The Surtgard Republic

Overview   The Surtgard Republic is a bastion of knowledge, law, and self-governance in the arid heart of Granheim. Founded by rebels, scholars, and exiles seeking independence from the Vorr’khal Sultanate, it has become an intellectual powerhouse and a stronghold of arcane and historical study. Governed by a senate of elected officials, the republic values progress, diplomacy, and self-determination, standing as one of the most stable factions within the Al-Muru Daxin Contingent.   Surtgard is a land of scholars and warriors, where education is prized as highly as military prowess. Though its lands are primarily arid, the Republic has mastered desert irrigation and agricultural techniques, turning barren soil into productive farmland. The city of Surtgard, built along the northern coast of Lake Vrenna, serves as a hub of enlightenment and governance, housing vast libraries, research institutions, and powerful arcane foundries that produce some of the most advanced magical technology in the Contingent.   The Surtgard Republic is a beacon of scholarship, self-governance, and arcane innovation. Its survival in the desert is a testament to its people’s resilience and intellect, making it a formidable power within the Al-Muru Daxin Contingent. As it expands its influence in Granheim, its greatest challenge remains maintaining the balance between knowledge and power.

Structure

Chancellor – The head of state, responsible for executive decisions, governance, and foreign diplomacy.   The High Senate – Known as the Veytari Council, it is composed of 24 elected officials, each representing districts, trade guilds, and scholarly institutions. The council drafts and passes legislation, ensuring the Republic remains both stable and progressive.   The Magisterium – Also called the Illuminated Assembly, this powerful council consists of arcane scholars and researchers, overseeing magical legislation, arcane security, and research initiatives. It also manages the Republic’s academy and arcane enforcement divisions.   The Judiciary Council – Known as the Justicars of Vrenna, this panel of judges, legal scholars, and high arbiters ensures laws align with the Republic’s principles and adjudicates major legal disputes. They operate independently of the Senate to prevent political interference in judicial matters.   The Consular Assembly – Called the Assembly of the Five Pillars, this civilian-based council advises on public welfare, economic strategies, and agricultural policies. It consists of community leaders, merchants, and agrarian representatives who ensure that government policies remain practical and beneficial to the common people.   The Chancellor acts as the executive authority, responsible for enforcing laws and directing foreign relations. However, their power is kept in check by the Veytari Council, which must approve all major policy changes, and the Justicars of Vrenna, who ensure no laws contradict the Republic’s guiding principles. The Illuminated Assembly manages all arcane governance, while the Assembly of the Five Pillars safeguards the interests of the populace, ensuring a balanced and responsive government.   This intricate system of checks and balances prevents any one faction from gaining too much power, reinforcing the Republic’s dedication to law, reason, and fairness.

Culture

Education & Scholarship: Literacy and higher learning are core values, with free education provided to all citizens up to a basic level.   Pragmatic Law: Laws are based on reason, efficiency, and fairness, often adapting to contemporary needs rather than adhering to rigid traditions.   Arcane Integration: Unlike many other regions, magic is not feared but studied, with mages serving in both government and defense.   Diplomatic Tradition: Surtgard favors negotiation over war, but maintains a strong military presence to ensure its survival in the desert.   Architectural Elegance: Blending function with beauty, Surtgardi architecture includes cool stone courtyards, intricate mosaic art, and magically reinforced structures.

Public Agenda

Expand knowledge and arcane research.   Maintain diplomatic relations within the Contingent.   Preserve historical sites and protect artifacts of ancient civilizations.   Continue agricultural and irrigation advancements to sustain the Republic’s people.   Defend the Republic’s sovereignty from external and internal threats.

Assets

The Arcane Repository – Housed within the Lumen Historia it is the largest magical research center in the Contingent, rivaling Amirik Al’Zahad.   Lake Vrenna – The Republic’s primary water source, crucial for irrigation, trade, and alchemical experiments.   The Sentinel Archives – A grand library housing records, spell tomes, and historical texts dating back to the Age of Ruin.   Trade Routes – Controlled caravan roads ensuring secure passage through the Republic’s desert domain.

History

184 AEL – The city of Surtgard was founded by scholars and exiles from the Sultanate, seeking a society based on reason and self-governance.   278 AEL – The Republic joined the rebellion, allying with other factions against the Sultanate.   280 AEL – The Al-Muru Daxin Contingent was officially formed, securing Surtgard’s sovereignty.   Present Day – The Republic continues to thrive, balancing politics, research, and military preparedness.

Territories

Capital: Surtgard (northern coast of Lake Vrenna).   Settlements: Falkir (southern lakeside trade hub and agricultural center).

Military

The Surtgard Republic’s military is structured around discipline, tactical ingenuity, and arcane integration, blending martial tradition with magical prowess. Given the harsh desert conditions of their homeland, their forces are trained to endure extreme environments and capitalize on strategic defenses. While the Republic prioritizes diplomacy and scholarship, it maintains a formidable military presence to safeguard its independence and ensure the security of Lake Vrenna and its vital trade routes.   The Surtgardi military is divided into three primary divisions, each serving distinct but complementary roles:   The Sunfire Legion (Varuun’kai) – The main military force, consisting of desert-hardened warriors and tactical spellcasters.   The Vrennari Watch (Vrenn’talir) – The naval and amphibious force tasked with patrolling and defending Lake Vrenna.   The Aetherium Knights (Saev’arash) – An elite order of arcane warriors who act as battle-mages, enforcers, and arcane specialists.   Each of these divisions operates semi-autonomously, answering directly to the High Senate and the Chancellor, ensuring checks and balances between military power and civilian governance.   The Sunfire Legion (Varuun’kai)   "The sun is both our shield and our sword—unyielding, unwavering, unstoppable."   The Sunfire Legion serves as the primary standing army of the Republic, comprised of trained soldiers, desert rangers, and tactical spellcasters. They are adept in desert warfare, utilizing speed, endurance, and adaptability to outmaneuver their enemies.   Composition & Specializations:   Legionnaires: The backbone of the Republic’s infantry, trained in swordplay, spear combat, and formation tactics.   Sandstriders: Mobile units specializing in hit-and-run tactics, reconnaissance, and sabotage.   Dune Wardens: Heavy infantry, often clad in layered, heat-resistant armor, specializing in siege defense and fortifications.   Sunfire Arcanists: Battle-mages trained in fire, light, and earth magic, supporting ground troops with devastating elemental attacks.   Blademarks: Dual-trained in swordplay and magic, these warrior-scholars wield enchanted weapons that amplify their abilities.   Notable Features:   Desert Warfare Expertise: Trained to navigate, survive, and fight in arid conditions, using the environment as an advantage.   Fluid Command Structure: Tactical autonomy within units, allowing quick decision-making in dynamic battle scenarios.   Arcane Integration: Each battalion has assigned battle-mages, ensuring seamless coordination between magic and martial combat.   The Vrennari Watch (Vrenn’talir)   "We are the current, the tide, and the storm. Those who trespass our waters shall be swept away."   While the Surtgard Republic lacks a true coastline, it maintains a powerful naval force dedicated to patrolling Lake Vrenna and its surrounding waterways. The Vrennari Watch ensures that trade, fishing, and transportation remain unimpeded, while also guarding against smugglers and hostile incursions.   Composition & Specializations:   Vrennari Sailors: Trained in naval combat, ship-handling, and aquatic survival.   Lakeguard Marines: Amphibious warriors specializing in shoreline defense, naval boarding actions, and underwater combat.   Stormcallers: Water-aligned mages who use hydromancy and weather manipulation to control the battlefield.   Silent Currents: An undercover intelligence unit, infiltrating criminal networks and eliminating threats to Republic-controlled waters.   Notable Features:   Naval Superiority: Despite operating on an inland lake, the Vrennari Watch is one of the most disciplined maritime forces in Granheim.   Stormcaller Support: Magical control of currents, wind, and storms allows them to dictate the flow of engagements.   Trade Security: Ensures that merchant vessels, fishing fleets, and civilian transports remain safe from piracy and external threats.   The Aetherium Knights (Saev’arash)   "Magic and steel—two halves of the same blade, forged in knowledge and tempered in battle."   The Aetherium Knights are the arcane elite of the Republic, wielding powerful magic and enchanted weaponry. They serve as both protectors and enforcers, ensuring that arcane knowledge is safeguarded, misused magic is curtailed, and threats to the Republic’s stability are swiftly neutralized.   Composition & Specializations:   Aetherblade Knights: Experts in both swordplay and spellcraft, blending martial prowess with magical precision.   Veil Wardens: Specialists in anti-magic combat, capable of dispelling hostile spells and countering magical adversaries.   Runescribes: Scholars and enchanters who craft, maintain, and empower magical artifacts and weapons.   Astral Sentinels: Diviners and seers who foresee potential threats and guide military strategy through prophetic insight.   Notable Features:   Arcane Superiority: The Aetherium Knights are unparalleled in magical warfare, seamlessly integrating spellcasting into battle.   Enforcer Role: Beyond combat, they act as regulators of rogue mages, ensuring that arcane knowledge is not misused.   Elite Training: Admission into the Saev’arash is rigorous, with only a select few proving worthy to don their signature runed armor and enchanted blades.   Military Doctrine & Strategy   The Surtgard Republic approaches military engagement strategically rather than aggressively. Given its scholarly and pragmatic culture, it employs a defensive-first military strategy, ensuring that it can withstand prolonged sieges and strategic skirmishes.   Tactical Philosophy:   Environmental Mastery: Soldiers are trained to use the desert terrain to their advantage, making invasion difficult and resource-draining for enemies.   Combined Arms: Martial combat, spellcraft, and alchemical warfare are all interwoven into battle strategy, maximizing flexibility.   Intelligence & Counterintelligence: The Republic prioritizes knowledge over brute force, ensuring that battles are won before they begin.   Conclusion   The Surtgard Republic’s military is a formidable force, blending desert-hardened warriors, skilled naval combatants, and elite spellknights into a well-balanced war machine. Though the Republic values peace and diplomacy, it remains ever-prepared to defend its sovereignty and uphold its scholarly ideals against any who threaten them.

Laws

Legal Framework   The Surtgard Republic operates under a codified legal system known as The Codex of Enlightenment, a comprehensive legal doctrine that governs civil, criminal, arcane, and economic law. The foundation of Surtgard’s legal system is based on logic, precedent, and fairness, ensuring that laws adapt over time to societal changes.   Legislative & Judicial Oversight   Laws are proposed, reviewed, and enacted through a structured system of governance:   The Veytari Council (The High Senate) drafts, debates, and enacts laws through a majority vote.   The Justicars of Vrenna (The Judiciary Council) ensures laws adhere to the Codex of Enlightenment, interpreting legal texts and overseeing court proceedings.   The Illuminated Assembly (The Magisterium) advises on arcane laws, ensuring magic remains a tool of progress rather than destruction.   The Consular Assembly (Assembly of the Five Pillars) provides civil oversight, ensuring laws serve the public good.   Once passed, laws are inscribed onto the Eternal Obelisks—massive stone pillars in the Hall of Law in Surtgard, ensuring public access to legal decrees.   Core Laws and Legal Principles   1. Civil Rights & Citizenship Laws   All citizens of Surtgard are guaranteed education, protection under the law, and the right to legal representation. Non-citizens are granted limited protections and must register with local authorities to conduct business or own land. Slavery and indentured servitude are strictly outlawed, with violators sentenced to forced labor or exile.   2. Property & Trade Laws   Private property is sacred, and unlawful seizure or destruction of property carries heavy penalties. Trade guilds must adhere to fair pricing laws, preventing monopolies or price gouging. Contracts, including arcane pacts, must be registered with the judiciary, ensuring enforceability and transparency.   3. Arcane Laws   Unauthorized use of lethal or destructive magic within city limits is punishable by imprisonment or magical suppression. All practicing mages must register with the Magisterium if using magic for commercial or public purposes. Necromancy is strictly regulated, with corpse animation and soul manipulation requiring explicit Magisterium approval. Arcane dueling is legal but heavily restricted, requiring an official dueling permit and adherence to sanctioned rules.   4. Criminal Laws   Theft & Smuggling: Punishable by public restitution, fines, or imprisonment. Murder & Assault: Punishable by imprisonment, exile, or execution, depending on severity. Forgery & Fraud: Strict penalties ranging from financial seizure to imprisonment. Treason & Sedition: Crimes against the Republic, its leaders, or its laws result in permanent exile or execution.   5. Military & Defense Laws   The Surtgard Military operates under a strict code of conduct, ensuring that all actions align with defense and protection rather than aggression. Desert raiding or piracy is considered an act of war, leading to immediate military intervention. Enlistment into the military is voluntary, though all citizens must serve in a two-year civil defense program, ensuring basic combat and survival training.   6. Religious & Philosophical Freedom   The Republic maintains a secular government, allowing freedom of belief and worship. Any religious group that engages in unlawful or violent acts faces banishment or dissolution. Temples and spiritual orders are required to register with the Consular Assembly, ensuring their practices do not violate Republic law.   7. Foreign Relations & Travel Laws   All foreign diplomats and merchants must register with the Bureau of External Affairs upon arrival. Unauthorized foreign military forces, spies, or mercenaries are considered hostile invaders. The Surtgard Republic does not engage in slavery, and any foreign traders bringing slaves into Republic territory forfeit their freedom.   8. Agriculture & Environmental Protection Laws   Lake Vrenna is considered a protected resource, and overfishing or pollution is punishable by exile. Farmers are required to adhere to irrigation laws, ensuring fair distribution of water resources. Illegal harvesting of magical flora or over-extraction of alchemical resources results in fines and seizure of goods.   Punishments & Legal Enforcement   Surtgard’s legal system employs a variety of punishments, preferring rehabilitation and restitution over severe penalties when possible:   Fines & Seizures – Common for minor offenses, such as theft, fraud, or illegal trade.   Public Restitution – Criminals may be sentenced to community service or forced labor to repay their crimes.   Imprisonment – Reserved for repeat offenders or serious crimes, held in arcane-reinforced prisons.   Magical Suppression – For rogue mages or arcane criminals, enforced via binding glyphs and nullification collars.   Exile – Used for traitors, severe criminals, or threats to Republic security.   Execution – Reserved for high treason, mass murder, and extreme cases of magical abuse.   The Hall of Justice & the Great Tribunal   The Hall of Justice in Surtgard is the primary judicial center, housing the Great Tribunal, the highest court in the Republic.   The Tribunal is composed of three Justicars—one from the Judiciary Council, one from the High Senate, and one from the Magisterium—who preside over the most serious cases.   The Tribunal ensures that no law is absolute, allowing for reinterpretation in light of new circumstances.   Conclusion   The laws of the Surtgard Republic reflect a society dedicated to progress, order, and fairness. By balancing pragmatism with justice, the Republic has created a legal system that ensures its citizens thrive, knowledge flourishes, and civilization endures in the harsh desert landscape.

Agriculture & Industry

Overview   Despite its harsh desert environment, the Surtgard Republic has become an agricultural and industrial powerhouse, utilizing advanced irrigation techniques, magical innovations, and adaptive crops to sustain its people. The Republic thrives on its arcane research, historical preservation, and skilled craftsmanship, making it a major player in the economy of Granheim and the Al-Muru Daxin Contingent.   The Republic has mastered the balance between nature and civilization, ensuring sustainable development while maintaining control over Lake Vrenna, its most vital resource. The economy is diversified, with key industries including arcane technology, alchemical research, refined metallurgy, and agricultural exports.   Agriculture   Though Granheim’s arid climate makes traditional farming difficult, the Republic’s ingenuity has allowed it to develop fertile farmlands through a combination of magical irrigation, subterranean water extraction, and selective breeding of drought-resistant crops.   Key Agricultural Practices   Lake Vrenna Irrigation System – The Republic has built vast aqueducts, underground reservoirs, and controlled floodplains to maximize water efficiency.   Wind and Arcane Wells – Wind-powered water pumps and mage-crafted conduits extract groundwater, ensuring sustainability.   Terraced Farming – Elevated crop fields built into rocky outcroppings near Surtgard and Falkir provide stability and efficient water use.   Alchemically Enhanced Soil – Specialized fertilizers and mineral infusions increase crop yields in poor soil conditions.   Major Crops   The Republic cultivates a wide variety of desert-adapted and wetland crops, making use of both Lake Vrenna’s waters and drought-resistant fields:   Common Crops:   Tomatoes, Peppers, Eggplant, Cucumbers, Melons, and Corn – Adapted to arid soil and irrigation-based farming.   Date Palms & Fig Trees – Provide nutrient-rich fruits, growing in oasis regions.   Legumes (Lentils, Chickpeas, Black Beans) – Essential for high-protein diets and soil enrichment.   Unique Surtgardi Crops:   Vrennan Lotus – A rare, water-grown flower known for its healing properties and arcane conductivity.   Sunspice Gourds – A bright orange vegetable rich in nutrients and natural heat resistance.   Desert Cindergrain – A tough, fire-resistant grain that can survive extreme temperatures.   Ghost Vine Fruit – A pale, translucent fruit that grows only under moonlight, believed to have divinatory properties.   Livestock & Domesticated Creatures   While limited in scale due to water constraints, animal husbandry thrives along Lake Vrenna’s shores and in desert-adapted ranching communities.   Vrennan Sand Goats – Hardy, omnivorous goats, providing meat, milk, and leather.   Steppe Drakes – Domesticated reptilian beasts of burden, used for plowing, transportation, and security.   Moon-Crested Fowl – A large, nocturnal bird raised for eggs, meat, and decorative feathers.   Industry   The Republic’s industrial sector is one of the most advanced in the Contingent, focusing on arcane research, metallurgy, alchemical production, and historical conservation.   Major Industries   Arcane Technology & Aetheric Engineering   The Republic is a leader in magical innovation, producing mana conduits, enchanted tools, and spellcasting aids.   The Arcane Repository in Surtgard houses some of the most sophisticated magical research in Granheim.   Aetherium Knights and battle mages are equipped with advanced spell-forged weaponry.   Alchemical & Herbal Research   Surtgard’s alchemists and scholars produce potent healing potions, arcane-infused elixirs, and rare poisons.   Lake Vrenna’s ecosystem supplies exotic herbs and minerals used in divination and restoration magic.   Metallurgy & Weaponcraft   Blacksmiths and enchanters work together to forge exceptional weapons and armor, often infused with arcane properties.   Surtgardi steel is lighter, stronger, and more heat-resistant than standard metals, making it highly sought after.   The Aetherium Forge in Falkir specializes in arcane-infused weapons for elite warriors.   Historical Preservation & Artifact Restoration   The Lumen Historia funds expeditions to recover ancient relics, ensuring Surtgard’s historical legacy is protected.   Scholars specialize in translating forgotten languages and restoring pre-Ruin artifacts.   Luxury Goods & Cultural Exports   The Republic is known for mosaics, enchanted tapestries, fine pottery, and intricate jewelry.   Surtgardi glassblowers create stunning arcane-etched glassware, used by nobility across Granheim.   Trade & Economic Influence   Surtgard’s economic reach extends beyond the Contingent, making it one of the most valuable trading partners in Granheim.   Major Exports   Arcane Artifacts & Spell Components – Infused gems, wands, spellbooks, and magical implements.   Alchemical Goods – Healing potions, enchanted tonics, and refined rare herbs.   Desert Agriculture – Dried fruits, rare grains, and nutrient-rich spices.   Aether-Forged Metalwork – Enchanted weapons, armor, and arcane circuitry.   Major Imports   Lumber & Stone – Acquired from The Free Mercantile Lords of Tzarog and The Kaelen Confederacy.   Textiles & Silk – Sourced from The Indred Island Coalition and The Sultanate’s black-market traders.   Aether Crystals – Imported from arcane mines in the Vorr’khal Sultanate.   Infrastructure & Economic Development   The Republic prides itself on its efficient infrastructure, using a combination of traditional engineering and magical enhancement.   Key Infrastructure Features   Irrigation Aqueducts – Channeling water from Lake Vrenna, supplying farms, wells, and reservoirs.   Desert Trade Roads – Well-maintained and patrolled routes ensuring safe commerce.   Mage-Lit Highways – Arcane lanterns powered by aetheric energy, illuminating major roads at night.   Grand Bazaar of Surtgard – A bustling market rivaling any trade hub in Granheim, specializing in rare goods and enchanted wares.   Conclusion   The Surtgard Republic’s agricultural and industrial might has secured its place as a key power in the Contingent, rivaling the Vorr’khal Sultanate in magical advancement and trade influence. Through innovation, perseverance, and scholarly dedication, Surtgard has transformed the desert into a land of wealth, progress, and arcane mastery.

Education

The Lumen Historia: The Pinnacle of Surtgardi Learning   Overview   The Lumen Historia stands as the foremost institution of higher learning in the Surtgard Republic, a beacon of knowledge, arcane research, and historical preservation. Nestled within the heart of Surtgard, overlooking the shimmering waters of Lake Vrenna, the institute rivals Amirik Al’Zahad in both prestige and academic rigor.   A place where scholars, mages, diplomats, and historians converge, the Lumen Historia is divided into specialized departments, each dedicated to advancing a particular field of study. Its architecture blends arcane grandeur with functional elegance, featuring towering domes, cascading terraces, and halls lined with centuries-old manuscripts.   It serves not just as a university, but as an archive, a research hub, and a political think tank, influencing both the legislative process and military innovations within the Republic.   Structure of the Lumen Historia   1. The Grand Hall of Scholars   The administrative and intellectual heart of the institution, housing:   The High Council of Historians – Oversees the historical and archaeological research of the Republic.   The Council of Arcane Inquiry – Regulates the ethical study and practice of magic.   The Senate of Luminaries – A rotating assembly of scholars advising the High Senate on matters of state.   2. The Grand Observatory (Vaelis’kaar)   A massive domed structure dedicated to astronomy, navigation, and divination. Scholars here chart the movements of celestial bodies, predict cosmic events, and aid in the Republic’s arcane and naval strategies.   Houses the Skybound Orrery, an intricate mechanism that models planetary alignments.   The Celestial Archives contain centuries of astrological predictions and studies of magical ley lines.   Diviners trained at the Observatory play a crucial role in advising the Aetherium Knights.   3. The Arcane Repository (Veyrn’Arathis)   A vast underground complex storing spell tomes, magical artifacts, and experimental aetheric constructs. It serves as both a research facility and a vault for dangerous relics.   The Veil Chambers: Restricted areas where high-level magic is studied under controlled conditions.   The Ethereal Vault: Secure containment for artifacts deemed too dangerous for common use.   Aetheric Laboratories: Specialized research centers experimenting with new spells, enchantments, and energy manipulations.   4. The Hall of Scribes and the Sentinel Archives   A vast library containing millennia of knowledge, including pre-Age of Ruin records. Here, scholars meticulously copy, translate, and restore ancient texts, ensuring the Republic’s history is preserved.   The Sentinel Archives hold government records, law books, and official decrees.   The Chroniclers’ Wing is devoted to recording contemporary history and transcribing oral traditions.   The Lexicon Chamber holds magical language studies, helping decode lost scripts and forgotten dialects.   5. The College of Arts and Alchemy   A fusion of arcane craftsmanship, alchemy, and engineering, this division specializes in:   Potion-crafting, metallurgy, and magical augmentation.   The creation of enchanted artifacts used by the Republic’s military and governing bodies.   The study of cultural heritage, influencing the Republic’s architecture, music, and artistry.   Leading Officials   Archmagister Daelis Teryn – The current head of the Arcane Repository, an expert in aetheric manipulation and artifact restoration.   High Historian Varina Kallor – Leads the Hall of Scribes, overseeing all historical documentation and preservation.   Grand Diviner Marovius Rahn – Oversees the Grand Observatory, guiding celestial and arcane studies.   Master Alchemist Jorun Malakar – A pioneer in desert alchemy, agricultural enhancement, and potion refinement.   Chronicler-General Eren Vassik – Responsible for maintaining diplomatic and political records within the Sentinel Archives.   Cultural Significance   A Rite of Passage: Many of Surtgard’s future leaders, diplomats, and generals are educated at the Lumen Historia.   A Neutral Ground: The Lumen Historia serves as a neutral site for debates, diplomatic negotiations, and arcane summits.   A Haven for Knowledge: The institute takes in refugee scholars, displaced historians, and lost texts from all over Granheim.   Conclusion   The Lumen Historia is more than just a university—it is the intellectual core of the Surtgard Republic, shaping its laws, magic, and future. Its halls echo with the wisdom of generations past, and its scholars continue to push the boundaries of knowledge and innovation, ensuring the Republic remains a beacon of enlightenment in Granheim.

"Knowledge is the key to freedom, and wisdom is the path to power."

Founding Date
184 AEL
Type
Geopolitical, Republic
Capital
Alternative Names
The Desert Senate
Demonym
Surtgardi
Leader
Leader Title
Head of State
Legislative Body
The Veytari Council , The Magisterium
Judicial Body
The Justicars of Vrenna
Executive Body
The Chancellor
Neighboring Nations
Notable Members

Articles under The Surtgard Republic