[hider=Highly Summarised NS] [i]Name of Nation [/i] [indent]The United and God-given [i]Righachd [/i]of Sidara (shortened: Sidara, the Sidarid Isles, the UGR, Seihdhara, the [i]Righachd[/i])[/indent] [i]Government [/i] [indent]Unitary Parliamentary Elective Monarchy[/indent] [i]Capital[/i] [indent]Glenmagar[/indent] [i]Species[/i] [indent]Human[/indent] [i]History[/i] [indent]Sidara is old, boasting over ten-thousand years of human habitation and some five-thousand years of true civilisation. Forming into many warring clans by 400 BCE, they would experience invasions and subjugations from 400 BCE until 400 CE, first by the [i]ap Morig[/i] (aka th Morghul Dominion) and then by Anvegad and Kratoria. The Isles would experience a period freedom and of warring clan kingdoms from the 450s to 1066 CE, when Anvegad would return and conquer all of the Isles. A war of liberation followed in the mid 16th century, and the modern Sidarid state was established by 1593. It would once more come under Anvegad suzerainty after defeat in the Second Anvego-Sidarid War, but would once more establish its independence after the Third Anvego-Sidarid War, which ended in 1730 CE. Since then, Sidara has grown from strength to strength and become an advanced industrial state. In 1860 a war would break out with Etresna, which also drew in Anvegad. Sidara would experience humiliating defeat and loss of territories, cementing its enmity for Etresna and deepening the bitterness towards the Anvegadians.[/indent] [i]Territory[/i] [indent] [hider=Map] [img]https://i.imgur.com/ndDWwod.png[/img] [/hider] [/indent] [i]Economy[/i] [indent]The Sidarid economy experienced meteoric growth after independence largely due to the establishment of various clan-companies. These would lift Sidara from a largely agrarian economy to a fully modern industrialised one, competing on the world stage. Sidara maintains food autarky through various innovative uses of scarce land.[/indent] [i]Technology[/i] [indent]Sidara is one of the most technologically advanced nations in the world. It maintains a traditional educational system funded by clans. Due to clan involvement in business and need for trailblazers, the traditional system has proven exceptionally successful in producing innovator. The government also sponsors research facilities and is patron to many Societies. [i]Arwyndyn[/i] also contribute through joint research projects with regular universities and through journals. Journals are an important aspect of the Sidarid academic scene.[/indent] [i]Culture[/i] [indent]Above all else, Sidarids value freedom, valour, honour, and loyalty, and they regard the clan very highly. Fiercely independent, they consider the acceptance of enslavement in any form as the highest dishonour. Sidarids are polytheistic and animistic, worshipping many gods and believing that spirits rest in all things. Foremost in their pantheon is Seihdhara, goddess of war and love, and who is the personification of the Sidarid Isles. Every clan also has its own clan god believed to be the personification of that clan. They worship outdoors in stone circles, sacred groves, or near sacred springs. Leading worship, and many other responsibilities, falls to the Wyndyn. They are split into three classes: Treiwyndyn, Arwyndyn, and Machwyndyn. The Treiwyndyn carry out everyday responsibilities and interact with the people. The Arwyndyn are scholarly druids. The Machwyndyn serve as military chaplains. There is no official clergy in a sacerdotal sense. Filim, poets, play a very important role in society and are all members of the Bardic Order. Being praised by a Fili is a great honour, but being satirised by one is a source of immense shame. The words of Filim are believed to have great power in and of themselves. Wyndyn can exile individuals for various reasons, these become Trosychen, outlaws who do not benefit from being part of society and to whom the law does not apply. The elderly generally occupy positions of influence due to the clan structure of society (the elderly have children and grandchildrem, who naturally owe them a degree of allegiance). Children are considered the children of the entire clan. To become adults, they must undergo a rite of passage where they travel throughout Sidara for six months. Fosterage is common in Sidarid society, where a family gives its children over to other families. This is generally done for educational reasons and to bring families closer together. Children can also be fostered by skilled persons who teach them their craft. It has become common practice for the clan to take up the responsibility of having children educated by skilled persons. On passing into adulthood, young people generally go on to serve in the military. Women are considered more or less equal with men and have historically played important roles in leadership, on the battlefield, and elsewhere. Sidarids are polygamous, with men and women marrying as many times as they please. Sex is not constricted to spouses, though children should not be born out of wedlock. There are four major and four minor festivals celebrated universally. These are Beltane, Sambane, Embilc and Lignsid, and the minor festivals are the two solstices and equinoxes. On death, people are either cremated or have their bodies buried. The dead are generally buried in burial cysts and have a mound of either stone or earth built above them.[/indent] [i]Army[/i] [indent]The Sidarid army is massive, coming at just under one-million soldiers. It is split into six branches, named Armies.[/indent] [i]Navy[/i] [indent]The Sidarid navy is amongst the largest in the world, boasting over five-hundred vessels, over four-hundred of which are warships. Clan-companies have their own private fleets, both merchant and military.[/indent] [i]Air Force[/i] [indent]The Sidarid airforce is relatively small. The utility of aircraft beyond reconaissance is being investigated. The civilian aviation scene is far more advanced than its military counterpart, and aerodynamic theory is the subject of many breakthroughs in various academic journals and research facilities.[/indent] [i]Traits[/i] [indent]Soul-names and Prophecies - Soul-names are given at birth and are said to strengthen one's link with the gods. Prophecies are personalised oaths of sorts which one must upkeep. Doing so can given one strength. Breaking one's prophecy can greatly weaken a person, even leading to death. Willing Warriors - Sidarids love war. They want to do glorious things and achieve victory. Unfortunately their excitability makes them more likely to disobey orders. Nothing but Customary Law - Sidara has no legislature. It is run completely by customary law. This differs from clan to clan and even from village to village, which can be extremely troublesome for anyone moving around, and even more so for foreigners trying to conduct trade. Scholarly Druids - Arwyndyn have records of Sidarid history, law, magick, lore, and much else stretching back over two-thousand years. They are incredible founts of wisdom and knowledge. Unfortunately, they are highly secretive and usually communicate in a language unknown to any but themselves. Clan-Companies - Sidara's clan-companies are the epitome of communally owned and run corporations. They are the firm foundation of Sidara's economy and production. Unfortunately they are very competitive and are not averse to sabotaging or stealing from each other.[/indent] [i]Rolls[/i] [indent]Territory - 8 - Your nation is decently sized, with room for a few cities and a decent amount of farmland. Tech - 14+4 (18) - Your nation is effectively fully modern, and innovative to boot. It is likely the trendsetter in multiple categories. Army - 18 - Your army is massive, and for every soldier, there are two more to take his place. It is maintained at partial-strength year round with a conscription for the rest on a wartime basis. Even at partial strength, it is more than enough to compete with other states. Economy - 16+1 (17) - Your economy is well-off, and a majority of what needs to be funded is. Production - 11+4 (15) - Your nation is doing well for itself, with excellent production in both farming and manufacturing and good resource exploitation. Navy - 19+1 (20) - Your nation rules the waves. Your merchant fleet is the best out there and your matchless navy seeps with tradition. Airforce - 9-2 (7) - You have a few biplanes. Magic - 8-3 (5) - Like a nation that is aware of modern technology, and seeks to acquire it, yet falls far behind, your nation lags in the field, struggling to keep up, and at best keeping pace in a select field. Perhaps, were your nation to pool its resources and brainpower, you could produce one of the contraptions of more magical nations - but it would be a true national effort. Mobilisation - 19 - It takes a few weeks to mobilize. [/indent] [i]Current Monarch[/i] [indent]Queen (Bhaenrhig) Ros King (Rhig) Ruaidhri[/indent][/hider]