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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)
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
17.2.0 (most recent change)
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 (£)
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, Karnak, Pyrax, and Elam & the Eventide Islands on trade documents during the year 1695 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 original, executive-style government of six people, most of whom represent various major territories and/or peoples: The Council of Six (now lead by a Praetor).

In short, The Hexarchy sees itself as both a collective of governments and as a single unified sovereign state, and the latter has been increasingly true since the ascension of Praetor Gilgamesh II in the year 1690 AN. Still, when any educated citizen is asked "The Hexarchy of what?" the usual response is not a name, but rather a fairly verbose description of the country's status on north-west Keltia.

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 equivalent of a singular head of state (known as the Praetor).

Following the first Praetor's death in battle during late 1690 AN during the epic Battle of the Behemoth, the country's now-antiquated force of dragons were decimated during a massive and costly rescue expedition deep into their outlying frontier in an effort to save the now-executive capital city of Marduk from a potential attack by a vast, powerful creature of the same name. This gave way towards a strongly reform-minded ruler Gilgamesh II.

It was under Gilgamesh II's leadership that the country began to expand beyond its traditional borders, encountering the civilization of Karnak, filled with remnant peoples from the former Karnali of old as well as an entirely new group of natives unencountered before by the government. Another important addition to the country was the eastern half of the vast, unpopulated Empty Quarter that stretched from the country's very interior all the way into the far West, where Karnak's far eastern borders were situated. (The same region is bisected by a highway running north to south, separating Hexarchian territory from the wilds beyond.)

The construction of the Pan-Keltian Highway served to connect these new, exotic regions with the rest of the world, and further integrate them into this rapidly expanding country. With the vast majority of its most dangerous neighboring territories now either in check or fully under control, the country has entered an unprecedented era of peace and prosperity that will allow them to keep growing in the future. In the hard-won period of peace and prosperity the country experienced during the late 1690's AN, the country's core territories underwent a massive construction boom due to this and many other modernization efforts, with population growth exploding across the board thanks to an impressive fertility rate and excellent childcare programs throughout the country's developed regions. With the rapid expansion to the deep frontiers of western Keltia, the country has put a temporary check on expansion efforts westwards to prevent over-extension of its vital resources, including the military and its now-massive civil service programs.


{{{1}}} This article or section is a work in progress. The information below may be incomplete, outdated, or subject to change.

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.


The Hexarchy is a sovereign country located on the western end of the Keltian continent, with its population centers situation on or near its major coastlines and rivers. The nation's political geography is dominated by the Great River in the country's southeast and its two branches, the Red River to the northwest, and White River to the northeast. The country grew along these rivers, and then along the southern coast of western Keltia. Trade by water dominates the region, and the Pan-Keltian Highway generally follows these water-based arteries on land, with only a few notable exceptions (such as cutting through the Empty Quarter or through the interior of Suza and its eponymous capital city).

The Hexarchy shares borders with few other nations on Micras. The country shares a land border only with Kunapura, although this borders a particularly dangerous coastal stretch of the Empty Quarter, a vast forest filled with gigantic coniferous trees and ferns, as well as colossal kaiju of various sorts. As the vast, unpopulated forest is a nature preserve (currently the largest on Micras), trade is not permitted over land until a branch of the Pan-Keltian Highway addresses the issue. Additionally, no contact has been made with the small country, with the government of the Hexarchy choosing to ignore its small, relatively inert status on its outermost fringes.

Aside from the waters near Dromosker Island, the nation shares the majority of its immediate maritime borders with Nouvelle Alexandrie, which it has a comprehensive cooperation treaty with, and the Haifo-Pallisican Imperial Trade Union, which has territory not far from the coast of New South Caputia.

Political Divisions

The Hexarchy is a large, incredibly diverse nation filled with a near-countless host of cultures, most of which seem to vaguely resemble ancient Egypt, Mesopotamia, and others on Planet Earth. The nation consists of about a dozen top-level divisions grouped into the following order of precedence: Realms, Outer Realms, or Territories.

The Realms are those areas to which this relatively large and recently stabilized country owe its ever-changing name. Aside from the unpopulated Empty Quarter (which is, in fact, the largest nature preserve on Micras) the Realms are those areas which constitute the largest areas or populations in the country. The sole exception in the way of size is the island territory of the Realm of Elam & The Eventide Islands, which constitutes a near-negligible territory compared with the rest of the country.

Currently, the Realms of the country are Arumen and Pyrax (both in the north), Suza to the northeast, Eridu in the country's southern interior, Elam & The Eventide Islands (situated entirely on the Great River), and Karnak (far to the southwest beyond the Empty Quarter). The Outer Realms officially consist of only New South Caputia off the mainland's southeastern coast and the faraway Dromosker Island, although other areas tentatively qualify in this description. Territories consist of the East Bank Territory (east of the Great River) and the Empty Quarter, as well as the self-governing area of New Zalae.

Wildlife Conservation

The Empty Quarter

The Hexarchy has arguably the world's largest nature preserve in terms of unbroken, contiguous land area. This is the Empty Quarter, a vast land characterized by its unbroken, vast carboniferous forest consisting of densely packed coniferous trees of truly colossal size. The current area's fauna are characterized by equally massive (predominantly herbivorous) reptilian creatures akin to the dinosaurs that used to be on planet Earth millions of years ago. Its carnivores and other types of massive megafauna are known as kaiju, which share distinct characteristics not shared by dinosaurs. Generally docile, these kaiju ignore humans and prefer much, much larger prey items.

The most famous of the kaiju inhabiting the Empty Quarter is known as the Behemoth. Although it is a docile creature towards humans, it is still the most dangerous living thing in the country, if not the world. The Behemoth is the region's single apex predator, and due to their epic size their numbers are very few. With power rivaling that of many armed countries into and of itself, these vast creatures inhabit the deepest reaches of the Empty Quarter's vast, humid forests, which is one of the only locations on Micras where food is sustainably plentiful. Approaching the forest's interior is strictly illegal when using aircraft due to a desire to avoid provoking these powerful creatures (although traveling on the ground is an equally dangerous prospect due to other predators). A stray Behemoth is always an immediate national security issue of the highest importance. Despite a desire to preserve the vast, pristine habitat, these creatures are incredibly destructive when going on a rampage due to either hunger or direct provocation with a strong enough weapon. A stray Behemoth of unusually enormous size was the direct cause of the Battle of the Behemoth in 1690 AN, a historically momentous event where Praetor Gilgamesh I sacrificed both himself and the majority of the country's military-raised dragons in an effort to stop it from completely destroying the capital and surrounding regions in a search for food.

After the region's annexation in 1703 AN, the entire region was declared a national wildlife preserve by Praetor Gilgamesh II, out of concern that provoking the forest's inhabitants could lead to needless, untold destruction of scientifically unusual creatures. Should one of its largest inhabitants escape, efforts are focused on elimination rather than relocation due to their sheer size rendering both tranquilization and transportation statistically impossible with current technology. Should another Behemoth escape,

The region has a permanent population of zero, and borders the native reservation of Pyrax, whose inhabitants use the area to hunt off the backs of their dragons. Permanent structures of any kind are strictly prohibited and very severely punished. The only area within the region that permits construction outside the Pan-Keltian Highway at the fringes is the town of Midway.

Ereshkigal Forest

Ereshkigal Forest is the country's second largest nature preserve, although its size is still completely dwarfed several times over by the Empty Quarter. What this jungle lacks in sheer size, it makes up for in the sheer number of dangerous creatures that inhabit it. Once the dumping ground of dangerous creatures such as the Jingdaoese valleytiger (and many others), the dense jungle developed and adapted an incredibly savage ecosystem on its own. From ultra-savage species of monkey to exotic species of snake, every centimeter of the entire region is covered with something that has the potential to kill a person. It is for this very reason that the forest is named for the goddess of death (in the nation's eastern folk religion).

Known also as the Forest of Death (partly also due to the above) it is also the common site of executions ad saltu (death by jungle). Since killing anyone directly even as a judicial punishment is strictly outlawed in the country, persons are instead given a chance to make it to the other side of the forest and find freedom. Most don't make it the first twelve feet before something has started hunting them, biting them with deadly venom, or infesting them with parasites. (One species of giant, near-flightless wasp from Ralgon is particularly infamous for this.) The current record is some three miles, set in 1691 AN by a man otherwise sentenced to life for violent crimes. He was sent in armed with only a machete (as is custom) and stuck exclusively to the trees... before a rabid monkey attacked him and fatally infected him with disease while he was attempting to navigate the dense press of jungle trees.

Because of these reasons and many others, the forest is walled and guarded in numerous places day and night without ceasing. Considered a sacred place, destruction of the Forest would be unconscionable. Additionally, its sheer savagery is a matter of national scientific curiosity, prompting successful calls for its preservation and cultivation... to include releasing additional species in there in an attempt to see what adaptations predators make in such extreme circumstances. Entry is strictly forbidden to all but those suicidal enough to attempt to cross it... and most likely die before they've the chance to change their mind and come back for a very thorough decontamination.


The Hexarchy is, in reality, a federation originally consisting of six major socio-political divisions known as Realms. Until the late 1680's AN, these Realms were, in turn, organized into separate, larger blocs of allied (and increasingly unified) constituencies, among those being Pyrax, Eridu, and the Eventide Islands. Along with government originally representing exactly six core constituencies, these larger blocs are where the country takes its official name from. These constituencies frequently united to place a singular member onto the Council, until the federated government outgrew the ability to place only six members on the Council after this fashion. Thus, the country's unique and often-changing name followed a this format instead of the government-place naming convention that most other nations employ.

It was after this point in 1692 AN that the Praetor Gilgamesh II successfully "encouraged" the Council (according to official sources) to reform itself according to republican principles. That is, the six Council members would be voted in once per annum by the most senior rulers in the country, be they nobles or, in very rare cases, democratically elected. With this major reform, the government began similar reforms that were completed by 1696 AN, especially after the introduction of Karnak and other large (but sparsely inhabited) territories into the greater country. While a plethora of cultural groups in the nation have led to a variety of regional governments in the nation, the central government has become more solidified in recent years due to a prolonged period of peace following the Battle of the Behemoth in 1690 AN (with exceptions of minor involvement in the Second Elwynnese Civil War).

The current central government is run by a high council also termed "the Hexarchy." This council, more commonly known as the Council of Six, consists of six of the senior-most rulers of the country: One from Eridu, one from Karnak, one from the Eventide Islands' territories, one from Pyrax (and the Empty Quarter), and one elected in an upset victory from Dromosker Island following the final conclusion of the Askerr War several years prior. Aside from serving as the country's legislative arm, it also serves as both a point of appeal. Additionally, it serves as an executive arm of the country's nobility (including the Praetor) for top-down decision-making when the Council collectively sees little need for legislation by way of regional convention on a given issue. While there does exist a loose legislative body, this exists currently as a mere arm of the Council and as a go-between for the courts and the executive government on cementing rules passed by the Council formally into law. Regional governments follow a similar format, as each Realm (with the sole exception of Pyrax is effectively a monarchy led by rulers with varying political power in their respective regions.



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's)

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, and completed in early 1699. The tunnel now serves as a special border control region for the rest of the country, since the island gained the ability to make special visa arrangements that differ from the rest of the country.


{{{1}}} This article or section is a work in progress. The information below may be incomplete, outdated, or subject to change.

International Trade

There are three major seaports in The Hexarchy: Firstly, the formerly premier seaport of Kobol is home to most of the country's largest, and oldest, international sea and air ports. The city sports vital service infrastructure still in use by neighboring Eridu, and trade constantly flows overland through Kobol and the East Bank Territory to the northwest reaches of the Wechuan areas of New Alexandria. Additionally, the Pan-Keltian Highway runs directly through the city, thanks to a series of bridges and tunnels that, collectively, constitute some of the country's greatest engineering marvels to date. The second major port, and the largest, is the Port and City of Ashtaroth. The largest city in nearby Asshyria, the city enjoys autonomy similar to the country's capital of Marduk. Numerous special agreements and treaties specifically mention the city, and similarly to New Zalae, now enjoys its own visa system due to its status as an island with significant national and regional importance. The third major international port is the Autonomous Region of Kunapura, which was, in an unexpected turn of events, annexed by request of the city-state after a referendum in the late 1690's AN, during a period of already-unprecedented peace and prosperity in the nation.

The country has a still-growing trade network with major power blocs, thanks to its central location on the Keltian mainland and location on (and control over) vital sea routes near both New Alexandria and the Great Apollonian Empire. Kobol still has a very large container terminal operated by the Apollonian Shipping Company from which Jingdaoese and Çakari goods are distributed throughout the country by smaller ships through its many remarkably large and navigable rivers and inland seas. The Jingdaoese government was, until the Post-Chidao Troubles, a major investor in the port, which was at the time 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. Since the merger of the two countries into the Great Apollonian Empire, this trade has continued in earnest, although there is significantly lesser government involvement due to that country's recent internal troubles.

The country has also been beginning to trade with countries of the Raspur Pact. It has signed several treaties with Alduro-Wechua and its succeeding country of New Alexandria, and the trade relationships between the two countries has 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. Overall, the nation has been slowly, gradually shifting towards showing preference to the Raspur Pact nations, as they are closer, much more internationally active, and provide a robust military alliance against periods of unrest within The Hexarchy's own recently-stretched borders.


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. The central government has attempted to severely curtain personal vehicle ownership, and even dragon ownership (see below) to avoid congestion and pollution in the country. In part, they do this by placing abnormally high investments in the rapid development of high-quality public transit throughout the country, a series of luxury and pollution taxes on vehicles, and a forced phase-out of fossil-fuel derived energy, a move the Praetor intends to complete in full by the 1720's AN at the latest. As of the turn of the century at 1700, the Praetorian Government has succeeded in keeping mass transit high, vehicle ownership low, while avoiding bans on personal vehicles from spaces where mass transit is more difficult to reach (such as the sparsely populated settlements such as Midway, just outside of the Empty Quarter).


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, and even then the creatures are almost never used except in patrols over Ereshkigal Forest, where a strict, universal ban on manmade objects of any kind and at any elevation is harshly enforced. 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 due to reduced ownership; however, the wild population (mostly consisting of smaller, less dangerous varieties) is once again taking root in the country as a whole.

By the late 1690's, the stabilization of the remaining dragon population and evidence of a long-term lack of shrinkage or growth anywhere in the country sent the message to the government that the dragon population in the country was always going to remain low, even if there were no longer immediate threats to extinction. Thanks to modernization efforts in the country (to include the military and civilian air transport), legal ownership of dragons was confined to citizens living in the dragons' new native ranges in western, rural Arumen and the tribal lands of Pyrax, as well as specific parts of Suza and Eridu. By the turn of the century in 1700, the role of dragons as common air transport was all but reduced to civilian purposes, native traditional use, and tourism in West Arumen.

Domestic Travel

Air Travel

Domestic travel remained an inconsistent issue clear into the early 1690's. Due to this delay in development of aerospace technology, modernization of the national air transportation infrastructure (for both civilian and military use) 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. Thankfully, this issue has gradually smoothed, thanks to new controlled land transportation links to remote areas. Chiefly, airports and access to them have sharply increased thanks to the shrinkage of the country's dragon population following significant events of the late 1680's, allowing for abundant civilian air transit to places once deemed dangerous to fly over.

Access to Suza was, until 1697, only done by air, with transport from Kanaloa Airport or from Kobol being most common. Transport by land was, until this point, only possible to and from from Zathara by air to the region's coastline. The new land link has notably reduced the burden on still-developing airports and infrastructure in the region. 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. The 1697 new land corridor was opened from New Zalae, as the northernmost link of the Pan-Keltian Highway system to connect the country's most remote regions with the rest of the vast continent.

Until the late 1690's, it remained extremely 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 was 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. Finally, air links to Azul'an by chartered flights opened from Marduk in early 1700, although the airport was built small and the city's overwhelmingly native population strongly prefers more traditional methods of transport, thus limiting air travel largely to tourists and reluctant diplomats stationed in this large, but nigh-brutally rustic, city.

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 in the most remote areas, 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, as does Kunapura until its inclusion in the country during the late 1690's. 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. These rail lines were completed in the closing days of 1697 to New Zalae, alongside an important stretch of highway.




Main article: Eridu


Main article: Suza


Main article: Asshyria


Main article: Karnak

A completely unknown nation before its first contact with The Hexarchy in the late 1680's AN, Karnak is a mystery to most outsiders. The country is, in a sense, a triarchy with one ruler presiding over two others. The head of state of the country is called the Pschent, the current one called by the regnal name of Sozer V. The country has enjoyed centuries of relative peace, with the exception of fending off various megafauna at its borders from time to time.

The other two rulers are viceroys that report directly to the Pschent, and they respectively preside over the country's coastal and frontier regions as increasingly ceremonial governors. These days, their role is that of a viceroy, their rule over the country being reduced to a role of liaison and peacekeeper between the Pschent and his various governors. These two viceroys always sit in different cities from where the Pschent resides, so a tripartite loyalty between the Pschent (based in the city of Abyd'os), the viceroys, and the governors is essential to the country's good governance. These viceroys are, respectively, known as the Deshret and Hedjet. The Deshret sits at the great city of Khufu, and follows the traditional religion of Maatism (as it's known to some outside the country). The Hedjet sits at the similarly large city of Taten'os, and is a convert of Umraism, which is the majority religion in the far south of Karnak.

The nation has largely its own religious history. However, a significant minority of the population (some 30%) are devout followers of Umraism. These followers are located mostly near the coast, and form the majority in several of Karnak's major cities. As one gets farther into the interior, however, one encounters followers of the ancient faith of Maatism. While religious instability has prevailed in the past because of clashes among the faith militant, the current Pschent (ruler) of Karnak has cracked down on both sides through the use of the two viceroys of the river and coastal lands and the interior and northwestern desert, known as the Deshret and Hedjet, respectively.

Elam & The Eventide Islands

Known as both the Twin Realms and as the River Lands, this composite Realm's two core territories consist of the major island cities of Kobol and Kanaloa, as well as their respective environs. The twin realms are both known for their crowded city-state status. Both located on the Great River that runs through many of the most important population centers of The Hexarchy, the collectivized territory sees most of the country's domestic, internal seaborne trade that passes through its many ports. Collectively, they tend to simply be called the Eventide Islands, due to the islands' sheer importance to the country's economy for most of its history.

The Eventide Islands

Main article: Eventide Islands
Main article: Kobol

The city of Kobol controls a hinterland consisting of a chain of large, rocky islands, collectively known as the Eventide Islands. The city-state serves as one of the economic and cultural capitals of the country, due to its large population, numerous tourist attractions, and strong international reputation. One of its southern islands hosts the Kobol Stadium, one of the largest in the country. The territory of the Eventide Islands is so synonymous with the city of Kobol that the names have become all but interchangeable in recent years.


Main article: Elam
Main article: Kanaloa

The city of Kanaloa sits on the largest island that separates the Great River into its massive western branch (the Red River) and its north branch (the White River). The city controls a very small remnant hinterland consisting of large, rocky river islands in this area. This somewhat larger territory is known as Elam. Having formerly been one of the safest core territories of the Realms, Elam rapidly grew its population in Kanaloa. At its peak, it controlled territory on the shores of the Great River to include what is now the territory of New Zalae, and large parts of Eridu closest to the River. Its military also had a firm, de facto control over the East Bank, but political pressures forced the territory to focus on internal matters.

Following a protracted decline in power and prestige as the Hexarchy's territory rapidly grew and incorporated new Realms, Elam eventually lost its own seat at the table. With the rise and expansion of both Eridu and Suza at its expense, Elam was left only with its northern hinterland. In 1690, Praetor Gilgamesh II purchased personal real estate composing most of this hinterland and built the city of New Zalae on top of ruins left from Caputia and prior civilizations. Upon restoring the ruins, he outright purchased sovereignty over the territory from Elam in 1693 AN, completing the region's decline to a mere chain of river islands... as heavily populated as it was.

Due to these events, Elam the Eventide Islands, the move being fully completed in 1694. Having lost both its hinterland on the northern shore of the Great River (now the location of New Zalae and environs) and formal control east of the Great River, it also lost specific representation of its territory on the Council of Six due to its decline over the years. The city-state had little choice but to join the city-state of Kobol and its own environs for survival.

The city of Kanaloa, the city-state's capital district, is also its most largest and most populous. Nominally, Kanaloa occupies the entire island, with the government of Elam proper retaining islets in the Great River's intersection with the Red and White Rivers. However, only about half the main island (also called Kanaloa) is inhabited, despite a population of some 750,000. Much of the other half is either difficult rocky terrain, host to national sites and monuments, or the extremely busy Port of Kanaloa, which sees all sea traffic along the Great River and tributaries. The city also owns Kanaloa Stadium, which is located on the territory's second-largest island and sits some 15,000 people.

Realm 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.

Modern day native reservation. Pyrax is currently the only Realm and one of only three territories in the country (others being the Empty Quarter and Arumen) that allow private ownership of dragons and similar megafauna.

Capital Territory of Arumen

Main article: Arumen

The Outer Realms

Main article: Ereshkigal Forest
Main article: Imarru-Lugal
Main article: East Bank Territory
Main article: Empty Quarter

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 interior is sorely limited, if not nonexistent entirely due to strict nature preserve laws that specifically govern the forest. At the close of 1695, containment of the Forest fully completed with the south passage of the Pan-Keltian Highway. Previously, the forest's security vulnerabilities allowed for 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. This, however, was resolved by 1695 with the fortification and encirclement of the forest with a wall and a permanent garrison meant to ensure its maintenance in perpetuity.

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. This issue was, however, resolved in the mid 1690's, although Enkidu's status as a major port city was supplanted by others. However, it has instead become a massive hub of overland trade thanks to the completion of the Pan-Keltian Highway that runs along the coastline all the way to Karnak.


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


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)
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 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 international reputation instantly torpedoed such efforts. Formal diplomatic and trade relations were opened on 12.VIII.1694.
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. The country got a direct taste of Florian culture when it made it into the abortive Group Stages of the 2021 FMF World Cup.
Goëtia Goëtia No Contact No prior contact.
Hurmu Hurmu Favorable 90 days Official relations were established in late 1694. The countries agreed to cooperate in the fields of regional stability, science, and tourism, as well as working towards increased trade between the countries. Embassy and consulate general established in Azul'an and Marduk, respectively.

Attitudes towards Hurmu are considered positive, and the country is considered a benign presence by The Hexarchy, contributing greatly towards positive relations. Recently, treaties were signed that allowed greater cooperation at the official level, cutting merchants and other middlemen out of bilateral economic agreements.

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 almost ten years now, causing concern with those elements of the foreign affairs ministry favorable to that country.

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 No contact before the nation's collapse in the 1690's.
Phinbella Phinbella Very Unfavorable The Hexarchy's trading fleet as well as any outgoing flights to friendly countries actively avoid Phinbellan waters due to their poor international reputation. Phinbella is considered by the Praetor's advisors to be an international pariah and tinpot, souring potential relations with the region.
Ralgon Ralgon Unfavorable Unfavorable relations with Ralgon due to the violence that led to the Hexarchy's independence.

Relations with its sovereign constituent of Adrestia, on the other hand, are the polar opposite. There is a free access policy that is open specifically for native-born and naturalized 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 Contact Prohibited 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 Somewhat Unfavorable 30 days Relations through the USSO's Policon. However, outlook is generally soured due to the country's poor relationship with New Alexandria, a close ally of The Hexarchy's, and with Constancia, a potential trading partner.
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 two decades 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.

Strong economic relations have led to the Hexarchy granting 30 days' visa free access for citizens of the USSO to conduct business (but not be gainfully employed within the country), visit relatives, or engage in tourist activities.

Raspur Pact Raspur Pact Neutral The Hexarchy has no wide-ranging agreements with the Raspur Pact as a collective. It does, however, enjoy very favorable relations with New Alexandria and a working (unofficial) relationship with Elwynn. It also has treaties with the former, and enjoys considerably friendly relations with Hurmu, itself often supported by RP countries. Shared borders, consistent friendly interactions with members during the past decade, and joint operations during moments of crisis has collectively led to the Praetorian Government to consider direct involvement with (or in) the organization.

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, most notably Adrestia (should it choose to remain a member).