[b]Name:[/b] The Kingdom of Arcana (WIP) [b]Species:[/b] Aureate highborn ruling class; mundane human plurality; significant elven enclave; populations of dwarves, trolls, ogres, centaurs, satyrs, halflings, gnomes, nymphs, merfolk, and members of multiple elder races [hider=Culture and Society] From it's genesis, the Kingdom of Arcana has been a champion of scientific development, artistic creativity, athletic prowess, philosophical discovery, free commerce, philanthropy, spiritual enlightenment, and above all other things, the study and mastery of the magical forces. Among no other people and in no other land is magic as intrinsic to the daily functioning of society as Arcana. The Circle of Wizards, the most powerful guild in the Kingdom, is also Arcana's oldest institution and one of the oldest such groups in the world. Once the Mages performed virtually all of Arcana's religious, scholarly, and cultural functions, not just magical pursuits. From the Circle would emerge the United Church, the Alchemist Guild, and every other lynchpin of Arcanan society. It was the original Circle of Wizards who crowned Arcana's first king, an Arcane Knight. And it was with spells that the populous, beautiful, and advanced city of Arcanapolis was built by the alliance of the Aureates and the Sidhe. While other nations may have their specialties, all mystical disciplines are studied in Arcana, and it is Arcana who continually innovates magic and possesses the most understanding and knowledge of the art and science of sorcery. Arcana is a highly educated realm, where all of the commoners know how to read, write, and perform basic arithmetic and the highborn are extensively schooled in all academic disciplines. Magical theory is likewise an intrinsic part of Arcanan basic education. It underpins the education for all skilled professions from smiths to naval officers to clergymen to doctors, who all use at least some arcane theory and even perhaps practical magic as part of their daily jobs. Public schooling is provided to commoners through schools run by clerics or by sages. An Arcanan child will receive education on mathematics, the sciences, athletics, the arts, humanities, and of course the gods and magic. Promising pupils will then apprentice themselves to a skilled tradesman or artisan, join a gymnasium, or enter seminary education. Only the brightest commoners will win a scholarship to university or gain the attention of a Mage and sponsorship to the College of Magi. For millennia, various higher universities had operated continuously in Arcana. While affluent burghers and highborn were generally the only ones able to afford tuition, even the lowliest indentured peon could gain entrance if they showed enough promise. Foreigners would come from all corners of the globe to study in Arcanan institutions. After the Day of Black Sun, many of Arcana's famed cities were destroyed or abandoned and their schools with them. The last Arcanan university is also the first, Merlinus Academy, founded by Arcana's most famous wizard. Since magical theory is inextricable with Arcanan schools of science, earning a Mage robe has become a practical prerequisite to earning a degree in any subject and continuing any kind of career. Being a layperson as a doctor is practically unheard of unless they have achieved accreditation overseas. The result of this practice is that every cleric, doctor, barrister, military officer, and politician can rightly call themselves a Mage, though most generally refer to nonpracticing magi as Sages while minor or middle-tier practitioners are Mages. Earning the right to call oneself a Wizard is an altogether different honor. Less than a quarter of Mages who apprentice themselves to a Wizard or join the College will pass their Arcane Trials and earn the right to forge their own Wizard's staff. The Sages who make up Arcana's academic, ecclesiastical, financial, military, and civic leadership are versed in magical theory. Practicing Mages make up the majority of the Arcanan Guilds and are essential to their operation. However Wizards are a cut above. They must master both theoretical and practical magic and display a masterful level of skill in a wide range of magic schools. Mages can also use orium, the common shorthand for magical orichalcum, but their knowledge is narrower in scope and their abilities and skills are not as complete. Wizards are highly respected in Arcana and those who enter politics or the armed forces tend to command great influence and power. The origin of magic's influence on Arcanan society is easily discovered. The original Neraidan inhabitants of Arcana used magic as an everyday part of their lives, and the Sidhe nobility were both lords of Neraida and powerful spellcasters. The Andras settlers from across the sea were not as familiar with magic but their Imithean Lords all had court sorcerers and sought to learn magic for themselves in order to gain an edge over their rivals. Many took on wizards as lovers, even as spouses. After the Crystal War and the marriage of the Fairy and the Dragon, wizards had indelibly positioned themselves as advisers, scientists, spiritual guides, military commanders, and even leaders. King Artorius the First had been taught magic by Merlinus and his heir Torien had been a full-fledged wizard. The Imithean Archons soon followed suit, taking mystical Sidhe in marriage or studying with Sorcerers. This continued for generations, no doubt encouraged by the Circle, until Arcanan nobility was intrinsically tied with the study and practice of magic. The Imitheans would soon become so intermingled with the Sidhe that a new race arose, the Aureates, and would make up the vast majority of the noble peerage class of Magnates. Magic soon influenced philosophy, religion, the sciences, and the arts until they were synonymous with another. To be powerful in Arcana is to be magically knowledgeable and gifted. But while anyone can theoretically study to become a mage, the reality is that the highborn of Arcana maintain an edge in learning magic and thus a monopoly on political power in the kingdom. Magical theory requires time and resources to study that most commoners do not have and the academic apparatus to become a mage and then a wizard consistently favors the aristocratic or merchant classes. Sorcerous bloodlines are also far more prevalent among the Aureate highborn due to the mingling of fae and demimortal blood (the Imitheans of Andras had long claimed descent from the New Gods and live far longer than normal humans while Fae are nigh-immortal). The advantages of magical talent and longevity of lifespans mean that the Aureates of Arcana have a far easier time of becoming Mages and then Wizards than commoners do. In effect what should be a meritocratic system of governance has retained many aristocratic trappings and the Magnate class retain many privileges, including being the upper house of the Magisterium. However, while in other nations the commons might resent such a caste system, the reality is that citizens are largely at peace with the existing system. The vast majority of Arcana's citizens live comfortable lives that few commoners elsewhere do. They don't worry about tilling the field or breaking their backs in quarries to support themselves. Instead they are nurses, clerks, scribes, weavers, smiths, teachers, and all manner of skilled laborers and professionals. The main societal rift is instead between the bourgeoisie "Novus Magi" or "Argent Wizards" and their aristocratic Aureate counterparts that dominate the wizardry. The Argents resent the institutional barriers to advancement that the Aureates have cultivated while the Aureates deem the Novus Magi as money-obsessed dilettantes with no true understanding of magic. Due to the fact that powerful magigenetic spells ensure that Aureates are born physically superior to humans in every way and are nigh-on immortal due to magic, their superiority is little questioned. With few exceptions, Aureates inhabit every high position of government, with few wizards of rank being born of mundane blood. Arcanans are religiously and culturally tolerant to a degree unheard of in much of the world. The New Gods of Andras are the most popular pantheon, but the Sidhe's Old Gods still have a strong following and shrines to hundreds of lesser gods can be found throughout Arcanapolis. The gods are invoked by clerics to bless everything from baptisms and marriages to sports matches and court proceedings. But while the Aureates all pay due respect to the gods, many consider themselves irreligious, their mastery of the arcane forces proving that they have no need of deities. Humans live side by side with those of the elder races and while all largely keep to themselves, they have equal rights under the law. However no nation is without prejudice. There is great hatred toward Orcs and other greenskins due to the Horde invasions following the Black Sun, and these are regulated to the menial labor not taken up by golems. Lilim, Lycans, Fleders, Incubi, and other nightfolk are similarly regarded with suspicion and revulsion and there is little to no opportunity for them to seek an honest living. Greenskins and Nightfolk are the majority of those who live in state housing. Above all are the Aureates, men and women of both arcane mastery and physical superiority, virtual demigods among mortals. While Aureates are given no greater legal right than any other citizen, they are revered and catered to in a manner that no others are. The Aureate lords no longer extract feudal taxes and no longer command peasants. But nonetheless they are lords and live as lords, with clients instead of peasants and rent instead of tithes. Despite the realities of Arcanan inequality, the nation itself is rightly regarded as one of knowledge and beauty. While extreme weather lashes the outlands, the Ecumen proper is kept tranquil and calm by Aureate's magic. Arcanans revere the natural beauty of the world and strictly control the use of Arcana's natural resources as such. And while they compose poetry, contemplate morality, and seek spiritual enlightenment, Arcanans on the whole have largely abandoned their martial spirit. War is an enterprise of less advanced nations, goes the common thinking. Soldiery is limited to lowborn who have no other opportunity to advance. Adventurous young men and women become explorers, travel in theatre troupes, or become athletes. They drink and make merry and explore carnal pleasures. They try to enter the halls of Merlinus and then the College to become Wizards. They do not pick up swords and those who do, treat dueling as a sport and not a warrior's pursuit. The only exception are the Aureates, who remember the legacy of glory and honor in combat from their Imithean ancestors. This national attitude has shaped Arcanan policy Post-Black Sun to one of armed neutrality. The Arcane Knights and the Navy defend Arcana from its enemies so that they can do business with everyone and enjoy the rewards of being among the richest nations in the world. Free trade matters more than conquest and battles are fought by dressmakers and conversationalists. What once was a nation that was actively involved in the affairs of conquering empires has become a disinterested and relaxed enclave of scholars and artists assured of their enlightenment and exceptionalism. Surabhumi and Sanghara's wars are so far away, and the glories of magic are ever present. However, there are still those Aureates who yearn for days past. When Arcana was a kingmaker and not a banker, and when wizards were feared with both the staff and the sword. Arcana is ruled by its Sovereign, the crowned and enthroned monarch on the Star Throne and the wielder of Caliburn, Artorious' blade. The Sovereign then appoints his advisors: the Chancellor, the Lord Admiral, the Lord Consular, the Lord Treasurer, and others to serve on the Corona Council and manage the daily affairs of the kingdom. The Sovereign is also head of the United Church and is considered to act with the will of the gods through the Divine Mandate. The Archbishops of the Olympic Temples are the greatest ecclesiastical powers after the Sovereign but even then cannot compel the Sovereign to action. Both men and women are equal among wizards and inheritance is not based on primogeniture. Rather the prospective Sovereign must attempt to draw Caliburn from the grave stone of their predecessor and attempt the Trial of Thrones, an arcane vision quest that differs for every claimant. If deemed worthy by the blade, the heir will successfully draw Caliburn and will earn the right to be Sovereign of Arcana. Any who have royal blood have this right, meaning that any member of both the Arcanan peerage and the royal family may attempt to claim the sword. There has been more than one Sovereign who was not the eldest child or even a direct relative of their predecessor, but almost none who came from outside of House Pendragon and none who did not then forsake their former name for the Pendragon line. Further, there is great danger in attempting the Trial and failed attempts have been known to result in traumatic spiritual injury or even insanity or death to those that Caliburn deems particularly unworthy. The mechanism that decides who shall inherit is unknowable to any but the blade, which seems to have a mind of its own, and gentle Princes have failed where cruel warlords succeeded. Additionally, there have been such instances where the blade has budged but was unable to be drawn as there was more than one worthy heir of Pendragon. Such conflicts were then usually resolved in a duel and many noble princes and princesses have been maimed or even killed in violent contests of spell and sword. As such it soon became a tradition that a claimant had to receive approval from the Magisterium in order to have their claim confirmed. The Magisterium is the main check on the Sovereign's authority. They have the authority to legislate and to veto the Sovereign's edicts. In the absence of a crowned and enthroned Sovereign, it is the Magisterium who elects the Council of Regents. The Magisterium also has the ability to force the Sovereign to step down should they overstep the Covenant, the realm's constitutional document. However only two Sovereigns have ever been impeached and neither of them peacefully abdicated. The Magisterium is a bicameral chamber, with the House of Peers and House of Commons. The Commons is staffed by Prefects who represent the scores of parishes that Arcana is divided into and are democratically elected by their parishioners. The upper chamber is staffed by Proctors, members of the Magnate class who inherit their seats. As a whole, members of the legislature are known as Magisters. The noble houses of Arcana used to have vast feudal powers but the Day of Black Sun largely put an end to those privileges. Large estates and manors were lost to barbarian raids, natural disaster, monster attacks, famine, and pestilence. Many noble lines were extinguished. Those who survived mostly fled back to the safety of the Arcanapolitan Ecumen. Their levies were largely commandeered by the Crown in order to deal with the crises. As such, most Magnates have only their private mansions, though these residencies are often palaces unto themselves. The only exceptions to this rule are those families who still maintain properties outside of Arcanapolis, though most of these are still within the safety of Ecumenical lands. The most prominent examples are the Tritonid Sealords, who maintain massive fleets that make up the bulk of the Cerulean Navy and the Laconics who shield the far reaches of the nation from barbarian invasion under the Archduke and his Spartans. The balance of aristocratic power has largely shifted to the Zodiacal Houses, the thirteen fraternities that make up the Circle of Wizards. The Houses all have a patron deity and emphasize certain values and philosophies. Academy students are encouraged to join one of the Houses upon matriculation into Merlinus and association with one of the Zodiacs ensures privileges and connections. Alumni from Merlinus make up the vast majority of the realm's elite, and the Zodiacal networks of influence are widespread. Membership in these elite fraternities is both highly prestigious and exclusive. The Houses then influence the direction of the realm and play games of politics and intrigue within and without the Crystal Tower. With the dissipation of feudal influence, the Magnates have turned their attention to jockeying for position in their houses. To become Primus of a House allows significant power and the Peers scheme among themselves for who will ascend. The Houses then compete with each other to allow their philosophies and mindsets to become dominant in Arcanan thought. Should a Sovereign be a member of a particular House, that House then has subtle but very real influence over the realm. [img]https://i.imgur.com/ClgNmzH.jpg[/img] [/hider] [hider=History] The history of Arcana is both the history of the native Sidhe people and the Imithean Lords who settled in Arcana. The Sidhe were originally organized into two courts and fought for dominance of their native land for thousands of years in an unending cycle. The Imithean Lords disrupted the status quo with their brutal conquest of the land. The Sidhe rallied the other elder races underneath their rule and allied with the greenskins and nightfolk to take the fight to the Imitheans and their vassals such as the Minotaurs, the Centaurs, and the Cyclopes. The battles were long and bloody and the Imitheans were soon confined to the coast while the natives ruled the hinterlands. Atrocities and crimes were committed on both sides. The Imitheans sought a new homeland after the destruction of the Imperium of Man while the natives only wished to defend their own. For a long time it seemed as if the two sides were headed for mutual destruction. That all changed when Merlinus the Wizard, founder of the Circle, became Court Sorcerer to Archon Utorial. Utorial achieved great victories with Merlinus at his side and took a Sidhe sympathizer to wife. Merlinus presented Utorial with a sword formed with metal from a fallen star forged in dragonfire and spells. Caliburn was a great weapon that brought Utorial glory and renown. Utorial's son, Artorius, a half-breed then became Merlinus' student. Utorial would eventually fall in battle and his fiefdom broken up between his Archon rivals as they continued to fight the Sidhe and one another. Under Merlinus' protection, Artorius learned to rule in secret. He claimed Caliburn and united the Archons under his rule through force or persuasion before finally making peace with the Sidhe. The Sidhe at this point had been ravaged by war and were betrayed by a rouge Sidhe who sought to overthrow both Courts. The Dragons of Imithea and the Fairies of Arcana came together in a dynastic union before Artorious then defeated the Mad Elf. The Archons and Sidhe Lords would extensively intermarry, and the Aureate race was born. Arcana entered a long era of ascent, a veritable Golden Age as the nation advanced and spread its influence. Their economy, academic knowledge, and martial mastery soon made them one of the most powerful nations in the world. The Sovereign was a respected and renowned world figure who could influence events all over the civilized world, and they often did. The nation was not without its troubles but its millennia of history was one of continual progress and innovation. Artorius' grandchild sat down with the lords of the realm and signed the Covenant, granting rights and privileges to citizens high and low alike and setting limits on the Sovereign's authority. Arcana was one of the first to embrace democratic elections and gradually enfranchised citizens. Women were given equal rights and representation and soon slavery was abolished, though free citizens could still sell their labor in indentured servitude for a limited period of time. The social welfare network was soon developed and even the poorest had the right to basic necessities. Arcana continued to develop and grow as a nation, becoming a shining example for the world. Arcana was instrumental in several of the infamous Century Wars, turning the tide of battle or mediating peace accords on several occasions. All of that changed with the last Century War, which saw the Guilds attempt to build an arcane super-weapon the likes of which had never been seen before. The nature of the weapon is unknown, the records having been either destroyed in the disaster that followed or deliberately censored by the Circle of Wizards and made forbidden. Some say that Arcana attempted to tame a high dragon and use powerful magigenetic spells to make it a titanic weapon. Others that Arcana built a crystal weapon that would act as an explosive on a scale never before seen. Still others that necromancy had been used to build a weapon that would drain the very life from living bodies. Whatever the truth, the effects of Arcana's mistake are known to all. The Day of Black Sun is the single greatest disaster in the history of the realm, and it's aftermath is still felt to this day. For a whole day, the sun over Arcana was blotted out as the countryside was ravaged by extreme weather of every conceivable form. Dormant mountains turned into smoldering volcanoes. Coastal towns were flooded by tsunamis while country hamlets were swept away by tornadoes or swallowed by earthquakes. The veil between the material realm and the worlds beyond was ripped open and spirits, ghosts, and demons of all description were allowed into the world. The dead rose from their graves and plagues that had never been seen before sickened both the land and the people. The turmoil spread throughout the realm, utterly devastating the far provinces and wreaking massive death and destruction. However, the Ecumen was spared. The Ecumenical Wards, shielding spells erected around the capitol province of Arcanapolis, were reinforced by the collective will of the entire Circle of Wizards and all of the living Sorcerers. Many died under the strain, but the city and all of its souls, including refugees from the outer parishes, were saved. No storms, wildfires, or malevolent spirits would touch the city. The island of Avalon off of the coast managed to avoid the disasters as well. The days that followed were known as the Dark Age and they lived up to the name. The Black Sun had both withered the farmlands and caused wild growth to overtake much of the countryside. The disaster had even killed many of the fish and sealife off of the coast save for what was in the immediate domain of Cerulean Bay. With overcrowding, Arcana experienced famine on an unprecedented scale. Even Magnates worried about their next meal as commoners hoarded bread like gold. To make matters worse, late-coming refugees spread supernatural diseases and caused outbreaks in the poorer quarters. Riots, bold bandit attacks, and famine became even more dangerous as demons sneaked through the wards by whispering in dreams or through mirrors. The years that followed the Day of Black Sun were even more deadly than the event itself. Villages in what were now called the Outlands were cut off from the Ecumen as the far provinces were overthrown by Orc Hordes or Witch Queens. Sovereigns rose and fell and civil strife made corpses of both the mighty and the humble. But somehow Arcana survived. Slowly, order would return to the city and then to the rest of the Ecumen, before contact was re-established with the Outlands. The Black Sun had overrun the farms with wild growth and monsters infested the countryside. But the sea healed faster and it proved to be Arcana's salvation. The Sorcerers soon developed advanced desalination techniques that allowed water to be given to all regardless of station. The city had a way to clean itself, to drink, to grow once more. With the magic came riches in salt and in ice. Bit by bit, Arcana began to regain its vitality though there were false starts there and again. Tyrants rose before being overthrown. Hordes and Night Covens clashed the Arcane Knights and the Crown's Legions. But eventually Arcana was able to return to a state of normalcy. Now with a much more conservationist and politically neutral stance. Under King Hector, the Realm experienced the longest era of peace it ever had before the Black Sun. But his mysterious death has placed his brother and widow in control of the Regency Council and many in the nation fear global events will take a turn for the worse. For now, Arcana is still at peace but there are those, the Circle in particular, who recognize the portents of death and destruction. [/hider] [hider=Territorial Claims] Arcana used to have extensive colonial possessions, but these were all lost either during the Black Sun or in the periods following. As a result of their influence, nearly all of their neighbors share cultural ties such as religion. The glimmering cities of Arcana were also largely lost in the Black Sun, reduced to shadows of their former selves. But the crown jewel, Arcanapolis, remains and is even more wondrous than ever before. It is one of the oldest cities in the world and among the largest, home to nearly two million citizens within and without its immediate vicinity. The city is one of architectural wonders and marvels of engineering, combining high art, modern technology, and magical craftsmanship in one. The Ecumenical Guard is the city watch. They are not simple guards however and are professionals with extensive training and sophisticated equipment. They keep the peace between swaggering duelists of noble families and the worst of the Thieves Guild's criminal enterprise. The Guardians often end situations as peacefully as possible and will serve as the City's defense force in the event of invasion. Another quarter of a million citizens live in the Ecumenical Parishes surrounding the Arcanapolitan area, the vineyards and hillside estates that help manage much of the country's lucrative trades. The borders of the Ecumen are denoted by the Kingswood, the only forest free of monstrous beasts in Arcana and populated by the ancient, sage Dryads. The Dryadic woods are considered sacrosanct and hunting or forest trade is strictly regulated by the Druid's Guild, whose edicts are enforced by the Wild Hunt. Beyond the Kingswood lie the fortresses of the stern Spartaemons shield the Ecumen from bandits, greenskins, nightfolk, and what other horrors lie in the Outlands. The Outlands are where the rest of Arcana's citizens live. The Outlands are vital to Arcana's industry, but they are a hard place to live. There are a thousand and more ways to die in the Outlands and the Outlands breed a folk much unlike those in the Ecumen. Rifts to the arcane lands, even the Outer Realms, are still open in the Outlands and life is a constant struggle. Arcanapolis ensures the Outland settlements are provided with everything they need. Mutated Raptors wander the Outlands for monster contracts and Rangers keep the roads as safe as they can. But the Outlanders do not know the luxuries their Ecumenical brethren do. Many Outlanders are indentured peons working off debts to rejoin the citizenry. Some are criminals, sent to pay their debt to society by helping rebuild. Others are those who are given lucrative grants in order to help resettle the countryside. And still some have a spirit of adventure, as the Outlands are home to countless ruins and opportunities for discovery. Slowly the Outlands heal, but for now they remain a dangerous and wild place. Beyond the Outlands are the Twilight Marches, where the men of the Penitent Legion stand watch for another Horde attack or a Witcher rising.[/hider] [hider=Economy] Arcana is one of the leading economic powerhouses of Takanis, a nation flowing with gold. While it no longer exports agricultural products as it did in days of past, Arcana is still a nation rich in material wealth. The Ecumenical lands cannot support the bumper crops of fertile lands like Surabhumi but Arcanan ingenuity still allows extensive agricultural production within Arcanapolis. Great glass gardens allow for virtually every kind of plant to be cultivated in the city. The Cornucopia within Arcanapolis is a palace-sixed structure with different sections each with a unique orium-glass filter that bends the sunlight in a certain way. With desalinated water and composted fertilizer, the Cornucopia allows Arcana access to plants it can only have otherwise by trade. Arcane weather manipulation and the Cerulean Canal's desalinated flow allow for modest but wealthy plantations, apiaries, and vineyards to provide agricultural treasures for Arcanans and the world at large. These farms produce Arcana's famed nectar and ambrosia, Bacchal wine, Delphic beeswax and honey, and aureal wool among other products. The country is rife with huge deposits of minerals of every stripe from iron and copper to silver and gold. The quarries provide the main source of industry outside of the Ecumen, but Arcana stringently regulates mining to preserve the natural order and to avoid flooding the market with metals. Arcana also has rich diamond mines, but these are among the most treacherous to access due to beast infestations and orc raids, ironically making Arcanan diamonds even more valuable. Precious metals and gemstones from Arcana fetch high prices in markets all over the world and are a lynchpin of Arcana's material wealth. The Olympus Mountain Range in the Outlands provides a healthy though controlled, market in marble and granite. The other major industry in the Outlands is in pelts and lumber. Agriculture is nearly impossible in the Outlands, but trees and exotic animals are in abundance. Outlander towns near groves of fruit trees and forest meadows also provide the Ecumen with delectable produce and decorative flowers and herbal supplies. Wild hemp fields allow Outlanders to produce strong hempen rope used in the Ecumen and among royal ships. Apothecaries and Alchemists further refined wild hemp into cannabis that is often used in hookahs by Ecumenical citizens. And fields of poppies and psychedelic lotuses provides the drugs that Arcana ships to other nations at profit. Though a precarious living, unicorn and manticore hides fetch high prices and lumber is in high demand. Arcana's grand fleets are all built with outlander lumber. Ironically, while rich in stone, wood, and metals Arcana's once vast orium reserves were either destroyed or rendered difficult to access by the Black Sun, with the lion's share of the reserves found in a vein under Arcanapolis itself. The residents of Undertown mine and process orium for Arcana's needs but supply of the crystal is heavily regulated, and Arcana is a net importer of a resource that was once as abundant as its gold. The Cerulean Sea is another major source of Arcana's prosperity. The ocean is bursting with fish and the ocean bed is riddled with pearls. Both industries, like nigh every Arcanan trade, is overseen by the guilds and consortiums in order to ensure no depletion of Arcana's natural bounty. But even under such regulation, maritime products bring in as much wealth as Arcana's metals, stone, and lumber. The sea also provides much of the food that feeds Arcanapolis, the Ecumenical citizens having long been accustomed to a seafood diet. Kelp, fish sauce, and clam sauce feature heavily in Arcanan cuisine as well and are also major exports. Arcana's merchant fleets are the pride of the nation and ships with star-painted hulls and crossed sword and staff sails are a constant in any port from west to east and north to south. Arcana's famed Endless Market never closes and traders from around the world take ship to Arcana to buy and sell goods. Arcana's modest taxes and affluent consumer base make it both a lucrative market for foreign traders and a massive moneymaker for the royal coffers. [img] https://i.imgur.com/OYBqb7K.jpg [/img] [/hider] [hider=Army] The Black Sun coupled with the 12th Horde Invasion, the Second Witch Rebellion, and the Dragon's War along with the subsequent plague, famine, natural disasters, economic depression, and monster attacks had a catastrophic effect on the Arcanan standing army, the Crownsown, once as formidable and numerous an army as any in Takanis. Entire Legions were wiped out in battle and insurrection, succumbed to hunger and disease, were possessed by demons or fell victim to lycans, and deserted to the wilds to become bandits and raiders. The King of Arcana and his leal Paladins instituted a draft and offered incentives for volunteers in order to keep the crown's armies staffed over the century of conflict. Once the last of the invaders, rebels, and traitors had been put to the sword and the worst of the Cataclysm's effects passed, Arcana was a realm thoroughly tired of bloodshed. Commoners no longer wished to fight and die in endless battle, but to live peaceful and prosperous lives. As the need for a large standing army dissipated, volunteerism declined and the Lords of Arcana became wary of displeasing the commons or losing valuable workers to pointless conflict. The Arcane Knights never lost their prestige but soon became one of the only desirable militant paths for Arcanan citizens. As the need for a domestic army eroded, so too did the quality of Crownsown outside of the Crownsguard. The standing Legions were largely disbanded or reorganized into into the Rangers, the Guardians, and the Royal Marines with the rest joining the Zodiacal forces or retiring completely. The only remaining standing Legion are the Penitents. The Penitents are made up of peons, poor immigrants, Outlanders, lower-class Warders, nightfolk, greenskins, fourthborn sons, bastards, dishonored gentry, and even outright criminals. They are the lowest of the low in Arcana and are stationed far in the Outlands, a bulwark against barbarian invasion. In effect, being in the "army" is looked down on and respectable Arcanan citizens often avoid them entirely. The Penitents also receive the scrapings of equipment rather than the advanced technology Arcane Knights have access too. The Penitents have demonstrated valor and cunning but they are often treated as the stepchild of the nation. An ugly dog kept in the basement that is only brought out to scare off neighbors. The Sovereign of Arcana is the commander-in-chief of the crown's armed forces as Protector of the Realm, and all final decisions related to military operations rest with the reigning King or Queen. Many Arcanan Monarchs have led the armies in battles personally as Arthur Dragonheart had but there have been exceptions, particularly when the monarch is underage, ill, or otherwise infirm. In such cases the crown imbues a Lord Protector with the authority to fly the crown's banner into battle and oversee military strategy. The Lord Protector is a temporary office and often distinct from that of the Chancellor but this is not always the case, and the Chancellor like all Crown Councillor positions has been known to lead hosts in battle. When it comes to daily military affairs however, the Knight Paragon and Lord Admiral exercise the most direct influence on the army and navy respectively and defer only to whoever holds the title of Protector of the Realm. The Paragon Knight and Lord Admiral have a clear chain of command beneath them from generals and admirals down to troopers and ensigns, but enlisted men in Arcana have a much more collaborative relationship with their officers than in many other militaries due to their experience and training. However, while the Protector and his Councillors can directly control the King's Own, they must coordinate with with Lord Commanders of special orders if they wish to use their forces for operations. This can lead to as much political maneuvering as can be found in the Circle of Wizards or in the Throne room itself. Arcane Knights are the premier warriors of the nation. Trained with both sword and staff, they are capable of performing magic and are skilled warriors. They are both wizards and anointed knights and are the epitome of Arcanan training. Arcane Knights often specialize in their disciplines and many Arcane Knights are members of the legendary martial orders, all of them unique with their own traditions. Some such as the Wild Hunt are not technically knights but are often considered as such by commoners. The Janissary Order are made up of peons or immigrants who gain Ecumenical citizenship for themselves and their families with their service while the Immortals are Knights who pass down their titled names generation after generation. The Kingsguard are the Sovereign's personal guard and serve the royal dynasty. Despite the general ambivalence towards the military, Arcane Knights are looked up to by wizards and commoners alike. The greatest of the Arcane Knights are the Paladins, who swear their oaths to the Covenant and advise the Sovereign. They are influential and powerful. All put together, there are 10,000 full Arcane Knights with thrice that number training as neophytes in both the royal forces and the independent martial orders. The Royal Auxiliary serve part-time, drawing recruits from the professional Arcane Guilds. They provide siege engines, create weapons, heal wounds, and every other function an army needs. They have basic training but are not professional soldiers as they have other careers and are largely only called upon in times of great need. And in addition to the regular cavalry the Crown has its own elephant corps, imported by Ark Ships from distant lands. The Sovereign has a century of elephants and weapons and towers for them but they mainly provide service as draft animals or in parade. There have also been experiments into training beasts such as chimeras and manticores to fight for the army. The War Golems, are large automatons brought to life by crystal. They are twice as tall as any mortal and are covered in steel plate but are slow and lumbering. They can be crippled by severing of the Golem's artificial skeletal structure and can be destroyed entirely with strikes to the crystal core in their chests. The Sovereign has two cohorts of War Golems but the Circle of Wizards can construct their own easily. The final innovation are the Myrmidons, Arcana's foray into artificially birthed soldiers. Their genes are extracted from healthy donors and are trained to be the warriors Arcana's citizenry does not want to be. Their lives are immersed in training and they are meant to be utterly disciplined with no fear of death and complete loyalty to the Sovereign. They are only one Legion's worth in number and the first generation is just now reaching puberty. Time will tell if they will be effective but a few have already been noted as being prospective Arcane Knights and they are meant to be officers to the Legions who will follow. [/hider] [hider= Navy] Arcana possesses one of the strongest fleets in the world and is the dominant naval power in the eastern seas. Ever since the early days of Arcanapolis, Arcana has been a naval power and their ships have proven to be their savior time and time again. In more than one Century War, Arcana has stood off with Sangharan ships or sailed with them to historic results. Arcanapolis is home to the Arcanan Arsenal, a marvel of industry. The Arsenal uses secret modular designs and synchronous building to float a warship within a day. Cerulean Bay is also defended by the Sunburst. It uses a complicated array of crystal-infused mirrors to launch a beam of light at a warship and incinerate it. The Sunburst sits near the Colossus of Arcanapolis, a massive metal Arcane Knight with staff and sword in hand. The Colossus' fiery eyes can help navigate ships to harbor but it also prevents any ships from moving on Arcanapolis undetected. Ships must pass under the Colossus to enter the city's waters and it features numerous artillery defenses as well as murder holes, vantage points for archers, and spigots that can fire burning pitch. No enemy has ever breached Arcanapolis' naval defenses. The Royal Fleet is organized into several Armadas. The Scepter Armada defends Arcana's home waters and is the largest of the Arcanan armadas, comprising a third of all warships. The Sword Armada is the second largest and is responsible for patrolling the eastern sea and rooting out pirates and slavers and occasionally hunting the boldest sea monsters. The Cerulean Armada is the private armada of the Sea Lord of the gens Tritoni and advances his commercial interests across Takanis. The Faerish Armada is operated by the Brethren Court of the Sidhe and is sworn to the Prince of Avalon, and is often sent on diplomatic missions. The Scale Armada protects the merchant vessels of Arcana, who can be drafted as an auxiliary force in times of war. Finally, there are the Corsairs, who are privateers given letters of marque to serve the Sovereign. Often the Corsairs will hire themselves out as sellsails and will give a portion of the proceeds to the royal treasury. Arcanan ships themselves are among the finest in the world. They are sleek, sturdy, and swift. Arcanan vessels use light but firm ironwood from the Outlands for their hulls and spider-silk for their sails. They are all beautiful vessels, as much works of art as weapons. Shipwrights are expert nautical engineers and artisans and use special tools and enchantments to shape Arcanan warships. The ships are often staffed by a Wizard, who can use spells to help summon winds to propel the ship if more speed is needed. The largest warships, Dreadnoughts, are titanic vessels that both dwarf and outgun any but the mightiest of Sangharan ships. Ark Ships are even larger craft that help transport a dragon's hoard worth of goods, even animals such as elephants. In war time, they can house an entire Legion's worth of soldiers and war material, though they have not been used for this purpose in quite some time and especially in light of Arcana's demilitarization. Though the infantry has declined in size, this has not been the case with the Royal Marine Corps. The Marines are as numerous as before, and every one of Arcana's thousands of warships has a contingent of naval warriors. Many of these are from the poorer Wards of Arcanapolis and the smaller fishing villages of the coast, leaving their homes for opportunity. These can range from a lance on a patrol skiff to a cohort on the larger war galleys. They are trained, skilled, and experienced. Larger galleys have space for warhorses so that Knights Mariner can ride after an amphibian assault. The Marines may not be as large a force as some of the massive empires of Takanis, but they are professional and dedicated. The real secret weapon in Arcana's navy is banefire. Crafted by Alchemists using an extremely classified recipe, banefire is a synthetic concoction that burns hotter and faster than any natural flame. Entire fleets have been destroyed by Arcanan banefire and cities have been burned to the ground after a naval fusillade. [img]https://i.imgur.com/rrVzmcR.jpg[/img] [/hider] [hider=Traits] - Masters of Magic: Arcana is world's most magically advanced nation. Every School of Magic is studied in Arcana, even the Forbidden Arts. Arcana's dominance in the arcane realm is absolute. Arcanan Wizards are more knowledgeable about a greater array of topics than mages in other nations, Arcana is more creative with their applications of magic, and Arcana is able to use magic much more efficiently than others. (+4 to Magical Sophistication) [img]https://i.imgur.com/YL13CCk.jpg[/img] - Fertile and Hostile: Arcana is far from a blighted desert. The opposite is true. The countryside is so overgrown by wild forests and fields that agriculture is vastly difficult. This problem is exacerbated by extreme weather conditions and monster infestations. The Outlanders can extract lumber, pelts, spider silk, and other natural products for the Ecumen. But they cannot grow any bumper crops of their own and must rely on the Ecumen, who in turn must carefully manage their food supply. - Crystal in the Rough: Arcana's orium supplies are in reality far greater than present. However, the Black Sun has made any of the reserves outside of the Ecumen incredibly difficult to extract. The deposits are hidden in deep forests or in treacherous mountains and in the blighted ground zero of the Black Sun catastrophe. Other crystal reserves are less difficult to access but are also of inferior purity and stability. Refinement of these tainted crystals is much more labor intensive than pure crystal. And using tainted crystals without the refinement process is dangerous and can result in botched spells or destructive effects. - Divided Arms: There are more warriors in Arcana who will fight in it's interests besides the royal forces. There are several autonomous martial orders who ride with Arcana in war but do not swear direct allegiance to the Sovereign and have their own agenda, often influenced by the Zodiacal Houses or the Circle of Wizards. These skilled and well-armed knights and soldiers will break ranks with the Arcanan government if it goes against their orders' ethos. Additionally the Rangers of the Outlands and the Ecumenical Guard are law enforcement organizations with military equipment and training but they have no role in offensive wars. The Apostate Brotherhood also takes no part in any Arcanan wars unless it directly involves acting against the Outer Realms. - Illuminati: Arcana has one of the most extensive intelligence apparatuses in the world. Arcana's traditions of spycraft extend back to the earliest days of the Sidhe Courts and to the Wizards of Imithea. Arcanan magic allows spies to pose as members of any race. Arcana is often aware of events in foreign countries before the high and mighty of those nations. However, the power of the Arcanan espionage and intelligence community is neither united or completely controlled by the Crown. The Zodiacal Houses, the Circle of Wizards, the Apostates, and the Crown all have their own networks of spies that often crossover. The Shadow Lord, an agent responsible for being the Sovereign's left hand and one of the Lords Nemesis imbued with immense influence, is supposed to answer to the Sovereign and their Council but is practically largely unchecked. This has been for the good sometimes, as the spies have helped overthrow dictators and tyrants in the past. But they have also acted unilaterally without the knowledge of legitimate government and have worked against some of Arcana's most noble monarchs in eras where the spies had selfish and nefarious goals.[/hider] [hider=Foreign Relations] Surabhumi: A one-time ally and occasional trading partner. There are parties in Arcana interested in deepening the relationship and several Arcanan parties have spies in the nation. The Marble Bank of Arcana is trying to open a branch. Sanghara: Like Surabhumi, they have been allies and enemies by turn but are now largely just partners in trade. Some see Sanghara as a great potential friend, others a rival. Regnum: Once, Arcana had deeper relations with another inheritor of the Imperium of Man. But Arcana has come to regard the Regnum as largely backward and unstable. Some see great potential in an alliance however. The Steel Legion: A semi-autonomous vassal state. The Steel Legion will answer the commands of the Arcanan Sovereign but decides internal matters and is not involved in courtly politics. The Legion and Arcana have good relations and mutual respect. Drakon: Arcana has nothing but enmity for Drakon, both because it is one of their greatest foes in trade and due to their endorsement of slavery.[/hider] [hider=Rolls] Land Area: 6 (15-10) (+1) Land Fertility: 2 Development: 20 (19+1) Land Power: 5 (Swapped with Magical Sophistication) (20) (+2) Naval Power: 20 (12+8) Economy: 20 (19+1) Magical Reserves: 9 (7+2) Magical Sophistication: 20 (Swapped with Land Power) (3) [/hider] Other: