residence status within another individual's home.
  3. Blackmailing another individual.
  4. Impersonation of another individual.
  5. Using magic to influence another individual without express consent.
  6. Burglary and/or robbery of an individual's home and/or their items.
  7. Assault or injury of another individual.
  8. Inciting the death of, or personally ending the life, with or without justification, of any individual without their express consent. Such cases involving consent may be, but not limited to: euthanasia.
 

Crime

Surprisingly, or unsurprisingly depending on your outlook, crime exists at a higher rate thanks to strict policies and just the right amount of unhappy citizens. Individual crimes such as burglary, murder, or assault, are not particularly common, but organized crime and trade secrets are a large problem for the nation. Underworld societies are constantly trying to garner the latest and greatest items from the artistocracy's industrial sector, so a black market of information is the most rampant form of crime within the area.  

Policing

The Hal Ulumgrad Aristocracy employs a normal guard force to maintain peace and authority. There are several layers of beuraucracy to become one, including screenings and background checks, but they are made up of mundane individuals and wizards alike. The guard specifically avoids incorporating any religious individuals or professions to keep the risk of zealous activity low, though they do hire their services when professional healing is required. They have a sizable force of investigators, however, as many crimes that fall through the grapevine into their hands require processing several layers of bureaucratic paperwork and systems.   Public attitude towards the guard is met with indifference. Since individual crime is low, it's not uncommon to see citizens engaging in small talk or small conversations with law enforcement. Most arrests only happen after lengthy investigations.  

Prison

Criminals are incarcerated and held for trial by a Guild assigned judge and judicial body. Criminals can expect typical jail cells, though they are kept clean and tidy as per standard, and guards that rotate like clockwork. Punishments range from community service, to bans from individual industries, or even exile from the country itself. They make no distinction for magic users and mundane citizens, though precautions are taken for the former. The death penalty is only reserved for interfering in the affairs of the Guild while they are in session.  

Trade

The Aristocracy is one of the world's larger producers of tools and manufactured goods. Armor, weapons, and autonomous machinery are among their wares, in rising cost, while it has a few surprising markets up for offer such as spices. Services include almost anything you can think of, except perhaps certain alcohols thanks to a several hundred year waiting list.   Most international trade is by sea thanks to their land predicament and the Federation of Triebia not allowing trade through their territory. Ports are often bustling and the sound of hammers clanging and machinery whirring are common sensations within Ulumian trading spots.  

Transportation

Cities and towns are characterized by a dwarven-ized stone style. While the underground cities are traditional, the above ground human-made structures have benefited from their dwarven friends with sturdier improvements and accomodations for a rapid industrialization. Roads near the mountains sport rail-guided cars powered by Bhulerian Crystals to transport people quickly, while rural areas still have cobbled surfaces. Caravans and traveling parties are still common, while magically enhanced travel services are available.  

Noable Locations

Major Cities:
 

See Also

Organizations:   People:

The Hal Ulumgrad Aristocracy

Aliases
Home of the Warrior-Skalds
Craftsman of the Quill
The Green Tide Dam
The Worker's Bastion
The Infantile Empire (Derogatory)
Regions
Southeast Mountains

Society

Demonym
Ulumian, Halian, Halumian (slang)
Demographics
37% Dwarves
32% Human
11% Goliath/Oread
7% Elves
5% Halfling
4% Orcs
4% Others
Religions
Alrithun, Gherok, Kol, Trien

Commerce

Imports
Ore, grain, fruit, livestock, water, alcohol, Bhulerian Crystal, textiles
Exports
Refined ore, tools, armor, weapons, livestock, fruit, alcohol, spices
Currency
1 pp = 1 inlay
= 10 gold bars
= 100 silver plates
= 1000 copper beads

Politics

Government Type
Ergatocratic Aristocracy
Religious
The Union of Alrithun
Legislative
The Guild of Nobility
Judicial
The Guild of Nobility


Comments

Please Login in order to comment!