The Hexarchy: Difference between revisions

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Revision as of 23:46, 11 August 2020

The Realms Represented by the Hexarchy of Pyrax, Elam, and the Eventide Islands
Flag of Pyraxian (official)
Flag
Coat of Arms of Pyraxian (official)
Coat of Arms
Motto: The Gods Are Our Strength
Anthem: WIP
Location of Pyraxian (official)
Map versions ???
Capital Azul'an, Arumen
Largest city Kobol, Eventide Isles
Official language(s) Draconian (official)
Standard (most common)
Official religion(s) Draconic
Native folk religions
Demonym (various)
 - Adjective (various)
Government Hexarchy (with rotating HoS)
 - King of the Hexarchy King Gilgamesh, Lord of Arumen
 - Hexarch Hexarch Marduk, Lord of Elam (and others)
 - Legislature Parliament
Establishment Lone Moon, 1685 AN
Area NA
Population 6,839,374 (1685 AN)
Active population NA
Currency Guilder (£)
Calendar
Time zone(s)
Mains electricity
Driving side
Track gauge
National website
National forum
National animal Adrestian Eagle
National food
National drink Green Tea
National tree Lemon tree
Abbreviation HEX

The Hexarchy, also commonly referred to as by its regional (or even local) names by specific outsiders, is formally known as The Realms Represented by the Hexarchy of Pyrax, Eridu, and the Eventide Islands on trade documents. However, even this name is constantly in flux due to the ever-evolving internal situation. Therefore, the country agreed to simply name itself after its government of six rulers over its various major territories and/or peoples, known as the Council of Six. Thus, the country's way of calling itself "The Hexarchy" is a specific -- and, supposedly, permanent -- representation of the unique way the elites of this country views the current national identity. In short, The Hexarchy sees itself as both a collective of governments and as a single nation.

Officially established in 1685 AN, the country gained its independence as a loose federation of six disparate territories and other unified groups of nomadic tribes in 1686 in the wake of the Ralgon Civil War, particularly as a result of the events following the aftermath of that conflict. The country at-large consists of three primary groups of constituencies, as of 1687 AN: the twin Realms of Pyrax, the recently re-organized Eventide Islands, and Eridu. The final government reigns over a nomadic set of tribes that mostly roam territory recently absorbed into the latter. (Their leader has been spearheading an expansion effort to settle lands west of Eridu in a bid for independence, with mixed results.)

Overview

Demographically, the nation is a union of peoples from a formerly dependent constituent country of the Holy Ralgon Empire, along with natives that fought the same, in combination with dissenting wealthy rulers from Adrestia who struck out and established their own independent colony (at the Eventide Islands). Various rulers from major parts of the constituent Realms are each represented by a separate Hexarch, who sits on the Council of Six. The country's name is also provisional, and mostly an effort to keep the powerful native tribes appeased until a new consensus on the nation's name is reached.

The country has an extremely poor reputation abroad for being openly "infested" by wild dragons endemic to the Ralgon homeland, the same which have been tamed in great part by the natives and brought to the Realms of Pyrax to protect the population. The Eventide Islands are the only real economic hub within the country. Despite the small land area and a highly concentrated population, the Islands import and export various treasures in exchange for food from the north and luxuries from around the world. The Port of Kobol, the country's largest city, the region is well-protected by dragons as well as modern weapons, with which the inhabitants successfully deter incoming Ralgon attacks (as few as they are now) that attempt to reclaim the lost colony. Elam is the glue that connects the country's disparate regions together. Although the Realm of Elam only consists of a single city currently (named after the massive fortress of La Roque), its status as a major port in Keltia's inner straits (known as the Great River to locals) also lends it some measure of wealth that the city heavily invests in both defense and the education of its rapidly-growing population.

The country is also well-known for its widely varying cultures. Most of the land is undeveloped, and belongs to the natives and tribes from the Green that recently joined the Realms. The natives themselves have adapted to their new open space and independence, and found the Twin Isles' mountainous terrain and vast open water to their liking. However, their economy is still primitive compared to the south, and there are few exports outside of food and textiles. The only metallic exports are with the North Capital of Azul'an largely consisting of a massive city fed mostly by a combination of seafood and fauna the dragons bring back as prey for their masters -- or, in some cases, the other way around.

Incidentally, this close mix of such wildly varying cultures, religions, and political systems within the same country has earned the country a reputation of being an extremely confusing place to visit. As such, most tourists don't bother venturing outside the southern capital of Kobol, despite the vast amount of environmental wonders to see there, and the sometimes-friendly-sometimes-not natives, who are colorfully dressed most of the time... and others not at all. Due to the general "insanity" going on there (as one prominent Ralgon diplomat to the nation put it), its place on the MCS, never mind its official designation on the map, remains a topic of fierce debate.

Government

The Hexarchy is, in reality, a federation consisting of six major socio-political divisions known as Realms. These, in turn, are currently organized into separate, larger blocs of allied (and increasingly unified) constituencies, those being Pyrax, Eridu, and the Eventide Islands. Along with government representing exactly six core constituencies, these larger blocs are where the country takes its official name from. Thus, the country's unique and often-changing name follows a this format instead of the government-place naming convention that most other nations employ.

The central government is run by a high council also termed "the Hexarchy." This council, more commonly known as the Council of Six, consists of the six principal rulers of the country: two from the twin realms of Pyrax, one from Eridu, two from the Eventide Islands' territories, and one representing the country's south-western, semi-nomadic tribes. Aside from serving as the country's legislative arm, it also serves as a point of appeal and top-down decision-making for both the executive and judicial branches. Regional governments follow a similar format, as each Realm is effectively a monarchy led by rulers with varying political power in their respective regions.

History

Settlement

The history of the Hexarchy is a brief one, thus far. The nation is a truly odd amalgamation of natives from Ralgon, natives from the wilds of Keltia, colonists from Adrestia, their sympathizers, and refugees from Ralgon that preferred life in Keltia over the dragons wrecking everything else in their homeland, or even over the Adrestian government that was much closer to home. The country as-is was initially formed by necessity in the wake of the Ralgon Civil War. Driven by survival, several disparate groups banded together to maintain independence and repel hostile elements before declaring independence in 1686 AN.

The islands' collective government and people came together organically. The natives saw a way out of Ralgon as the military began closing the coasts against dragon incursions from the interior. The natives, having domesticated many of those same dragons, flew them in stages from Ralgon all the way to Keltia before anyone could do much to counter the bizarre sight of masses of people moving all their things across the ocean on the backs of giant flying lizards. The clandestine help of the Adrestian government via stopovers on The Green areas in Corum and the islands off Keltia helped secure the final push these people needed to complete the long journey to freedom.

It wasn't long after they blazed this trail that their sympathizers began to follow, along with opportunist colonists from the rich country of Adrestia, still nominally a part of the Holy Ralgon Empire. The earliest signs of a unified coalition government between the natives and the hodge podge of colonists was seen in Kobol, located in what is now the Eventide Islands. Further joint settlements between those natives who weren't into their dragon "pets" (as they were derisively called by the Ralgon home government) and the colonials resulted in a city-state halfway up the interior Keltian straits. The resulting settlement developed into a city-state that was ill-inclined to overexert itself on farming the vast lands around it, instead being content to live off the megafauna living in the oceans around it. (With the people being used to the megafauna living in the Great Swamp on Drag'os, this was effectively nothing a familiar-looking source of food for the entire city.)

Although these waters were initially difficult to navigate by water, the dragon-riding natives were all too happy to settle the large islands to the north and let their dragons roam the wide waters and vast lands in the wilderness surrounding this country. With the natives eventually settling themselves on the islands and using the vast green areas to let their dragons roam and feed as they pleased, the "Dragon Question" for those inhabitants to the south was answered with relative ease. While defensive installations were still being constructed throughout the country to prevent the Ralgons from attempting to forcibly take possession of the colonies, the massive dragons (some being the legendary elder dragons somehow also coaxed to these lands by the natives) provided a convenient means of defense for the sparsely populated north lands, and a shield that covered the backs of the very densely populated south.

The islands and coastal grasslands were quickly settled by the colonials, who preferred using mass agriculture to sustain the rapidly growing population on the naturally defensible Eventide Islands themselves. The city of Kobol, which sprung up from those islands, rapidly became the economic capital of the emerging country, and a unified Council system of government eventually solidified after a long series of talks and agreements between the natives, the colonials, and those living in the increasingly crowded city-state of Elam -- itself located on an island.

Post-War History

Current Situation

In the wake of independence from both Adrestia and Ralgon, the collective Realms of the Hexarchy continue to remain in a state of flux in regards to regional importance. The Realms of Suza and Arumen (within Pyrax) have maintained a closer bond than ever and will likely unite in the future. Elam continues to expand well beyond its original island city, and has increasingly looked to its neighbors to aid in governing regions it is simply unable to control on its own. As for the Realms of Eventide, they have not fared as well. Nonetheless, the respective divisions of the country have, individually, remained stable. While all six Realms (Suza, Arumen, Eridu, Kobol, Nippur, and Elam) are politically stable, some are in flux.

Relocation of Nippur

The settlement of Nippur, located near Elam on the west and south banks of the Great River and Red Rivers (respectively), never took off in terms of a centralized government and population. Instead, it has ill-defined territory. The north-west is occupied by a unified military force, the north and north-east of Nippur are culturally aligned with Elam, wand the south is being slowly absorbed into the increasingly powerful Realm of Eridu. The remaining Nippurian peoples have reportedly begun settling on the coastline opposite of Eridu, and have begun to expand rapidly northward from there from the settlements of Babylos and Assuria. Talks are underway with the other realms of locating the capital of Nippur to that region and giving the Realm a new name to reflect their rejuvenation.

Elam's Expansion

Beginning in late 1686, the Realm of Elam has fared much better than its southern neighbors in Nippur. The former city-state rapidly consolidated, following a population explosion resulting from a strong fishing and agriculture industry, as well as protracted expeditions up the White River to the north-east. Elam has also been in a state of rapid expansion to both the north and south banks of the Red River. Additionally, it has actively participated in efforts to claim land to the north, with the lands to the south being left to the jurisdiction of the Unified Defense Force, the main land arm of The Hexarchy's military.

Currently, its only source of realm political conflict is with the rapidly expanding Realm of Eridu, which has come to engulf vast lands of its own to the south. Control over the Ereshkigal Forest's northern reaches remains a topic of debate, despite the fact that Eridu is the single largest contributor of military personnel to the defense of the southern banks of the Red River. Territory in the environs of Elam is similarly a subject of contention, although rumor has it that agreements have been struck in which Eridu will assist Elam in aquiring lands elsewhere instead -- at its own expense -- in exchange for the rest of this territory.

Eventide's Divisions

The regions collectively consisting of Eridu to the west have drifted politically far from Kobol, the regional capital, and the tertiary third realm to the north of Eridu (comprising the lands of the collapsing Realm of Nippur) has been either absorbed into Elam's jurisdiction... or Eridu's. Eridu has taken to expanding aggressively along the coastline where it was first situated, and has begun to rival its neighbors in Kobol for the amount of trade conducted. Notably, Eridu has rapidly consolidated hard control over a border with the vast Ereshkigal Forest to the north, thus allowing it to expand almost unchecked in the region -- at its fellow Realms' expense.

Kobol proper has remained stable the entire time, and through agreements with the other two realms the national government and all related foreign embassies are still stationed in the city. Additionally, Eridu has allowed the government in Kobol the option of reserving all profits River-based trade to itself, so long as it turns a blind eye elsewhere. Additionally, there are current talks of dividing the Eventide subnational government into its respective Realms, or -- at the least, change its name in deference to the changing tides and times.

As for Kobol's own expansions, it has agreed to leave any such outward pressing of its borders in the West alone, and does not bother with disagreements over the other Realms on those matters. Instead, Kobol has looked to the east in an effort to retain its constituent country's name for itself by establishing subordinate polities elsewhere, given the impending relocation (and possible dissolution) of Nippur and Eridu's growing strength. Additionally, the government at Kobol has been in talks with Elam to unite their Realms in favor of Eridu, in case of their likely failure to consolidate new territory elsewhere.

Pyrax's Consolidation

The two Realms that Pyrax's Hexarchs represent are moving ever-closer together. The two Realms, although culturally much different (with Suza's people preferring a much quieter and stable lifestyle), have drifted much closer together. Talks are underway of unifying the two Realms so that subordinate polities may be established elsewhere. Additionally, their rulers have similar philosophies of conquering as much of the uncivilized countries on the shorelines of the Red Sea as possible, and their attempts at enlisting the other Realms has failed, due to the others' ambitions pointing elsewhere.

Economy

The seaport of Kobol is the largest port in the Hexarchy. The port has a container terminal operated by the Apollonian Shipping Company from which Jingdaoese goods are distributed throughout the country by smaller ships. The Jingdaoese government is a major investor in the port, which is considered to be part of the White Tea Road.

Religion

Territories

The Realms of Pyrax

Main article: Pyrax

WIP (to include the above article!). Consists of the Realms of Suza and Arumen. Known for its monsters and over-the-top hunting expeditions. Seriously, don't go there unless you aim for the thrill of the century.

The Realm of Elam

Main article: Elam

Also see the River Lands. Known for its crowded city-state status, the Realm of Elam also possesses the most active duty military per capita in the country (not counting Pyraxian natives).

The Eventide Islands

Main article: Eventide Islands

WIP. Consists of the Realms of Kobol, Uruk, and Eridu.

The Outer Realms

Main article: Ereshkigal Forest

The Outer Realms are, simply put, nominally controlled territories without any sort of government of their own in the Hexarchy. There are several such massive regions that the people claim as their "heritage," but actual military control outside their borders is limited to the far eastern portion of the Great Forest to the south of the country. This is due to both the country's sparse population on the frontiers, the dangerous megafauna inhabiting much of their surroundings, and the sheer difficulty presented by clearing megaflora (especially the massive trees endemic to their jungles). However, where land is clear in the interior River Lands, the hilly terrain serves as a sharp dividing region between the rich (but narrow) rivers in the south of the country and the vast jungles of the deep Keltian interior.

Climate & Environment

Foreign Affairs

Overview

Frankly, most people are too confused with the nation as a whole to deal with them individually, so most diplomacy in this age goes through the government at Kobol, during those times that the Council holds a meeting there, instead of nowhere in Pyrax or in the middle of some crowded building in Elam (and environs). As for the rest of the country, general sentiment tends to agree with this reality of things. As such, most Council meetings in the easily accessible city of Kobol tend to revolve more around diplomatic and other external matters. Meanwhile, meetings in Azul'an and in the city-state of Elam tend to focus instead on best practices in assimilating the natives (particularly the Storish refugees the natives insist on bringing along with them) and on the country's urbanization projects, respectively.

Generally, the country as a whole enjoys a positive relationship with Adrestia, specifically. Most of the country's exports go to that country via the Bassarids, whose borders in turn are located very close to the Eventide Islands, which has the nation's GDP per capita, by far. Additionally, it was through the Adrestian government's efforts that allowed the country to establish itself on the wide open Keltian continent, where the free-roaming peoples of Pyrax and Elam could flourish without their perpetual wars with Ralgon zealots and sapient dragons on the island of Drag'os. In the heavily populated and politically influential south, the Hexarchy's people hold a positive opinion towards the Jingdao, for their ability to successfully manage their vast nation despite its variety of peoples (to include savages possessing their own strength of arms). In the north, opinion favors the Verionians and other such peoples who regularly liberate their own govenrments in favor of something that works better later on in the week.

Country-Based Summary

This is a summary of those entities the Hexarchy has relations with. Note that additional visas are always required to work in the Hexarchy, and to visit the northern territories in Pyrax and sometimes Elam (due to dangers imposed by the local fauna). Transit through the country never requires a visa if the duration of stay is less than 24 hours and/or the passenger does not plan on leaving the train or aircraft. Travel by gas-powered motor vehicles of any kind is strictly forbidden, and passengers of personally owned vehicles always require a visa unless specified.

Country Formal relations Informal relations Visa Free Travel
(# of days)
Working Holiday Visa
(# of months)
History
Adrestia Adrestia 90 days 1 year Positive relations with Adrestia. Free travel, easy access to work, and long-stay agreements already exist between the two nations. Tourist and working holiday visas are renewable, within restrictions.
Alduria Alduria No prior contact.
Barbary Barbary No prior contact.
Batavia Batavia No prior contact.
Constancia Constancia No prior contact.
Craitland Craitland No prior contact.
Elwynn Elwynn No prior contact.
Florian Republic Florian Republic No prior contact.
Goëtia Goëtia No prior contact.
Guttuli Protectorate Guttuli Protectorate No prior contact.
Imperial Trade Union Imperial Trade Union 90 days Relations between the natives and the Bassarids are most unusually friendly, thanks to the Bassarids being an early supporter during the Hexarchy's colonial days. The natives also hold them in mildly positive regard, which makes trade with these eccentric people oddly easy.
Inner Benacia Inner Benacia No prior contact.
Iron Cult Iron Cult No prior contact.
Jingdao Jingdao 90 days A long and rich history of cooperation from colonials and natives alike with the Jing diaspora have made travel within the Hexarchy extraordinarily easy.
Kasterburg Kasterburg No prior contact.
Krasnocoria Krasnocoria 30 days Relations through the USSO's Policon.
Mercury Mercury No prior contact.
Natopia Natopia No prior contact.
Norrland Norrland No prior contact.
Pacificonia Pacificonia No prior contact.
Palesmenia Palesmenia 30 days Relations through the USSO's Policon.
Phinbella Phinbella No prior contact.
Graustark Graustark 30 days Relations through the USSO's Policon.
Ralgon Ralgon Unfavorable relations with Ralgon due to the violence that led to the Hexarchy's independence. However, there is a strict free and open travel policy, specifically for full citizens of Adrestia.
Réunion Réunion No prior contact.
Senya Senya No prior contact, but the large native population within the Hexarchy holds a generally favorable opinion due to their positive treatment of the River Warriors.
Sovereign Confederation Sovereign Confederation No prior contact.
Shireroth Shireroth No prior contact.
Srbozemska Srbozemska No prior contact.
Stormark Stormark No official contact before Stormark's demise. Refugees from the former Stormark are usually used as a lower (working) class within the Hexarchy.
Tellia Tellia No prior contact.
Thracistan Thracistan 30 days Relations through the USSO's Policon.
Unified Governorates Unified Governorates No prior contact.
Vi'Ix Vi'Ix No prior contact.
Wechua Wechua Despite relatively close proximity, the Hexarchy has never encountered any of the Wechua peoples.