The Principality of Asheria
Starting off as a simple waypoint between cities, Asheria was a merchant settlement where one could relax and take a moment of respite from travel. Founded by a priest who believed that magic could ease the burden of mankind and heal the mind as well as the body, the study of intellectual pursuits accommodated by the multitude of natural occurring healing hot springs in the vicinity would lead to an exponential growth for the upcoming years. In a matter of three centuries, Asheria became a young, powerful city. As time would progress, so would the ambition of Soreine to the southeast and their conquest to unite the peninsula would take another victim. The war that ensued between the small principality against the dominion of might would ultimately see Asheria be claimed under the Soreine empire. To this day, the former city-state functions very similar to before the war but now must adhere to tribute and rule of the dominion's laws and beliefs.
Demographics
The value in intellectuals, soothsayers, carpenters, and healers have attracted a variety of people and races to Asheria. The primary demographic found in the region are humans but have a much greater diversity of people than one might first thing. The various trades found in the capital make the versatility of the humanoid races ideal to excel. Dwarfs and gnomes can also be found within the city as maintenance for the various pipe infrastructure and stonework of the hot springs needing constant maintenance. The working class of Asheria are educated and much better off than a normal artisan found in other regions. During the time of the royal family's rule, it was strictly adhered to that all commoners should adopt a trade that not only was fulfilling of mind and body but to one's soul.
Early elves that migrated to the growing city had keen minds and were considered secondary founders of Asheria. The race's mastery of at least basic magical theory helped in understanding the more complex intricacies of the properties of the springs and how to use them correctly. The original idea of focusing inwards on the people instead of toiling in the fields helped cement their people into philosopher and healing roles.
Infrastructure
Asheria has a well maintained sewer system that flows underneath the city. To keep the pipes well maintained and ensure that waste does not mix with the natural springs, the city has invested in a friendly working relationship with small tribes of kobolds that either move into the city or are raised there by the present ones. The kobolds that live under the city will dig new channels to direct water flow while dwarven craftsman supervisors watch over the procedure and direct them on how far and deep to go.
The city rewards the kobold with various gems and benign magical items to give positive reinforcement to the race. That being said, the vaults of magical weapons and items that the city maintains are protected from tunnels and hungry paws just in case.
Assets
It is believed that Asheria has more educated personnel per capita than any other populated region on the peninsula. Colleges of various studies have cropped up overtime and while some are smaller than others, the knowledge learned there are not any less important than the bigger ones.
Those seeking to study the craft of healing through acupuncture and magical means will migrate here and attend one of the various universities established early on. Graduates are gifted a special token with the hot spring's healing water encased inside. It is said that some of those who are magically inclined can use these special tokens as arcane focuses. When they do so, the water swirls and particles from the minerals glow bright enough to light up a small room.
A breed variant of the common owl that is cultivated within the principality is a giant variety. These beasts, initially found in the darkness of Elmbridge Thicket, are seen as a steward to noble families and are used during festivals in friendly races. When a marriage is announced, one of the prerequisites involve courtship between one family's giant owl to another. It is considered good luck to have the birth of a child in tandem with the hatching of a chickling.
The capital remains not only a mecca for the arts of healing, but also has explored more into the arts of music and entertainment to better accommodate travelers. Professional colleges for entertainers are funded by the parliament to not only ensure quality but also to produce a renaissance of art.
Asheria find that the majority of the population focus on a triad of gods:
- Maltrud, the God of Magic and Knowledge
- Jolnae, the God of Festivals and Music
- Bastesh, the Goddess of Fertility and Companionship Maltrud garners much of the attention in the capital and even in the towns. The god of magic and knowledge is believed to have a direct hand in leading the first pioneers to establish the settlement. Maltrud knew that the humanoids would be able to benefit from the magical properties of the area and the standing city is proof of this. Jolnae's cheerful nature has found his way into the various towns and even the city in the form of festivals and colleges. The bard's college worship both Maltrud and Jolnae, recognizing that while a bard utilizes magic, the vehicle it uses is music. Bastesh has a special place within the trade of courtesans and companionship roles. When sailors and travelers are ready to rest their head, it is comforting to have a warm hand and a pleasing smile to meet you there.
History
The Principality of Asheria was first pioneered in the year 2840, making it over three centuries old. Why this area was decided upon is still a mystery to many scholars and historians. The first ruler that would ultimately have his descendants take a permanent role in a governmental fashion was a priest to the god of magic, Maltrud. The priest was believed to have been granted a powerful boon that would carry through his bloodline and guide the new ruler by divine hand. After a while, the small trading settlement was propped up to ease other travelers and act as a resting point. The land was not particularly suitable for farming but the Dedbour River did provide food and water. As time past, Maltrud's priest claimed to have seen a divine sigil to the northeast and requested patronage to expand the town outwards. While there were plans to expand in due time, the trading settlement was still young and currently had little coin to grow but plenty of room to do so. Asheria housed several unique and vibrant hot spring that eased much of the stress and illnesses of travelers and people who sought to apply their craft as healers and soothsayers migrated to the area. The lack of resources made the budding principality focus inwards on their people opposed to the land around them. The settlement grew to a town quickly and began to explore more into the arts of music and entertainment to better accommodate travelers. Studies of acupuncture and disease was pursued in a scholarly sense but the town would remain a hotbed for travelers to get info, relax, and trade without restrictions of the Eroyia Empire farther northwest.
The large town remained a neutral state but had more friendly terms with Carthigan as much of the medicinal plants used there was to augment the natural hotspring's healing properties. The Dominion assisted early on in building the town up and some nobles invested into the various medical practices there. The Dominion retains to this day that they were simply reclaiming property they had invested in but the scholars that retain the history and lore of the town state that the hot springs and land surrounding it is holy ground that a family was guided to by divine sources. The family's bloodline would rule with a wise council to assist in decision making until recently when a more emboldened prince would try to fully separate from the Dominion's occupation of the area by attempting political tactics and burying them in paperwork. This ultimately spurred the dominion to pursue more drastic control of the region.
Some say the bloodline has been killed off while others remain skeptical. Some even whisper of a cooperation between the former prince and the Dominion.
Founding Date:
27th Day of Frostmoor, 2840 TA
Blazons:
Royal blues and purples with laces of gold. A depiction of a three eyed owl clutching a tome and scepter filled with spring water.
Demonym:
Asherans
Government System:
Monarchy, Constitutional
Power Structure:
Unitary state
Economic System:
Mixed economy
Currency:
Day to day transactions are largely handled via coins. Trade bars and paper notes handle larger purchases by merchants in the region.
Parent Organization:
Soreine, the Dominion of Might
Location:
The Athatham Peninsula
Neighboring Nations:
- The Elven Monarchy of Lanserine (Neutral)
- The Grand Dwarven Halls of Vogdohr (Neutral)
- The Meritocracy of Carthigan (Friendly)