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Aerwyna

Nature is neither cruel nor kind, neither good nor evil, neither at war nor at peace. Nature simply exists, balanced in all facets. This will be the fundamental tenet of Aerwyna; Balance in all things.
— Elder Zi'kira Bluedrop, First Prime Elder of Aerwyna

  Currently, Aerwyna is balanced and peaceful... mostly. South of the Glasswing Mountain lies the The Sanguine Jungle, a thick jungle filled with wild animals, monsters, and ancient beasts. Mostly, the various dangers keep the area largely unpopulated from people. However, after the Second Barrage, entities emerged from the network of tunnels underneath Glasswing Mountain to form tribes in the southern forests and Jungles. There are some armed squabbles at the rivers and borders, but mostly they stay to themselves in the jungles. Limited interaction with them over the centuries haven't proven very effective. They are only known as The Forgotten Tribe.

Structure

Aerwyna is rules by a council of elders, known as the Aerwynan Council. Each elder is selected from one of of the Quarters of Aerwyna; Arminster, Andrin, Llangoll, and Etreford. Every decade, the peoples of each of the quarters travel to their Quarter center, named for the quarter which they sit, and nominate a representative for their quarter to sit on the council.   The council is presided over by a Prime Elder, which is a life long appointment. The Prime elder deals with maters of state, rather than governance (typically acting as ambassador and dealing with relations with other states in Dux'ari). when the previous Prime Elder is no longer able to perform their duties, the reigning council appoints a new Prime Elder. The only stipulation is that the new Prime Elder cannot have ever served on the council.

Culture

The culture of Aerwyna is accepting of race, religion, and creed. The focus of almost all of the Aerwyan culture is focused on maintaining a solid relationship with what the divine has build; Nature. Many assume that the society would be vegetarian, but this an incorrect assumption. Nature is not vegetarian, and therefore neither are the peoples of Aerwyan; The stong survive, the weak are food. As such, Aerwyans are also notoriously good fighters and hunters.

History

On the southeastern coast of the Kingdom of Evary was a collective of likeminded peoples consisting of mostly, but not exclusively, elves. This tribe wanted to live with nature, not tame it. They were a very religious subset of the Evarian society and, early in the monarchy, they decided it would be best to settle away from those who looked to tame the nature that surrounded them. They took to ships and settled the northern peninsula of the island of Aerwyna.   After a while, the peoples of Aerwyna grew distant from their continental kingdom kinsmen. The settlers of Aerwyna took great strives to achieve their vision of balance, along with exploring the wilds of their island. Eventually, the Aerwynans claimed independence from the Kingdom of Evary, opting instead to self rule. Evary, not willing to let their colony go so easily, sent ships to reestablish rule of the island.   A brief military conflict showed that the cost to keep Aerwyna was not work the loss, as the druids and rangers pull power from the Elemental Strait, and so an accord was made and Aerwyna; Open trade and good relations with the kingdom in exchange for independence.

Demography and Population

Initially, Aerwyna was almost exclusively Elves and Half-elves. However, over the centuries, divirsity has increased as geopolitical unrest have driven some to the relitive peace of Aerwyna.

Military

Aerwyna doesnt have seperate military and policing personnel, rather a unified collective of Preservers which protect citizens of Aerwyna internally and externally. The leader of the Preservers, the First Preserver, is appointed and overseen by The Council. The First Preserver assigns Quarter Commanders, who in turn assign Local Commanders, who oversee local and regional issues of laws and safety.

Religion

Many here worship Melora, The Wild Mother, although other dieties are represented and welcome. Almost exclusively the people of Aerwyna lean toward Chaotic Good or Chaotic Neutral dieties.

Trade & Transport

During the various historical conflicts of Dux'ari, like The War of Expansion and The Arcane War, have founded solid and steady sea trade routes between Aerwyna/Evashire and Aerwyna/V'rala Xune. The single point of contention is between Aerwyna and Sirasea, whom Aerwyna blames for the amount of pirate activity in The Lower Sea.

"Balance, Lest We Fall"

Flag
Founding Date
556 AB
Type
Geopolitical, Country
Alternative Names
The Aerwynan Oligarchy
Predecessor Organization
Demonym
Aerwynan
Head of State
Government System
Oligarchy
Legislative Body
The Council will write, draft, and ammend laws. It is understood that, like nature, the peoples of Aerwyna will change and flow with time, as should the laws and rules that govern it. All Laws require a majority to pass and, therefore, require The Prime to cast a vote on a tie of the four council members.
Judicial Body
The Council acts as the jury, hearing disputes than cannot be adequately solved by local authorities. The Prime Elder acts as Judge in these cases, not weighing on guilt but ensuring an expedicious hearing.
Executive Body
The Council oversees the Preservers , the military forces of Aerwyna, deciding when and where they are deployed. while normal day to day actions are delegated to the regional councils, unified action required council approval.
Neighboring Nations

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