Cirris
Located at the edge of the Vakao Forest, the kingdom of Cirris is the smallest but the most tenacious of the three kingdoms. It remains kingdom only in name, as it uses a republican system to decide its president. It is also the home of the Mistwalkers, a mystic order devoted to divining ancient truths of the gods, and it has wholeheartedly accepted the study of arcane magics as long as it do not delve into what the Witch Hunt considers dark arts. Cirris keeps a small but elite guard to watch its borders, from both attacks from roving bands of raiders who live in the Zetian Mountain Range and from the creatures of the forest. The cirric people are private and almost never leave the country, and in addition to that many of them are taught to speak quietly and only when necessary. This makes them mysterious and offputting to others not familiar with their customs. Even though they have allowed teachers of magic into the country on occasion, Cirris rarely allows outsiders into one of their cities, and when it does they are generally treated with suspicion, distrust, or even outright hostility.
After the Awakening, Cirris has gotten quieter and quieter. Now it is rare to see anything from Cirris, and the entire kingdom is covered in a thick, impenetrable mist. The only sign of their activity is the occasional sorcerer or wizard coming to or from Greater Smiltis to study or teach magic there, and even rarer, a member of the Witch Hunt sent out to kill an occultist or bog hag.
After the Awakening, Cirris has gotten quieter and quieter. Now it is rare to see anything from Cirris, and the entire kingdom is covered in a thick, impenetrable mist. The only sign of their activity is the occasional sorcerer or wizard coming to or from Greater Smiltis to study or teach magic there, and even rarer, a member of the Witch Hunt sent out to kill an occultist or bog hag.
Structure
The president and parliament are the two major political forces in Cirris. They work together to create, deny and repeal laws. Parliament writes and pushes forth a proposal for a new law, and the president makes changes, vetoes, or allows it to pass as is. A presidential term lasts ten years, and the president can be re-elected only after another president serves a term. Members of parliament are elected by either direct democracy in the case of small towns and provinces, or by mayors and governors in the case of larger settlements and regions (the mayors and governors having been elected by direct democracy themselves). This system has only been in place for a century, but the people of Cirris think it works excellently, from what little the other kingdoms can get out of them.
Public Agenda
To learn about the gods and magic while protecting the republic's privacy. They care very little for diplomacy, and usually survive just fine by staying out of others' business. They rely on Zetia's food to supplement their own farms, but this is the extent of their trade deals. Going to Cirris usually means you are either desperate to escape the law of the other two countries or are interested in learning magic.
Assets
Cirris hoards knowledge of both arcane and divine magics, keeping them in great libraries under the earth. Large wooden walls line much of the coastline, protected from flame by Trass, goddess of mists. Cirris also has a vast amount of lumber thanks to the Vakao Forest, whose trees grow fast enough for the country to have a maintainable surplus while using large amounts of timber for paper, housing, and wall repairs. Cirris has mines for all types of ore, though the veins are not as rich as the other kingdom's.
Vigilance. Focus. Determination.
Type
Geopolitical, Republic
Alternative Names
Cirrin Republic
Demonym
Cirric
Government System
Democracy, Representative
Economic System
Traditional
Subsidiary Organizations
Location
Controlled Territories

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