Many Arrows Commiserate
The Many Arrows Commiserate is a collective of Guilds united to fend off the chaos of the outside world. Through constant care for the people, and ensuring all get what they need, a communistic government was instituted, allowing for the people to maintain their ways of life without having to worry about their future stability. The Great Guilds often struggle to maintain this Utopian ideals, however, as corruption, paranoid leaders, and cut-throat competition for power leads to many losing sight of their original, peaceful ideologies.
The 6 Great Guilds
12 years before the First Imperial Era, 6 Great Guilds united their kingdoms into a union of states where the people worked together to contribute to the greater cause. With the establishment of their new Communistic government they eastablished a dual body system of government, with the first body being the House of Many Arrows, where the leaders of the 6 Guilds lead the countries domestic affairs while the Great Commisar acts as a pope, making the highest executive and judicial decisions. While the Commiserate operates under the ideology of One for All, there are those with greater importance. Those being members of the 6 Greater Guilds, each representing a Greathall (city all citizens of the Commiserate can attempt to join any of these guild, however, competition around these guilds are beyond fierce.Hammer and Anvil Covenant
The most popular of the 6 guilds; the Hammer and Anvil Covenant is a guild focused entirely on perfecting the art of the hammer. Products related to the forge are created here, with some of the best weapons and armors throughout the entire coast being crafted by the great Forgemasters here. Due to the popularity of the guild, the acceptance rate is very high, however, the guild also maintains some of the strictest guidlines and requirements to progress through the guild ranks.Arch-Masons Guild
While not nearly as popular as the Hammer and Anvil Covenant or the Deeprock Corp., the Masons guild is responsible for the many impressive architectures that Dwarfs are known for. With the fantastic capabilities of the Arch-Masons and their many Journeymen and Masters, the impervious walls of the 6 Greathalls remain unbroken, warding off man, beast, and demon alike. Without the innovative techniques discovered and invented by this guild, modern masonry would be far behind what it is today.Gold & Silver Society
Though the Gold & Silver Society may trade coin for goods, the primary goal of members in this society is to maintane a luxurious way of life. By trading goods and coin with the outside world, this society uses these exterior connections to expand their wealth and ensure that their way of life is able to sustain itself. While this guild is the least favored of the 6 Guilds, it still has a substantial memberlist and very deep inter-relationships with members and comrades alike because of their connections with the outside world. The Gold & Silver Guild is the only guild who makes these connections to the outside world. There are also rumors of this Guild having many connections to the underworld and the blackmarket.Deeprock Corporation
One of the few proper corporations in the Commiserate, the Deeprock Corp. has replaced the former Miners Guild after numerous labor strikes against the strict rules surrounding the miners under the old guild. With the replacement of the Miners Guild, miners throughout the Commiserate have gained a large increase in influence over the prices for ores and stone as well as an increase in the amount of initiates, pushing it to be the second most renowned Guild in the Greathalls.Moradin's Absolution
Acting both as a Guild and a Church, many consider this guild to technically be the most popular of the 6, however that would only be because of the size of their faith, not their registered numbers. With Moradin being the most common deity of worship in the Commiserate, the Moradin's Absolute has gained immense influence over the inner workings of both the government and society as a whole.Artisan's Society
While a much more generalized Guild, the Artisan's Society encompasses all forms of tradework, ranging from smithing and woodworking to cartography and alchemy. Because of the vast range of tradework accepted in this Guild, competition is less fierce, though their lack of any one specialty also means they lack the capabilities to surpass any other guild in these regards.A Dual Society
Throughout the many centuries this Commiserate has been around, they have developed a society which encompasses acceptance for not only Dwarfs, but also Goblins, leading to a new form of socioeconomics where Dwarfs tend to operate the more complex jobs in the Commiserate that require dexterity, while Goblins operate the more menial jobs, though both are necesary and neither is looked down upon. Though there are some social expectations surrounding this system of labor, there are many cases of Dwarves working menial jobs and Goblins working specialist and complex jobs.Laws
Freedom of Self This is the freedom of speech (and not to be confused with the freedom of consequences). Critisism of the government is prohibited and Guild Masters are free to enact the law when faced with un-civil discourse. Any trepeditions against this law, with significant evidence, can bring a noble or person of power to the Court. Life Is Free Slavery is illegal. The purchase of slaves for the purpose of killing, sex-trafficking, drug-smuggling, and other high-crimes is prohibbited and will lead to the Slave Master being incarcerated, or even executed, if caught. The exception to this law is if a slave is brought in from out-of-country. Murder is Prohibited, Duels Are Speech Murder of any soul, regardless of race or species, is prohibbited and is punishable by life-time hard labor, execution, or enslavement. Legal Duels with consenting parties is legal and considred a form of speech, as duels with nobility are permitted, however the noble in the duel decides the rules of engagement and any terms to be signed (the higher ranking noble takes priority, even ranked-nobility treat the terms as normal). Any duels found to be illegal and without consent or signature will be treated as murder. Any laws not-listed here (ie. stealing, prostitution, hard-drugs, etc.) are treated with common sense, and may vary region to region or by the laws enacted by the governing Guild Master.
Government System
Dictatorship
Power Structure
Unitary state
Economic System
Command/Planned economy
Neighboring Nations
Peace, Trade Negotiations
The Great House Coalition had reached out to the Many Arrows Commiserate with freindly intentions in hopes of establishing a trades agreement to benefit both parties. This trade agreement has been ongoing for ~322 years, leading to a close relationship with the isolationistic Dwarfs.
Neutral Organization
Neutral, Lack of Nation
Through many past conflicts with the former Ever-Life Kinkdom, the Commiserate (and Dwarves as a whole), have earned a distain for and from the Elves. A lack of any proper nation has lead to a void in any diplomacy with the forest.
Peace, Excommunication
The Erissian Imperium is too expansionistic and close-minded for the Commiserate.
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