Jawharan Empire
The Jawharan Empire is ancient, powerful, and proud. Stretching along the Jeweled coast of southern Astur, Jawhara has grown from a single city state to massive empire, though some claim that it is not a true empire. The principal city state and srounding territories are the only possessions goverend by the capital while the rest is a group of ferderated states. this has worked out relatively well for them as rebellions have been almost non-existent, and the authority of the capital, when it needs to be exerted in the outlying states, is rarely questioned. Indeed the empire has enjoyed a preminent position as a trading partner and cultural leader amongst its neighbors for centuries, although that changed relatively recently. After the conclusion of the Ademic War (the great war with Trimara), Jawhara lost its eastern provinces and much of its clout with the minor powers of the Osric Sea. However, despite those setbacks, they are rebuilding and focusing their efforts west so as not to be shut out by the emergent Trimaran Empire.
Structure
The Sahib Alsiyada, Sahib for short, is the elected sovereign of the empire, though he does not have absolute control. He still must answer to the council of Emirs.
Each Emir is in charge of a major city and the surrounding province, though they have a great deal of autonomy.
The High Vizier is the chief advisor fr both the Council of Emirs and the Sahib, and he also serves as the intermediary for the provincial court that handles inter-provincial disputes and trials.
Kufahs are local mayors, but they act more like magistrates who are in charge of maintining law and order.
Culture
Their culture is probably the least touched by Old Imperial influences as they defined themselves by their resistance to Asturian rule. independence is a core part of their culture as each city in the empire prides itself on being able to take care of its own affairs. In addition, each city boast a unique culture idiosynchrosy as some area are more adapted to desert travel while others are more adept in agriculture. The imperial authority embraces these differences and plays on each areas specialty. The empire functions more as a confederacy than a true empire, but the divers nature of the land makes the latter title more apt than the former.
Clothing and fashion differe by region, but on the whole, silk robes and tuncs are favored as they can keep people warm in the winter and cool in the summer. In additioon, that type of garmnet is ideal for desert travel, which is important, as the northern wastes are home to multiple desert peoples who act as the gateway for northern trade.
Public Agenda
They wish to expand their power base and reclaim the territory they lost in the Ademic War (Trimaran War). They also wish to become the dominate trading power in the southern regions.
Assets
The mountains provide plentiful depositis of minerals and precious metals:
- Iron
- Sulfur
- Coal
- Copper
- Silver
- precious stones
- Old imperial magical items
- Isarian weapons and tools
- Arcane lore
- technological blueprints and secrets from the Shattered Lands.
History
Jawhara boasts over 2000 years of continuous history, and they claim to be the cradle of civilization on the continent. Situated between the two rivers south of the Galore Desert and the Arkosian wastes, the first cities started being built under the illustrious founder, Jawhara Al'Azar Iben Al'Abast, who the Jawharan's claim predates the zenith of the Asturian empire. According to legend, Jawhara founded the principle city state that would come to dominate the region in around 2500 IE, and even though, the area did not officially organize into an empire until 867 IE, the cities of the area would band together for mutual defense. Jawhara's city was the largest and most pwoeerful, so most of the local city-states took their lead from them. The Jawharan city-states prided themselves on their freedom and committment to idendependence, and they would occaissionally hold a conclave of local leaders to settle trade rulations, establish borders, and agree how local guilds would work. In addition, they would conscript members of every city and town to form a unified defense force. Southern Astur essentially revolved around Jawhara, and they even spread their influence to Akkad. However, this preeminent position would not last as the ever expansionist Asturia was on the rise. The Galore Desert, the Arkosian Wastes, and the Goran Strait were fairly effective geographic barriers, but the Imperial Highway allowed imperial legions to circumvent those barriers and attack from all sides. Jawhara put up a valient defense, and their forces were able to go toe to toe with the Eldritch Knights and magical artillery the Asturian employwe, but the local leaders could see that they could not hope to hold off the imperials indefinitely. Therefore, they decided to sue for peace while there was still a stalemate. They submitted to Asturian rule as long as they were guaranteed a measure of autonomy. During the intervening centuries, the Jawharan leaders were not idle. Al'Adammam took the initiative and overhauled its organizational structure and they began covertly investing in arcane study, naval construction, anmd military training under the guise of "local self-preservation". They clashed with Asturian authorities a few times, and while their efforts were delayed, the Jawharan leaders maintained the long view. When the twilight years of the empire finally arrived, Al'Adammam took its shot. It managed to convince or coerce the southern city-states to join together and form the Jawharan Empire (named after the hero king of Al'Adammam). They forced out local Asturian garrisions and managed to stave off full reconquest by Asturian authorities. When the final collapse of the old empire began, they conquered the remaining imperial holdouts, and they became the dominant power of the southern coast...until the Trimaran Empire would come to power.
Demography and Population
The empire has over 1,000,000 people throught the empire, and the population is fairly concentrated in the major population centers in the west, though a good portion lives in the eatsern cities and trade hubs. Al'Adammam is the largest city and about 20% of the total imperial population lives there, while a further 40% is spread across the other major cities or Bursa, Persis, and Iconium.
The major racial groups in the empire are...
- humans--60%
- Dragonborn--15%
- Elves (primarily wood elves and drow)--10%
- Goliaths--5%
- Dwarves--4%
- Orcs--1%
Territories
Virtually all of the Transgaloran plains encompass Jawharan Imperial territory. The western river lands, known as the twins, is the heartland while the badlands in the middle form a natural barrier between the west and the eastern city states. The eastern coast along the Gulf of Ademn used to be part of the empire until the coast lands got their independence during the most recent war with Trimara.
Military
The imperial military is divded into three main forces:
- The Vermillion Fleet--this is the naval branch of the military. The fleet is compirsed of dozens of ships organised into small armadas made up of mostly light, skirmishing ships backed up by heavy frigates and war galleys. The navy took a hit during the last war and is reduced in size. The fleet is now mainly responsible for protecting overseas trade routes to Akkad.
- The Topaz Fist--The main military arm of the empire that is comprised of conscripts and levies from every province and city state in the empire. Even though the provinces and city states are largely autonomous, the military is always communal and is at the beck and call of the Shaib and the imperial council.
- The Home Guard--Each governed region has its own local guardsmen that maintain the peace and uphold the laws. These are not meant as military levies, but they can be called upon to serve if the need arises. Many guardsmen units were combined into a smalle legion to help deal with the recent Trimaran incursion that almost sacked the capital.
Religion
While some lesser cults are recognized, and there are many faiths, the five core denominations of the empire are as follows:
- The cult of Umberlee--The increasing reliance on naval power, and specifically naval trade, has promted many to adopt the worship of the demon goddess of the seas. This faith is relatively new, but it has a dedicated following with shrines dotting the coast and a major temple in the part town of Basra.
- The Church of Avandra--the Changebringer has been one of the core deities of the empire since its inception. Dedicated to the pricniples of change, rebirth, and travel have allowed many people to endure great hardships and still maintain their dedication to themselvea and to the empire. The main branch of the church is in the capital city. Also, Avandra is the patron diety of travelers and nomads, so the varius tribes in the hinterlands created small shrines along their routes.
- The Bank of Waukeen--Though called a "bank", the priesthood of Waukeen maintain the core tenets of thier god and ensure that all commerce is conducted fairly and all contracts are honored. All money entursted to the Bank is sanctified and protected by the clerics of Waukeen who can give a promisary note for any donation, and that note will be honored at any other major branch of the Bank, and only a fool would dare to steal from the cleric of Waukeen. They are the leaders of monitary charity among the empire, and the cult of Waukeen is also honored with a temple in the capital.
- The Platinum Sanctuary--the worship of Bahumut has become common throughout the empire, but the large population of dragonborn in the empire has brought this religion more the fore. The core tenets of the faith are justice, law, and order with the emphasis on doing good within the law, and the empire supports this new faith as many of its adherent are the councils biggest supporters. Paladin of the Platinum Dragon are highly repected and some have achieved high ranks among the imperial military whn called up.
- The Faith of Aeolus--the great god of wind is highly reveered in the hinterlands and badlands as it is the wind that balances the climate, but its wrath can also ruin and destroy. The nomads in particular praise the Wind Rider.
- The cult of Tiamat (banned)--the Platninum Dragon is not without his evil counterpart. The dragon god of trickery, deception, and conquest has her adherents, though those remiaining in the empire have been driven underground. The rest have escaped to the Arkosian Wastes where they hope to drag her back from Avernus.
- The Knights of Torm (allowed)--the risen god of justice seems superfluous to those who worship Bahamut, but there are still those who follow the tenets of the Iron Knight.
- The Evlish Triad--Correlon Larethian, Sehanine the Moonweaver, and Lloth the Cursed are accepted, but the imperial authorities have not authorized any public worship buildings. Only small shrines exist, and usually these are kept within elvish communities near the mountain forrests or small meeting houses in the major cities.
Foreign Relations
Jawahra has the best relations with the burgeoning kingdopms and city states on the Akkadian coast. The empire has worked hard to cultivate this relationship and use their markets to rebuild Jawhara's economy in the wake of the most recent war with Trimara. There is still a lot of bad blood between the two empires, and the fact that Trimara has established nominal control over the eastern coast is a bitter pill for Jawhara to swallow.
Agriculture & Industry
The western provinces are able to provide some of the major fod staples, but a lot of additional grains have to be imported from neighboring states. The pastoral sector thirves, however, and imperial drovers and various nomadics tribes manage the large flocks and herds that help clothe and feed the empire. Meet, fish, sea plants, and grains provide much of the agricultural market.
Jawhara is not known for its dedication to industry. there is some mining and smithing, but those are small aspects of Jawharan culture and industry. Artisans and craftsmen guilds also dominate the means of production, and they usually quash any large scale conglomoration or factory. The crafting guilds provide what is needed for day to day operations and living for the populace, and they are also called upon to produce weapons and siege engines in times of war. However, this method of relying on guilds has proven inefficient and many within the lower levels or government have been calling for change.
Trade & Transport
Trade is central to the empire and to ensure that its spice, ore, and craft tradesmen can ship their product, a robust system of roads are used for quick overland travel. However, the overseas trade routes are far more lucrative and thus the Vermillion Fleet helps ensure merchants are safe from pirates and other hazards. Trade overland to the east has slowed to a trickle due to continued antipathy, but some merchants are still brave enough to do business. Usually they get around trading with the Trimarans by going through the high elves of Cy'Tania.
Also, while many other nations' merchants will create markets for old Asturian artifacts, the current Sahib has issued an edict forbidding the sale of any old imperial goods to outside buyers. All acquired artifacts must be present to Jawharan imperial authorities for inspeciton, cataloguing, and study.
Education
Due to the mercantile nature of the empire, most towns and cities have small schools or academies that will give the general populace a basic education in reading, writing and arithmatic. Most people do not progress much past that, though there are some options for advancement in the military sector. The burgeoning middle class and the upper class elites have access to the several universities and centers of magical learning throughout the empire.
Infrastructure
Great paved roads connect all of the major population centers, and massive aqueducts cary water from the northern mountains to the dry areas of the central plains. Aqueducts, canals, and irrigation projects are used in the west to ensure that all people have access to fresh water. in the larger cities that are near rivers, sewers are maintained, and canals are also regularly cleaned to prevent stagnation and disease.
'ana 'ukafih wa'akhrij/ Luctor et Emergo/ I Struggle and Emerge
Founding Date
867 I.E
Capital
Alternative Names
The Southern Jewel
Training Level
Levy
Veterancy Level
Experienced
Demonym
Jawharan
Leader Title
Head of State
Head of Government
Government System
Oligarchy
Power Structure
Federation
Economic System
Mixed economy
Gazetteer
- The Arkosian Pass--the only reliable passage to Arkosian Watses and the eatsern Galore Desert.
- Al'Adammam--capital city of the empire
- Iyalu River
- Greydis River
- Persis City--premier port city of the empire
- Bursa--second city of the empire
- Iconium--third city of the empire
- Vaspurakan--major trade hub for the eastern city states
Currency
They adopted the old imperial currency with the gold Assur as the standard coin. However, the electrum mines of the western empire have produced much more of the valuable metal, and is becoming a more common coinage in the region. Jawhara is trying to make electrum the standard form of currency with its trading missions to the Akkadian city states.
Major Exports
Spices and gemstones are the two most sought after items, though Jawharan merchants also do well trading steel, tin and bronze.
Major Imports
Though the westerlands grow a good amount of food, they do not produce enough for the entirety of its citizenry. Therefore, wheat, rice, oats, and barely are imported from its closest neighbors (that will trade with them), and what fruits and legumes that can travel are purchsed as well. The empire also has an isatiable appetite for old imperial artifacts and technology, and they import those goods whenever possible.
Legislative Body
The Council of Emirs--This body is in charge of making decisions for the empire as a whole, and at times, they will pass legislation, with approval of the Sahib. At times, decisions will be deferred to the imperial council.
The Imperial Council--only ever called by the Sahib, this council usually meets once every 4-7 years and whatever comes out of the council will be considered law throughout the provinces and protectorates.
Judicial Body
The Almusharae Council has handled the interpretation of law going on 1,000 years. It handles all cases that cross demesne boundaries and those that have international implications. Even the Council of Emirs and the Sahib Alsiyada have to abide by the final rulings of the court.
Provincial or Demesne (domain) courts handle smaller cases, and, of course, entierly local matters are left up to magistrates and mayors.
Executive Body
The Sahib Alsiyada is the final arbitor in almost all cases, and s/he is the commander in chief in all militay matters. In times of a crisis, the Sahib can be given full control of the empire as despot, but that can only happen in extremem cases and with approval by the Council of Emirs.
The Council of Emirs handles demesne organization and colonial operations. In addition, they deal with interstate commerce, and they serve as a check on the power of the sahib. The council can overrule the sahib's decisions by a two-thirds majority, and the council is in charge of electing a new sahib when one steps down or dies.
Location
Neighboring Nations
Friendly
Jawhara is trying to expand its trade overseas and overland to places like Israria in order to build a new trade network. Relations have not been good as the Isarians see themselves as the arbiters of west coast trade. The teo nations are trying to negotiate an agreement to avoid any conflict.
Peace (antipathy)
Jawhara and Trimara just conluded a peace agreement after over a decade of war. Relations are strained, to say the least.
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