Soreine, the Dominion of Might

Soreine is the primary military power on the peninsula. The potent stratocracy (a government ruled by military chiefs) utilizes various advanced technologies coupled with magical abilities to maintain martial might in the region. While each chief warrior has proven his mettle, one in particular acts as an elder autocrat and has been leading the council for almost seven decades. While the dominion can be a powerful ally, they are an even worst enemy and very few empires or kingdoms have the resources and resolve to deal with them. The dominion's goal of uniting all on the peninsula under their banner exemplifies their end goal and their sights continue to be set to the north.  
Built on the ruins of old infrastructure, the dominion has studied and expanded on the technologies of a previous empire. The incorporation of this blended architecture is both pleasing to the eye as well as functionally sound. There are some speculation that war machines and siege weaponry are still in development from old schematics and husks from older models but that is simple speculation at this time.

Demographics

The dominion is a military based society, based on competition and survival of strong blood. Every citizen must serve a portion of their adolescence in the military or public service. The primary demographic in the region are humans while the military councils end up being a blend of various races that have excelled in their enlistment or provided support for the expanding empire in some way. There is a strikingly large amount of Dragonborn, Half-Orc, and even some Dwarfs that find their way to the top of the councils, many looking towards the less robust races with mild concern of their station being challenged. It is not an uncommon practice of two commanding officers to clash openly and decide who is right through mutual agreed on combat. The working class in Soreine focus mostly on menial tasks of labor such as factory work or refinement and upkeep on land vehicles and housing towers that line the city's domestic region.   One of the more recent addition to the empire in the last few centuries is a population of awoken Warforged, those who have gone through a "Second Breath". These constructs with a new found consciousness normally retain their posts or climb even quicker through the power structure but rarely are put into command positions. Instead, they become elite soldiers or shock troops for various tasks and missions. Rarely will a Warforged leave the safety of the empire. For those who do so, normally end up used as mercenary constructs, become rogue adventures, or end up dead right outside the gates.

Infrastructure

Soreine have ensured their infrastructure will endure the trial of time and fire. Large robust towers of marble, metal, and concrete that have been augmented with various stoneworking artisans pox the landscape in shades of gray/silver, yellows, and reds. These towers house various purposes: housing, offices, markets, concert halls, and universities. Towers will occasionally be connected by bridges and mechanical platforms for easier access to joint operations and similar businesses. Smaller rectangular towers are splashed with greenery from courtyards. These structures house lower class communities and specialty markets/stores.   The crafting district boasts powerful and aggressive burning blast furnaces from old dwarven blueprints accumulated by various trade agreements, collected by adventuring parties, or designed by a joint operation. The furnaces stand tall, punctuated in the landscape by ebony metal structures. During the winter months, the city channels heat through various pipes from the furnaces to keep warm and alight.   The vast tracks of land around the main city boats several farms and orchards to feed the military power. Crop rotation is carefully calculated to ensure a boastful surplus. Among the farming fields are training areas for the military units that provide a multitude of landscapes to better strategize within the environment. Commanders complete a year long course in the field, practicing small mixed unit tactics to heavy siege ballista accuracy.

Assets

The domination of the battlefield by Soreine's assets cannot be disputed and it's even more emphasized by their aerial capabilities. Among the utilized mounts, trained wyverns are the reason Soreine has supremacy of the skies. Integral to the development of the dominion, these dragons are a core facet to their society and history. The wyvern mount is the pinnacle display of the dominion's power, subjugating the large monsters into their servitude role. No recent event punctuates this more than the slaying of a green dragon by an elite platoon of wyvern riders at Serpent's Grave.   Wyvern jousting and sky battle events are an annual event where the best riders in the nation compete for treasury rewards and bragging rights. The objective of the competition falls under forcing the mount to flee from combat or striking the opposing rider with paint tipped rubber weapons a number of times. While damage to the winged mounts is strictly forbidden, injuries of the riders is a common occurrence and some would even suggest it is encouraged. After all, those who cannot come out of a competition unscathed are less than deserving of congratulations.   Soreine religious scholars steer the populace to focus their theocratic worship to four gods:    

The dominion's religious advisors believe these four gods are linked together in a higher purpose by referencing various texts and tomes. Coraxumn represents the body, Ignem represents the mind and soul, Oduroth represents ones will, and Creagus represents the extension of oneself on the world around them. Worshiping one and ignoring the other three is seen as disrespectful and leaves the individual unbalanced in their path and goals in life. Even is religious festivals to one, the three others are ever present, even if in the background of the main festivities.

History

The founding in 2709 TA dates Soreine to be over four centuries old. Founded on an empire of old, Soreine's founders established the outpost as a hunting post and place of protection from the wilderness and the monsters it hides. Reaching out to the north, a treaty was struck up with the senior Dwarven Halls of Vogdohr and resources were exchanged to assist the developing community and fostering the establishment of open trade. This would continue for some time until the development of more technological advancements of warfare weaponry had been cemented. Tensions rose over disputes on land rights and trade broke down, instead the young nation of Soreine struck out at their northern neighbors, only to be dealt a harsh defeat at the united force of dwarven cooperation with the goliaths in mountains and hills. This would cause pause and regroup, licking their wounds and biding their time. Leadership who had pushed for the conflict fought with those who spoke of focusing their attention to sea trade and securing a more mercantile approach to develop. Internal strife and bloody coup would see Soreine waiver but not fully collapse. Instead, outward expanse won in the end and the empire regrouped. Heading to the northeast, the growing power aided Tirisea's Landing and the two became united under one flag quite smoothly through trading treaties and political means. In due time, Tirisea of the past would be consumed fully by Soreine and the landing is but a fragment of what it once was in the current year.   The success and steady growth would garner attention from other powerful entities, one being a green dragon known as Gorvaulth, the Kin Slayer that made a particular river channel its home. At first, the coy and deceptive dragon bided his time and started to feel out how he would begin corrupting the humanoid dominant civilization so that he may make it his own. Unbeknownst to the dragon, several military and political leaders had known of the creature lurking in the shadows and were just waiting for an opportunity to seize it. What was a fully laid out plan on both sides became a bloody and harsh conflict, finding the dragon being chased back to its lair by fervor the dragon was not expecting. With tactical decisions and brute aerial butchery, the dragon fell and Soreine would reap the carcass and spoil as their reward.   The death of an old enemy had emboldened the growth of the dominion and the aspirations of continuing up the peninsula began to peculate. The Principality of Asheria had just begun developing as a trade hub for those who sailed the Dedbour River and Soreine would seek to assist with establishing them as a true budding town. Investments filled the coffers and pockets of many of the nobles and political elite but the toll would become apparent soon enough. In the years to come, Asheria developed into a young but powerful city. When the dominion approached the ruling principality with the proposal of uniting, the royal members refused, stating that the city had paid the dominion back in full and then some from their younger developing years. The Dominion of Might politely refused and once again offered. Asheria would not budge and time would see the dominion slowly erode the political strength up until it was time to strike. The people of Asheria and the ruling class proved to be much more difficult to handle as their will and devotion to their ideals would not allow them to be bought off so easily as their government had. The bloody conflict has given the dominion pause for now, recollecting themselves as they begin to preemptively lay seeds of internal manipulation within Carthigan's government.
Founding Date: 13th Day of Sunmoor, 2709 TA   Blazons: Reds, yellows, and silvers in geometric patterns. A winged serpent's shadow hunched in submission under a set of spread wings emitting from a closed fist that is outlined in flames.   Demonym: Soreians   Government System: Stratocracy   Power Structure: Unitary State   Economic System: Feudalism   Currency: Day to day transactions are largely handled via coins. Trade bars and paper notes handle larger purchases by merchants in the region.   Location: The Athatham Peninsula   Neighboring Nations:
  • The Elven Monarchy of Lanserine (Neutral)
  • The Grand Dwarven Halls of Vogdohr (Hostile)
  • The Meritocracy of Carthigan (Neutral)