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The Hexarchy

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The Realms Represented by the Hexarchy of Eridu, Suza, 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 17.0.0 to current
Capital Azul'an, Arumen
Largest city Enkidu, Eridu
Official language(s) Draconian (official)
Standard (most common)
Official religion(s) Draconic
Native folk religions
Demonym (various)
 - Adjective (various)
Government High Council supported by bureaucracy
 - Praetor Gilgamesh II
 - 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 Eridu, Suza, and the Eventide Islands on trade documents during the year 1690 AN. 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 simply 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 view the current national identity. In short, The Hexarchy sees itself as both a collective of governments and as a single nation.

Officially recognized in 1685 AN, the country first 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's disparate constituencies have, during most of its history, ruled themselves almost entirely under their own internal laws until the later end of the 1680's. However, this ideology has slowly given way to a more unified economy, military, and government since Gilgamesh I, took office as the country's first real head of state.

Following the first Praetor's death in battle during late 1690 AN, the country's now-antiquated force of dragons were decimated during a massive and costly rescue expedition deep into their outlying frontier, not far from the important city of Marduk. Despite the devastating power these giant flying lizards possessed, most were little or no match against the far more dangerous megafauna lurking deep in the western Keltian wilds. The dual-blow of the Praetor's death and the loss of much of the country's vaunted air superiority triggered a national push towards across-the-board modernization and deeper unification under the late Praetor's successor, Gilgamesh II.

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

Settlement (pre-1685-1690)

In the wake of independence from both Adrestia and Ralgon, the collective Realms of the Hexarchy continued to remain in a state of flux in regards to regional importance. The Realms of Suza and Arumen (both within Pyrax) maintained a closer bond than ever and, despite their divergence in early 1688, continued to maintain a close friendship. After the split and with each Realm expanding rapidly, Suza relocated their capital to a vast fortress inland built on a ruined city overlooking a vast plain, 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 acquiring lands elsewhere instead -- at its own expense -- in exchange for the rest of this territory.

Unfortunately, this pact never came to pass. Elam's expansion was cut short by Suza's sudden appearance in the region during the later 1680's, and by the middle of the 1690's they had already consolidated such a strong presence on Elam's northern border that it had little other choice but to rejoin their compatriots in Kobol to form a single Realm, with the city-state serving as a ceremonial "northern capital" for the region (in hopes that an unlikely eastern expansion may yet take place).

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. These talks came to fruition in 1690, with the new Praetor forcing a resolution binding the Eventides and Elam back together, and forcing them to look to the eastern wilds in search of fresh resources.

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.

However, the burgeoning Realm met a sudden, untimely fate at the hands of the Council of Six, following the first Praetor's coronation in 1688 AN. The region was split back into two, with the northern half of Arumen gaining territory and also likely losing Council representation upon the current Praetor (Gilgamesh II) passes. When that event transpires, the region's fate will be decided (as Marduk is currently the much-preferred national capital due to its central location, and its strategic location on a mainland area on the banks of the Great River).

As for the southern half, it was annexed by Eridu -- on condition that it both maintains autonomy and inherits half of the Great Conifer Forests to its southern border... when the military recovers from the pyrrhic victory that claimed Gilgamesh I's life in early 1690. Until that point comes, its economy has been boosted by military forces on semi-permanent standby in the area... until they push forward, that is.

Modernization (1690-)

Beginning in late 1690, a new Praetor took the helm, that being the son of the country's previous (and first) nation-wide ruler, Gilgamesh I. This new Praetor took his father's name and title, styling himself Gilgamesh II, in honor of his father's curtailed reign. Being much younger than the members sitting on the Council of Six, his rise to power was far from unopposed, and the new Praetor was forced to purge the Council by way of inciting rebellion amongst their sons. While his efforts produced mixed results, it was still enough for him to comfortably take power in a similar manner as his father had. By the time 1691 came to a close, Gilgamesh II was the undisputed ruler of the country, and the Council had been further weakened even during the time of Gilgamesh I.

Power struggles aside, the new Praetor took power while the country was at a crossroads. All military fronts were now secure, with the north-east portions of the country moving even into the frontier without issue. For the first time in the country's history, the south and west fronts were stable enough to allow the military enough time to rest, regroup, and even upgrade its woefully outdated equipment. The country's economic activity had never been higher, and civilization had crept so deep into the country that even the most backwards of the nation's citizens were beginning to use modern technology in everyday life. However, it came at a catastrophic cost to the country's traditional military forces, which flew on powerful dragons whose breath attacks were as powerful as modern artillery pieces. Their upkeep was expensive, though, and making new mounts wasn't exactly a speedy process (with it taking many years for one to grow large enough to be effective in battle). Word in the capital of Marduk spread that the new Praetor was secretly pleased that the dragons had all but been wiped out, as not only it meant a stable border for the next year, but it also meant that he could modernize the military as he saw fit.

Infrastructure projects were well under way, and it was during this time that the Great River was secured on all sides for traffic going deep into the country's interior, as far as the city of Azul'an, home to the island-bound peoples of Arumen. Even the native reservation of Pyrax was prospering, and the citizens there had taken to establishing cities near holy places such as Kish and Kadesh. Recent treaties with then-Alduria-Wechua, Cakaristan and other nations allowed international trade to begin, and the Hexarchy's bloc-neutrality during those years had directly contributed to an explosion of prosperity in the country. In the far-flung region of Imarru-Lugal, the colony's stabilization meant that the country now had an effective trading post (even if unofficially) with countries it would never have otherwise reached directly, such as Adrestia and Constancia. The crown jewel of the country's infrastructure was, in fact, the massive tunnel system that connected the now-vast Port City of Ashtaroth with the mainland via a massive underground rail system that now touches every point of the country except for Arumen. With the channel's water being sufficiently shallow and the rocks being cut surprisingly stable, the tunnel project cost far less than anticipated. Construction of a bridge for personal vehicle traffic moving onto the mainland also launched in late 1692.

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. The country also trades massive amounts of rare and exotic foodstuffs with Cakaristan far to the west.

The country has also been beginning to trade with countries of the Raspur Pact. It has signed a treaty with Alduro-Wechua, and has made secret agreements of understanding with companies based in Constancia regarding its base in Imarru-Lugal, which was recently subjugated in its entirety in 1691. The Praetor has sought to officialize agreements with the country's government, but as of 1692 no breakthroughs have yet been made.

Transportation

Transportation within the nation remains inconsistent, and varies by region. Because the country is going through an expensive, nation-wide modernization process, public transit as well as private rail travel are inconsistent. Additionally, ongoing problems with clearing the Eridian coastline (namely driving back the Ereshkigal Forest) present delays in direct travel between the more far-flung portions of the country. Finally, laws on personal vehicles are inconsistent, except that there is a nationwide ban on vehicles powered by any form of fossil fuel to protect national air quality -- a move that initially made such devices inherently limited in the nation.

Personal Transportation Restrictions

Personally Owned Vehicles

Travel by personally owned vehicles of any kind is strictly forbidden within the Eventide Islands (including Elam), and all of Arumen. There is a government-mandated cap on personal vehicles in the cities of Enkidu and Marduk, and those wishing to drive a vehicle must bid on one of a limited number of available licenses to be able to do so. There is no such cap on the Island of Ashtaroth, and on most of the Asshyrian coastline, due to an additional ban on dragons or other privately owned megafauna in the entire region. Personal vehicles also see little in the way of limits in the rest of Eridu, although air and rail transport are far more popular when traveling north or south in the region.

Dragons

The issue of dragons has become increasingly one-sided in the nation. Traditionally used for native hunting expeditions as age-old pack animals and combat tools, the creatures are nonetheless dangerous in the wrong hands. As such, dragons are increasingly restricted to those lands where there is a vastly majority-native population. The only entire realm in which dragons are entirely unrestricted is Arumen, and this is mostly for traditional purposes. However, following the Battle of the Behemoth in late 1690, their numbers have sharply reduced and their extinction by the 1800's AN at the very latest is projected unless the creatures procreate far above normal rates. If losses continue at their current pace, authorities speculate that the creatures will all but gone by 1750.

Particularly, in the sub-region of Pyrax, the creatures are allowed in all but two places: the coastal city of Kadesh, and the Sacred Place to the region's eastern end. Because of the advent of machine-based transport nation-wide (as opposed to just the coast), bans on personally-owned dragons are becoming increasingly widespread in Eridu as well. Currently, only the military may possess the creatures to the south. Recently, dragons were restricted from coming near the Great River, following its final pacification in the late 1680's. Finally, the creatures are only allowed in Suza with a license that must be renewed every six months, and only by natives. As such, dragons are decreasing in number in that area as well.

Domestic Travel

Air Travel

Domestic travel remains an inconsistent issue, and as such modernization of the national transportation infrastructure remains one of the Council's highest priorities. Because of the country's irregular travel restrictions, geology, and territorial layout, different methods are required to obtain transport to various places within the country.

Access to Suza is only done by air, with transport from Kanaloa Airport or from Kobol being most common. Service is also possible to and from from Zathara by air to the region's coastline. Transportation to the city proper can be accomplished from any of its coastline by either air or by taking an empty seat as a passenger with an armed convoy along the various roads leading between its settled areas.

It is dangerous to charter planes in the region of Arumen, due to the Red Sea still being surrounded by significant coastline belonging to uncivilized nations and dangerous fauna. Additionally, the declining dragon population in the region is particularly aggressive towards low-flying aircraft. Travel by air to the eastern island of Zathara remains a possibility, although flights only go to the cities of Suza and -- by a roundabout route, Marduk. Access to Azul'an remains restricted to either ship or, if one is lucky to receive the honor by a native, by dragonback.

Sea Travel

Within the region of Arumen, sea transport remains relatively safe, so long as methods to defend against marine megafauna exists in the convoy. As dragon populations decline, though, marine creature attacks will likely rise until the Red Sea is pacified in its entirety. The same holds true for the coastal regions of Suza and western Eridu (esp. Pyrax).

Elsewhere in the country, travel by ship remains very safe. Following the purge of predatory marine megafauna from both the Great and Red Rivers, travel by sea has been safer than ever, with escorts now not required all the way from Kobol to Marduk. Transport to the eastern portion of the Great River (the White River) directly to the north is similarly safe, thanks to Suzite military bases along the western shores. Barbarians from The Green may occasionally pose problems, but transport to the mineral-rich White Sea has proven very fruitful to those willing to make the long trek in relatively uncivilized territory.

In Asshyria and the Eventide Islands, both ports handle a significant amount of tonnage every day. Safety is actively assured throughout each region, and the Great River has been rendered wholly safe in recent years through the tireless efforts by Eridu to secure the entirety of the River proper. While barbarians live on the eastern shores, attacks are virtually nonexistent due to the dual proximity of Alduria-Wechua to the south.

Rail Travel

Rail-based travel remains more inconsistent. Battles against the Ereshkigal Forest on the coast are about the only thing that stands between the Eridian government and its completion of a massive road and rail line along the coastline. This would directly connect the city of Enkidu (and Kobol as a consequence) with the westerly region of Asshyria -- with the regional capital of Atlantys only standing to benefit from this feat of engineering. As a tunnel already exists that connects Kobol's nearest islands with mainland Eridu, continuous transport by rail is possible between Kobol and the rest of the country, albeit in limited capacity.

Additionally, a massive project is currently underway in Asshyria. A public transport system meant for passengers and their vehicles is currently under construction. Slated to be solidly among the world's longest bridges, the massive causeway crosses the very shallow sea and shoals between Ashtaroth and mainland Asshyria. Having started in construction in 1688 AN, the as-yet unnamed project will take several years to complete due to both the time and sheer costs in labor (funded mostly by a corvee scheme employed by Eridu) required for construction. Thankfully, the massive causeway will not cause new navigation issues, as the waters were too shallow for most ships to pass beneath, save near the causeway's center, where a massive bridge is planned to allow the largest ships in the Ashtaroth Strait's only navigable areas.

As for north-south transit, construction is under way for rail-based public transit in Marduk and in the various cities of Arumen. While Arumen will remain isolated by rail due to the sheer distances involved (as well as the Red Sea's massive depth), other regions are seeing increasing rail mileage. Currently, a project is under way in Marduk to build a bridge over the Great River, taking advantage of the high-profile geography of the local plateaus on either side. The bridge would permit navigation even by the largest deep-water vessels to and from the Red Sea, and connect the southern half of the country with the northern half with an all-ground route.

This would allow Suza to similarly transport personnel and choice construction materials (such as wood from the great forests to the country's south and west) into the region, greatly speeding residential and commercial development in the region. Rail lines already exist in Suza's interior, but these need to be well-defended as they run through unoccupied regions that separate its major interior settlements from its coastal regions.

Religion

Territories

The Realms of Pyrax

Main article: Pyrax

WIP (to include the above article!). 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
Main article: Imarru-Lugal

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 hard control is generally limited to regions immediately bordering such places. 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. To the north lie an endless savanna plateau, characterized by the occasional set of mountains and vast conifer forests to the far north. To the west of the Red Sea (and Eridu to the south) are the Unknown Lands, which see near-constant military activity as the Hexarchy's outdated military struggled to keep unified control of the vast, uncharted lands to the west of Keltia (mostly due to political infighting between regional borders).

Ereshkigal Forest

In the vast, deadly Ereshkigal Forest, actual military control of its borders is sorely limited. At the close of 1689, containment of the Forest was limited only to the east and North, with creatures frequently escaping to the west, as well as having unchecked access to the coast, where they pose a threat to shipping close to Enkidu, which would be a major trading port if not for this fact.

The Forest is used frequently as a way of circumventing strict domestic laws against murder. They do this by replacing the punishment of death with exile directly into the Forest. Not that this means much, since the two are essentially the same. Prisoners are simply shipped to a designated forest clearing some 150 km into the forest and left to fend for themselves. No person has ever made it out of the Forest alive on foot once they enter, and travel by air is rarely guaranteed unless done so with great force. Rumor has it that condemnation to the Forest frequently leads to a slow and extremely painful end more often than not, so sentences are only levied for the very worst crimes, with a life punishment being considered an act of mercy compared to that ignominious end.

At the beginning of 1690, most military efforts exerted by Eridu involved forcing this Forest of Death back from the coastlines, so that the now-massive City of Enkidu could be connected with the rest of The Hexarchy's rich, bountiful coastal regions. With internal shipping being threatened, the status of the massive city remains in doubt, with foreign shipping running more through neighboring Kobol instead, or through the massive Port of Ashtaroth to the west.

Imarru-Lugal

The Hexarchy has exactly one overseas territory: the merchant settlement of Imarru-Lugal. This territory was founded for two primary purposes: firstly, as a tool for diplomatic outreach to those nations that the country otherwise cannot reach, and secondly, as a domestically owned trading stopover between the Hexarchy and far-flung regions closer to the other end of Keltia. The colony was founded after bitter partisan infighting within the government, with the measure being finally forced through by the newly created Praetor of the Council in early 1690 AN through a tie-breaking vote, with most of the south in favor and most of the North against.

As a compromise, the dissenting members of the Council finally agreed to acquiesce to the desire of Kobol and Elam to establish this trading colony, in exchange that further expansion this far outside the mainland be met only with unanimous Council approval, as a significant portion of the Council thought of overseas colonies as a waste of resources. Additionally, it was expected that those in favor of the proposal be the only ones funding its security -- to include hiring foreign nations with blue water navies to assist in freedom of navigation in the region. Dissenting opinion grew stronger as the Council heard reports of fierce, belligerent natives that apparently practiced ritual cannibalism. Further reports that a pair of dragons along with a cluster of eggs were smuggled to the region only served to anger the Council -- despite (and some say because of) the Praetor's secret blessing on the matter.

By this time, though, the concept that Imarru-Lugal was as a sovereign, overseas possession of this country had become a fact. As such, retaining order over the colony was a paramount concern, as it was a good experiment to see if the government could successfully administer territories far removed from The Hexarchy's oldest seats of power -- such as the Unknown Lands far to the west. As such, the Council decided to retain this sole possession abroad, and continue to concentrate on handling increasingly pressing domestic concerns.

New South Caputia

The island formerly comprising the Hexarchy's neighbor Graecia had mysteriously collapsed in the territory circa 1692 AN, about the same point at which the Hexarchy had managed to complete the enforcement of its own borders against the continent's now-hostile fauna that lived to the west of the Great River. By the time the Praetor successfully organized an expedition, the as-yet unexplained temporal hemorrhaging phenomenon and nature had both done their work: the nation was long gone, with the people there reduced to a shadow of what they once were. While myths and legends persisted there, nothing else was left: settlements were but piles of dust and the people were far different than before. The land itself was changed, with the island now comprising a mountainous interior and a vast, arable plateau that sloped down to several natural harbors on a rocky coast punctuated by high cliffs, natural fjords, and gently sloping valleys leading directly to the island's interior.

The island's remaining resources were gathered, and a settlement was established on the former site of Caputian Ersoy. This the Hexarchian authorities dubbed "West Point," in honor of previous agreements and exchanges made between the two peoples. As for the island itself, it was named New South Caputia in honor of the old culture that used to inhabit what the Hexarchy now called home.

The island was developed through 1692 into an agrarian settlement divided into three settlements. The first settlement and economic center of the island was the relatively small port town of West Point, founded on what used to be Ersoy. This town also serves as the island's primary trading hub internationally, although other small towns exist (although mostly dedicated to the local fishing industries). It also served as the main thoroughfare from the country's mainland to the far-flung trading port of Imarru-Lugal, itself located on the country's only overseas territory, Dromosker Island. The second major settlement was founded not far from Graecia's old capital city. Thanks to its strategic and very central location on the island, the naturally defended settlement of Crown Point quickly became the island's administrative capital as well as the headquarters for the island's garrison (as naval assets were considered less important to national security at the time). The third settlement eventually became the island at-large. With many Hexarchians of various ethnicities moving to the island to raise more conventional crops in safety, the island was rapidly repopulated by those wishing to enjoy near-guaranteed physical security, a cooler climate, and an overabundance of local food without having to hunt or tend to the quickly growing jungles deep inland.

Despite the relative lack of valuable mineral resources, the island quickly gained importance in the wake of major new agreements allowing those of former Caputian nationality to enter the Hexarchy without a visa. Despite the island's vastly changed appearance, the location still proved popular for both tourists and immigrants to the region. The Praetor additionally started passing measures that were designed to greatly facilitate travel between mainland Wechua and the Isles of Caputia, foreseeing a boom in trade because of this action. While conservatives in the Praetorian Court objected to the move, the Port City of Ashtaroth retained its paramount importance due to trade with a vast inland interior filled with exotic and precious goods, while Kobol still facilitated trade along the Great River.

East Bank

For years, the dream of the Hexarchy's government was the taming of the mighty Great, Red, and White Rivers. By the end of 1692, that national goal was made reality with the unopposed passage of merchants and troops over land. However, commercial reasons for building infrastructure on the East Bank were lacking until agreements were struck with New Alexandria that opened additional trading routes directly over land. This allowed Kobol to complete a desperate eastward scramble for real estate to the east, allowing them to occupy land that quickly connected an overland route with the port of Kobol and the city of New Zalae, which lay on the north bank across from the island town of Kanaloa. While few independent settlements exist on this strip of land, several military garrisons nonetheless keep merchant caravans safe and secure as they travel north.

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 central Eridu, specifically the thick jungle known as Ereshkigal Forest (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. However, it should be noted that this only applies to coastal regions, with permits being required to transit through the northern reaches of the country.

As a rule, the country attempts to maintain strict outward neutrality out of a desire to work peaceably with as many neighbors as possible so that it can focus on internal modernization issues. As such, as of 1694 AN, the country maintains relations with the various power blocs largely on a bilateral basis. As an example, The Hexarchy's government has good economic relations established with both the nearby countries of Passio-Corum and New Alexandria. Additionally, a strong working relationship existed with Graecia before it collapsed and its lands annexed as the territory of New South Caputia.

Unfortunately, the country still suffers from a poor reputation that is mostly tied to its historical use of dragons and other massive animals as both weapons and as means of transportation, right into the present in some regions. Specifically, most casual observers may pass off the deep interior, wilderness regions as little more than a open-air zoo filled with extremely dangerous creatures that cannot seem physically exist in the same planet as civilized people. Additionally, the country's constant internal power struggles (again, until recent years) earned a long-standing distrust from more distant nations that are unaware of the stable economic situation near the coastlines.

The Council's best efforts to modernize the country did little to alleviate this poor reputation until the inauguration of Praetor Gilgamesh I in 1688 AN. Due to its recent (but rapid) modernization and industrialization, the country's foreign affairs have been largely focus on its immediate neighbors. As such, diplomatic outreach remains a key focus of the current Praetor since 1690, Praetor Gilgamesh II. As of 1694, the Hexarchy retains active treaties with New Alexandria and, locally, with Adrestia, which is a semi-sovereign component of the Holy Ralgon Empire.

Country Stance Formal relations Informal relations Visa Free Travel
(# of days)
Working Holiday Visa
(# of months)
History
Adrestia Adrestia Favorable 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. Despite the country being nominally a core part of the Holy Ralgon Empire, this is deliberately ignored due to Adrestia's invaluable role in ensuring The Hexarchy's survival during its earliest days.
Nouvelle Alexandrie Nouvelle Alexandrie Very Favorable TBA TBA Treaty of amity and trade with Alduria-Wechua, which recently federalized into New Alexandria. The two countries enjoy an extremely positive relation with one another. As of 1694 AN, joint construction of a Pan-Keltian Highway is in progress, being made possible by the recent expansion by The Hexarchy into the East Bank Territory.

Official relations began with the 1688 AN Treaty of Cajamarca, where, for the first time the Hexarchy opened its borders to nationals of another country. In it, visa-free and duty-free access to the Island and City of Ashtaroth and its Port were granted for 30 days. Visa-free access to the City of Kobol was also opened for diplomatic personnel and their immediate families.. Access to Enkidu, New Zalae, and other specified areas were also unilaterally added to the list of open ports until the drafting of a new treaty of friendship in 1694 AN.

Batavia Batavia Neutral No prior contact.
Constancia Constancia Neutral Although no official agreements currently exist, first contact was made in 1690 AN. Events arising from this contact proved amicable for both sides. Unofficial talks attempted to open the port at Imarru-Lugal to Constancian merchants, but rumor has it that the Hexarchy's poor reputation instantly torpedoed such efforts.
Craitland Craitland Neutral No prior contact.
Elwynn Elwynn Favorable 30 Days
(Pan-Keltian Highway)'
The Hexarchy has had surreptitious and friendly contact with the Court Prince of Elwynn. A detachment of the Praetor's personal bodyguard was recently sent as a gesture of support for the Prince's government during the Second Elwynnese Civil War. It is currently unknown if this gesture will bring reciprocal results.


As part of the Pan-Keltian Highway project, the Praetor ordered that Elwynnese nationals using the highway may pass through the country, being given 30 days' leave to visit through a visa-on-arrival scheme (which costs a small, nominal fee whose proceeds are used for the highway's maintenance).

Florian Republic Florian Republic Favorable Although no diplomatic contact has been made, some of the Florian sports culture has been imported by a subset of the native population in Kobol and Asshyria, leading to a somewhat-favorable impression of the Florian culture. The massive Kobol Stadium was built by the late Gilgamesh I mostly to emulate what appeared (at the time) to be a national symbol of economic power.
Goëtia Goëtia No Contact No prior contact.
Imperial Trade Union Imperial Trade Union Favorable 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 new government has done its utmost to maintain positive relations with the country, despite its general drift away from the USSO's Policon.
Inner Benacia Inner Benacia No Contact No prior contact.
Iron Cult Iron Cult No Contact No prior contact. Relations exclusively through the Imperial Trade Union.
Jingdao Jingdao Somewhat Favorable 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. However, relations cooled somewhat following the decision of the Hexarchy's government to remain unaligned. The current visa policy for Jing nationals within the Hexarchy's territory is widely seen to be both unofficial and unilateral, as no records of Hexarchian citizens traveling to, or working in, Jingdao, and sparse records are seen with the sole exception of traveling merchants. On an official level, hardly a word has been exchanged between ambassadors for several years now.
Mercury Mercury No Contact No prior contact.
Natopia Natopia No Contact No prior contact.
Norrland Norrland No Contact No prior contact.
Palesmenia Palesmenia No Contact 30 days Relations through the USSO's Policon.
Phinbella Phinbella Very Unfavorable The Hexarchy's small trading fleet actively avoids Phinbellan waters due to their poor international reputation.
Ralgon Ralgon Unfavorable Unfavorable relations with Ralgon due to the violence that led to the Hexarchy's independence. However, there is a free access policy that is open specifically for native-born and other specified citizens of Adrestia.
Ransenar Ransenar No Contact No prior contact.
Réunion Réunion No Contact No prior contact.
Senya Senya Somewhat Favorable 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.
Shireroth Shireroth No Contact No prior contact.
Stormark Stormark No Contact No official contact before Stormark's demise. Refugees from the former Stormark are usually used as a semi-permanent labor class within the Hexarchy.
Tellia Tellia No Contact No prior contact.
Thracistan Thracistan No Contact 30 days Relations through the USSO's Policon.
Unified Governorates Unified Governorates No Contact No prior contact.
USSO USSO Neutral 30 days Relations through the USSO's Policon have cooled over the past several years due to the general animosity towards Ralgon, specifically. However, trade is still conducted with member states on an exclusively bilateral basis and diplomatic channels with the organization have always remained open.
Raspur Pact Raspur Pact Neutral The Hexarchy has no wide-ranging agreements with Raspur Pact members. It does, however, enjoy very favorable relations with New Alexandria and a working (unofficial) relationship with Elwynn. Compared against the USSO, however, the current government's priority is strictly one of outward neutrality due to existing relations with specified USSO member states. Diplomatic channels remain open... however, they have gone completely unused.