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The Hexarchy

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The Realms Represented by the Hexarchy of Pyrax, Eventide, and Elam
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 Ralgon
 - Adjective Ralgon
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 HRE


The Hexarchy, also commonly referred to as Pyrax by outsiders, is formally known as The Realms Represented by the Hexarchy of Pyrax, Elam, and the Eventide Islands. Officially established in 1685 AN, the country is very new and still finding its footing in a much larger world than most of the population could have imagined. 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 strong confederation consisting of major divisions known as Realms, those being Pyrax, Elam, and the Eventide Islands. The central government is run by a council-style government also termed the Hexarchy, which consists of the six principal rulers of the country: two from Pyrax, one from Elam, and the other three from the Eventide Islands' territories.

To distinguish its central government from the rulers themselves, the Hexarchy terms its central government "The Council of Six." This Council has final judicial and executive power over the entire country, and rules by consensus rather than through majority votes.

History

Economy

Religion

Territories

Main article: Pyrax
Main article: Elam
Main article: Eventide Islands

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 30 days Relations through the USSO's Policon.
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.