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Imarru-Lugal: Difference between revisions

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Interactions[https://hub.mn/forum/viewtopic.php?f=4&t=10429#p101549(1)] between these settlers and the [[Dromosker|original inhabitants of the island]], initially amicable, quickly broke down following an unfortunate banquet held on the lake-island settlement of Calēkhōpraksis which ended in an emissary's spilt entrails roasting on a grill before his eyes whilst native braves wetted their spearpoints in the gaping abdominal wound. The culinary redistribution of mana that ensued helped to embolden the lugals of the seven inter-connected 'swamp valleys' radiating from the lake in preparation for the interesting times ahead.
Interactions[https://hub.mn/forum/viewtopic.php?f=4&t=10429#p101549(1)] between these settlers and the [[Dromosker|original inhabitants of the island]], initially amicable, quickly broke down following an unfortunate banquet held on the lake-island settlement of Calēkhōpraksis which ended in an emissary's spilt entrails roasting on a grill before his eyes whilst native braves wetted their spearpoints in the gaping abdominal wound. The culinary redistribution of mana that ensued helped to embolden the lugals of the seven inter-connected 'swamp valleys' radiating from the lake in preparation for the interesting times ahead.


Instead of a war waged to eliminate these indigenous peoples, the Chief of the settlement, Eru Tepesh, had a more... interesting idea. Although the loss of a diplomat was always a sad event, in reality the man the settlers sent was of little consequence, himself being one of the indentured servants that arrived during a later wave in the settlement. Anticipating a rough time with the islanders, he had arranged for the secret transport of a pair of dragons along with a cluster of their eggs from the mainland. When the lizards were revealed to the public (which are normally very illegal to export outside of the mainland), the Chief simply rationalized that the lizards were there as a cultural artifact.
This resulted in an all-out war waged against the islanders in an effort to subjugate them and successfully colonize the island, since failure would have egregious political consequences back home. To this day, the resulting war is permanently etched onto the Askerr minds of the island, and is sometimes held as a day of grief, when the lugals took in evil mana from a source that proved to be their destruction.


Releasing the deadly lizards into the wild, the Chief then sent another such messenger to the natives upon discovering the meaning of their practices: Just as the natives wished for mana, so did the settlers -- except they derived it from their dragons. Thus, they sent the dragons out to "collect" the weakest of the natives. In return, the natives would receive their own mana in kind from the settlers on a regular basis, at the Chief's sole discretion. Should the natives get greedy, so too would those giant, heavily-armored lizards able to spit the very power of the gods from their maws.
==== The Great Askerr War ====


The Chief hardly bothered with issuing negotiations of any sort. He knew the natives would get the message almost immediately, once the dragons started their initial rampage to establish their own territory. And, if by some miracle, they possessed enough advanced weaponry to deal with the rough equivalent of flying nukes with armor, there was a whole other cluster of eggs about to be hatched in the settlement. It allowed for the Chief to deal with two of the emerging settlement's biggest issues:
{{main|The Askerr War}}


Firstly, the carrying out of executions directly by one's own hand remained illegal throughout The Hexarchy and all of its territories, as even an execution of a heinous criminal was considered murder -- regardless of its justification. Thus, freely sending one or two people to the natives to deal with in their own fashion would provide a way for the Chief and the Council to rid themselves of undesirables normally deserving of the ultimate punishment, while still following the spirit and letter of the law back home. (On the mainland, a similar practice is followed in [[Ereshkigal Forest]], where the condemned are sent unarmed into a forest filled with deadly flora and fauna at nearly every step.)
The so-called "Great" Askerr War was the conflict fought in the wake of The Hexarchy's settlement of the island of the same name. The conflict was fought between the settlers of the island, who were from various places of The Hexarchy (and elsewhere), and the natives of the island, who had proven unable to be subjugated by past settlers of the island. The natives, prone to cannibalism and constant warfare with others, successfully resisted all prior incursions deep into the island and instead practiced cannibalism on the very people claiming to be their colonial rulers.


Secondly, it would provide additional justification for the active suppression of these natives, should the Chief resort to more extreme measures, such as provoking the dragons to completely destroy the countryside. Unfortunately, such an action would land the Chief a ticket to the Forest due to the sheer violence that option would entail. The mainland government intended the colony to be a much more peaceful settlement, after all, and committing such an atrocity would be unconscionable -- at least on paper. On the other hand, should the natives accept the new status quo, then both sides could remain both secure and satisfied, in which the Chief's tenure as paramount leader of the island would be cemented for life.
Following the murder of an emissary at the hands of the cannibals, the Chief of the settlement, Eru Tepesh, vowed to subjugate the natives and bring peace to the island. Following his decision to bring the island's secretly imported dragons to bear, the war was greatly shortened -- at extreme cost to those natives that opposed his rule over the island the longest.
 
As the dragons flew off to do what they did best, all the settlers had to do was prepare themselves for a possible defense of the town. Should the remaining natives go completely berserk instead of cowering in fear after seeing the dragons, the town still had to prepare for a native attack on the town before it was fully fortified, in the likely event that some would survive the nuclear option. Meanwhile, a letter was sent informing the government that the island's unstable nature resulted, in a time, its lack of recognition of the island's rulership.

Revision as of 18:55, 5 November 2020

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[[|125px|Flag of |frameless]]
Flag
[[|85px|Coat of Arms of |frameless]]
Coat of Arms
Motto: "Bringing Light to the Edge of the World"
Anthem:
[[|250px|Location of |frameless]]
Map versions
Capital Brussels
Official language(s) Standard
Official religion(s)
Demonym
 - Adjective
Government Mayor-council government
 - Praetor of The Hexarchy Gilgamesh
 - Chief Eru Tepesh
 - Legislature City Council
Establishment 1690 AN
Area
Population 4
Active population 4
Currency Hard silver (official)
Calendar
Time zone(s)
Mains electricity
Driving side
Track gauge
National website
National forum
National animal
National food humans, apparently
National drink
National tree
Abbreviation

Imarru-Lugal is the name of both a city and territory founded by The Hexarchy in the Skerry Isles in the early days of 1690 AN. The settlement, given a name that literally translates to "Light of the King," was founded for exactly two reasons: to extend trade to neighbors places out of The Hexarchy's sovereign reach, and to extend diplomacy abroad.

The city-territory is entirely self-governed. While not considered one of the Realms, the territory's importance as an offshore embassy of sorts as well as a vital trading link lends the city and the island considerable importance. As The Hexarchy lacks a blue-water navy, it depends on maintaining friendly diplomatic ties with nations from both the Raspur Pact and the USSO to deter aggression against the isolated territory. The island, nonetheless, is still equipped with a strong security force to deter pirates.

The city's freeport status is a tool that both the settlers and The Hexarchy's central government hope to act as a tool to modernize the nation through trade, as well as establish a source of income due to the island's resort-like climate -- especially in the countryside outside of the relatively small port city. These factors, in tandem with the island's excellent location, are hoped to bring the island (and its mother country) significant investment opportunities at home and abroad, and to serve as a model of the country's ongoing modernization.

History

Pre-Colonization

Early Settlement

As of 1690, the island had only about 50,000 inhabitants in total, sent in small waves in privately chartered vessels from the mainland. This consists in part of new settlers (about a quarter of the population), traders (about ten percent) and skilled construction workers sent to accommodate them (another 15 percent). A significant portion of the population (nearly 40%) also includes travelers heavily laden with debt, who exchanged a trip there and fifteen years of (paid) labor in exchange for having their debts, crimes, or other minor transgressions against others (and the state) forgiven. The remaining portion of the population is a security force meant to keep the islanders safe from either malcontent laborers or from pirates.

Interactions[1] between these settlers and the original inhabitants of the island, initially amicable, quickly broke down following an unfortunate banquet held on the lake-island settlement of Calēkhōpraksis which ended in an emissary's spilt entrails roasting on a grill before his eyes whilst native braves wetted their spearpoints in the gaping abdominal wound. The culinary redistribution of mana that ensued helped to embolden the lugals of the seven inter-connected 'swamp valleys' radiating from the lake in preparation for the interesting times ahead.

This resulted in an all-out war waged against the islanders in an effort to subjugate them and successfully colonize the island, since failure would have egregious political consequences back home. To this day, the resulting war is permanently etched onto the Askerr minds of the island, and is sometimes held as a day of grief, when the lugals took in evil mana from a source that proved to be their destruction.

The Great Askerr War

Main article: The Askerr War

The so-called "Great" Askerr War was the conflict fought in the wake of The Hexarchy's settlement of the island of the same name. The conflict was fought between the settlers of the island, who were from various places of The Hexarchy (and elsewhere), and the natives of the island, who had proven unable to be subjugated by past settlers of the island. The natives, prone to cannibalism and constant warfare with others, successfully resisted all prior incursions deep into the island and instead practiced cannibalism on the very people claiming to be their colonial rulers.

Following the murder of an emissary at the hands of the cannibals, the Chief of the settlement, Eru Tepesh, vowed to subjugate the natives and bring peace to the island. Following his decision to bring the island's secretly imported dragons to bear, the war was greatly shortened -- at extreme cost to those natives that opposed his rule over the island the longest.