Other Nations Systems Plot in Velheim | World Anvil
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Other Nations Systems

Political, relational.

Other Nations Systems Othelan Democracy:   The nation of Othela is lead by an elected leader, chosen by the mayors who were chosen by the people. The Tribes by treaty with Othela have their own territory, customs and system of leadership and remain exempt from Othelan law unless it defies the treaty. The Tribes have authority over punishment for crimes that occur on their territory, and the same goes for the reverse. If the treaty is breached in a crime, both the Othelan and Tribe leaders must be present and active in the trial and punishment of the criminal.   Veyrn - head of state, elected by the senate, holds office for up to 100 years, elections every 50, acts as king but must gain approval through the senate for any enacted law or decision, delegates. The Senate (or Len Sey’na) - two to four representatives of each sector (including the tribes) that were elected by the people of their respective sectors (The tribes choose differently). Senate elections are held every 10 years. Fy’lei - accountants/tax collectors/census runners/staff/labour chosen and hired by the Veyrn. De’ryn - underlings of the Senators, on the grounds personal work force bringing government help to the people and people’s problems to the government.   The Tribes:  Their leader was chosen by their respective deities and leadership continues through the matriarchy of that family line until there are no heirs remaining (once all daughters are dead, leadership is passed to the sons) then a new tribe family is chosen by their deity. The addition of senators was rather recent, post calamity. The tribe leaders choose a senator and they are the only ones who leave the tribes and interact with the rest of Othela, aside from tribe merchants who are held in shame by their tribes and leader for deserting tradition for the chase of gold. Everything is shared in the tribes, and merchants share their spoils the same with the exception of their gold, since their fellow tribe mates have no use for it. Merchants are tolerated out of necessity in the air and water tribes, despised in the fire tribe (and very rare, since incurring the wrath of the Flame Chief is unwise) and forbidden in the earth tribe. If one wanted to leave the earth tribe, one left for good. The senator was the only exception to this rule. Fyquauri - Flame Chief (Hylan Sunbreaker) Wenari - Wind Chief (Leah Whisper) Siaulri - Sea Chief (Vera Stormrider) Biunchauri - Boulder Chief (Quil Mossheart)   Redrock:    Doesn’t have any formal government, just a judicial system in the most populated/civilized town. Basically run by four ‘mayors’ who keep peace and interpose between tribes and towns through representatives and treaties. Everyone there is either a scary Viking, scary pirate, scary orc or an exceedingly chill being. They all respect each other enough to keep a peace, no police or king just law of the land and capital punishment for stepping out of line. It would be savage and/or tyrannical but since there are three categories of badass danger overlapping each other (plus a chill and innocent party to smooth out rough edges), the chaos is cancelled out. So as long as you don’t go looking for trouble, you’ll be fine probably. And if not, your people will shed blood for blood in your honour. Ichar would have colonized it by now, but it’s honestly a terrifying place, aaaand the trade is really good already.   Bostvaria:    Monarchy. Has a gnome king and royal family, system very similar to Ichar but with less fail-safes against hostile take over and overall less care about corruption. King Florgianus and Queen Leannalyn Dolderomea.   Ladina:   Has a Duchess (Duchess Elwin Ivory), mostly a figure head and/or powerful political figure, the country is mainly run by jurors (mayors) that form a people’s court (senate). Jurors are elected by the people, most often from the upper class. The Duchess is mainly in charge of foreign affairs, but has no real control over the people’s court in peace times.   Thellor:   Dwarven Oligarchy - ten dwarves from their respective lineages in power at all times, managing different aspects of their nation and all with equal power. They are strictly neutral and firmly unwelcoming of foreigners, but free and intensely involved in trade and foreign relations.

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