Political

Political

Shi Inkahan Nobility

any and all nobility a part of the Shi Inkahan Empire
Currently a place holder article so we can get characters rep earned. This article will be updated to meet the organization standards we have in place as soon as possible.
If you have any information that you think can go into this article please post it here:
http://vaxia.org/forums/setting-project-organizations-reputation following the guidelines found here: http://vaxia.org/wiki/posting-template-organizations if possible.

Status of Organization: - is the organization still operating, did it get moved into a different one, was it disbanded, is it an Ancient or Historical group (for reference) and is no longer active.
Active Membership: - An approximate number of active members. This can be very general, it's just to give us a sense of scale.
Where Based and Areas of Influence: - The location of their headquarters, chief operating area and regions where they have the most influence/affect/status. Multiple locations allowed. Please link to the Locations pages where possible.
Leadership: - Who is the current leader(s) of the organization? Link to the appropriate Notable Characters and NPCs page when you can and if there is no NPC page provide a name and short description. If the leader is a secret - indicate clearly that no one knows who the leader is, but still provide the NPC details so that information is still on hand. If there is no active leader - state why there is no leader and a short description on what is going on within the group as people strive to fill the leader role.
Legal Status: - in short are they wanted criminals anywhere or not.
Distinguishing Marks: - Any sign, banner, or symbol that the unit uses to identify itself. If there isn't one, just say "None"
Known Enemies: - any other groups that have it out for this one or enemies if applicable.
Known Allies: - any groups that work with this one or have formal peaceful type agreements with if applicable.

The next section should be a details and history part. This section should contain such information like:

Founding origin
Organization structure
Current projects / Interests
Membership related information:
How to join
Any benefits of membership
How to maintain membership and obligations
How to leave (if you can)
How to get kicked out and any punishments incurred

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Orbital Independents

  • Status of Organization: - Active
  • Active Membership: - 12,000
  • Where Based and Areas of Influence: - New Domai Near Orbit
  • Leadership: - Congress of New Domai
  • Legal Status: - Recognized sovereign nation
  • Distinguishing Marks: - Emblem: An unembellished golden circle
  • Known Enemies: - None (although relations are tense with the Treatise Body)
  • Known Allies: - None

A group of independent groups bound together in orbit around the idea that the Treatise Body should not govern all of surviving humanity. The Independents strongly value personal liberty, but also have tight rules to safeguard their citizens against violations of liberty. The culture has strong military leanings, with most citizens trained in weapons, engineering or medical needs from an early age. Membership in the militia is mandatory for citizenship, as everyone capable must serve to defend themselves and their neighbors.

While not openly hostile to the Treatise Body, the Independents are heavily distrustful of the TB administration and military and do not allow them on or near New Domai.

Trade and Law on New Domai
The Independents do not use nor accept credits - all trade is based around a recognized value of goods or services provided and a carefully regulated IOU system based on a standard legal boilerplate public to all those living or trading on New Domai.

The value of goods or services is estimated by the current estimated need, supply (of the good or the people who can perform the service), cost of acquisition or time spent learning the skill, all magnified by the reputation of the person trading the good or service. Reliability and trust are thus their own commodities, and honing a good reputation on New Domai (either as a citizen or as a regular trader) makes your goods and services worth more in trade.

When someone comes up short in a trade, they have the option to take out an IOU using the station's standard binding contract. No one with an outstanding IOU can leave New Domai, however, so those who aren't citizens and don't want to become permanent residents would be wise not to ask for more than they have to give.

Surveillance and Scheduling
Surveillance is ever-present on New Domai in the form of highly visible cameras and armed security personnel. Nevertheless, as a reclaimed derelict, there are nooks and crannies the remain unsupervised, at least by the public cameras.

To help manage limited space and resources, avoid crowding and help with security, every citizen receives a daily schedule sent to their datapad. Citizen datapads receive a special chip to provide this schedule and other vital updates. Anyone can choose to remove or tamper with this chip, but doing so immediately revokes their citizen status and any rights and privileges associated with it.

Parliament
The government of New Domai is a small council called Parliament with an unknown number of members and no clear named leader. Parliament acts as the foreign face of the Independents, staying out of the affairs of its citizens and focusing its efforts on protecting them from foreign threats.

The list of known members is made up of dishonorably discharged former military personnel and known terrorists, all from the southern territories. All that's known about their motivations as a group is that they value the independence of New Domai and heavily distrust the Treatise Body.

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25
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25
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45
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25

Southern Coalition

The Southern Coalition is the name of organization that was formed when most of the nations in the southern region of the planet joined together. Members include the Dalhan refugees from the various destroyed southern towns, the people of Lake Hope, the Gargorian Colonists the united Desert Clans and a collection of defectors from the Northern Republics

  • Status of Organization: - Active
  • Active Membership: - 3 nations, roughly 80,000 people (not counting planetary refugees)
  • Where Based and Areas of Influence: - Station Prime
  • Leadership: - President Erik Arrami
  • Legal Status: - Officially recognized political organization and governing body
  • Distinguishing Marks: - Blue, gold and pink horizontal stripes of equal height
  • Known Enemies: - Northern Republics (Formerly), The Desert Coyotes The Crowned
  • Known Allies: - Treatise Body Administration Northern Republics
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This organization does NOT have goals
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80
Diplomatic Influence: 
80
Material Strength: 
140
Economic Influence: 
60

Ramsalon Druid Circle

The druid circle of the Ramsalon region on the Vaxian Continent

  • Status of Organization: Active
  • Active Membership: - 13
  • Where Based and Areas of Influence: Ramsalon Forest Ramsalon Mountains
  • Leadership: Animus the Archdruid
  • Legal Status: They are in good legal standing with their neighbors.
  • Distinguishing Marks: None readily visible; the Circle knows its own and is rather closed off to outsiders
  • Known Enemies: The Blaze; Mizrahim
  • Known Allies: Ramsalon Wood Clan , Elven Alliance , Ramsalon Forest Lurai and Aratay

    The Ramsalon Druid Circle are a group of Druids who preserve and protect the Ramsalon Forest and Mountains. The Arch Druid Animus leads the Circle. The other Circle members are considered High Druids. Druids of the forest who are not actively a member of the Circle are considered Forest Guardians, a role not necessarily limited to those who would call themselves druids but instead open to any interested party dedicated to the protection and preservation of the forest and its inhabitants.

    Currently Known High Druids:

    • Founding origin: Historical texts point to the accidental discovery of a strangely runed obelisk, set in an utterly peaceful clearing in what is now known as the Ramsalon Forest. The person who stumbled upon it later admitted to feeling a strange calling, whereby they spent time among the woods and becoming attuned to the nature around them. Thus, the first of the Ramsalon druids came about. Many others, over the millenia, have similarly felt pulled toward the Obelisk, either already having, or attaining, some significant natural affinity, whether it is nature magic, shapeshifting, or command of the regional elements. Those who are granted access to the Obelisk, though surprisingly not recorded, seem to enjoy an extended lifespan in exchange for their service to protect the Forest against those who would cut or burn it.

    • Organization structure: One Arch Druid, with twelve High Druids spanning the region's forest and mountains, above and below ground. Each Druid takes responsibility for a particular aspect, such as the animals or plants, within their area. There are also those called Forest Guardians, whom are not full fledged members, but have shown promise and potential to possibly rise to the ranks should there be a need. They often work with the circle should the situation arise.

    • Current projects / Interests: The Circle is currently concerned with gradually and naturally healing what parts of the forest the Blaze had managed to affect in his campaign against the Wood Clan. There are also efforts to rehabilitate the Elrune that were rescued from Mizrahim, ensuring they return to their natural order without upsetting the overall balance. As such, they may be hard to contact or find, and accordingly, they may be a little more protective and guarded than before.

    • Membership related information:
      • How to join: With their generally long life-spans, the Druid Circle is currently not seeking new full members; should the time come, one whose respect for and prowess within the ecosystem of the Ramsalon Forest and Mountains may be pulled toward the Obelisk, where they will face several trials and tests before being accepted into the Circle as a full partner. On the other hand, Forest Guardians may be chosen from among those whose actions, skills, and interests align with the Circle's own.

      • Any benefits of membership: Relative ease of passage throughout the forest and mountains; access or ability to see paths, trails, and areas otherwise unfound by those not welcome by the forest.

      • How to maintain membership and obligations: Actively care for the forest - its trees, plants, and animals; protect them from invasion and destruction; act responsibly when within the forest and mountains.

      • How to leave (if you can): Moving away from the Ramsalon peninsula; forming a mutual disagreement with the views or interests of the Circle, so long as it doesn't come in direct conflict with them. One will lose access to their benefits, but may be remembered kindly to where forest and mountain travel will not be made more difficult.

      • How to get kicked out and any punishments incurred: Aiding and abetting known enemies of the Circle; needless and/or malicious harm to animals, plants, and trees; attacking any of the thirteen. Any of these will get your status as either a member of the Circle or a Forest Guardian completely and permanently revoked. Retaliation may be swift, depending on the severity, but one can expect to feel a sense of unease and being watched whenever among the Circle's areas of influence.
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    13
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    0
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    0
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    0

    Treatise Body Administration

    The Treatise Body is the governing body of the Stations. Made up of former leadership of both the Northern Republics and the Southern Coalition the Treatise Body was forged in the fire of the Inferno as a way to join forces against The Crowned threat and help guide a new life in orbit.

    While the Treatise Body represents a new alliance, the speed with which the new government was put in place has not helped salve old wounds from the Northern/Southern military conflict, or the rivalries between the Northern Republics. There is no shortage of friction within the Treatise Body, and even with the catastrophe, many of them have found the time to act on old grudges.

    • Status of Organization: Active
    • Active Membership: 16
    • Where Based and Areas of Influence: Based on Station Prime Influence extends to all Treatise Body stations, as well as the returned Southern Coalition Fleet
    • Leadership: No single leader. Representatives from each area share equal say (at least in theory)
    • Legal Status: Legal government of the Stations
    • Distinguishing Marks: A simple "TB" patch in block letters over a faint, grey icon of a dove in flight.
    • Known Enemies: The Desert Coyotes The Crowned
    • Known Allies: Mecha City Populace, Northern Republics, Southern Coalition, Southern Coalition Fleet Gargorian Colonists Desert Clans

    Structure

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    This organization does NOT have goals
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    5
    Diplomatic Influence: 
    140
    Material Strength: 
    140
    Economic Influence: 
    140

    GHOUL Nobility

    Whatever would count as nobility in GHOUL leaders, etc.

    Currently a place holder article so we can get characters rep earned. This article will be updated to meet the organization standards we have in place as soon as possible.
    If you have any information that you think can go into this article please post it here:
    http://vaxia.org/forums/setting-project-organizations-reputation following the guidelines found here: http://vaxia.org/wiki/posting-template-organizations if possible.

  • Status of Organization: - is the organization still operating, did it get moved into a different one, was it disbanded, is it an Ancient or Historical group (for reference) and is no longer active.
  • Active Membership: - An approximate number of active members. This can be very general, it's just to give us a sense of scale.
  • Where Based and Areas of Influence: - The location of their headquarters, chief operating area and regions where they have the most influence/affect/status. Multiple locations allowed. Please link to the Locations pages where possible.
  • Leadership: - Who is the current leader(s) of the organization? Link to the appropriate Notable Characters and NPCs page when you can and if there is no NPC page provide a name and short description. If the leader is a secret - indicate clearly that no one knows who the leader is, but still provide the NPC details so that information is still on hand. If there is no active leader - state why there is no leader and a short description on what is going on within the group as people strive to fill the leader role.
  • Legal Status: - in short are they wanted criminals anywhere or not.
  • Distinguishing Marks: - Any sign, banner, or symbol that the unit uses to identify itself. If there isn't one, just say "None"
  • Known Enemies: - any other groups that have it out for this one or enemies if applicable.
  • Known Allies: - any groups that work with this one or have formal peaceful type agreements with if applicable.

    The next section should be a details and history part. This section should contain such information like:

    • Founding origin
    • Organization structure
    • Current projects / Interests
    • Membership related information:
        How to join
        Any benefits of membership
        How to maintain membership and obligations
        How to leave (if you can)
        How to get kicked out and any punishments incurred
  • Categories

    Department: 

    Realm: 

    Type: 

    Organization Type: 

    Categories: 

    Has goals: 
    This organization does NOT have goals
    Membership Size: 
    0
    Diplomatic Influence: 
    0
    Material Strength: 
    0
    Economic Influence: 
    0

    Ramsalon Nobility

    any and all nobility living in Ramsalon or founded in Ramsalon

    Currently a place holder article so we can get characters rep earned. This article will be updated to meet the organization standards we have in place as soon as possible.
    If you have any information that you think can go into this article please post it here:
    http://vaxia.org/forums/setting-project-organizations-reputation following the guidelines found here: http://vaxia.org/wiki/posting-template-organizations if possible.

  • Status of Organization: - is the organization still operating, did it get moved into a different one, was it disbanded, is it an Ancient or Historical group (for reference) and is no longer active.
  • Active Membership: - An approximate number of active members. This can be very general, it's just to give us a sense of scale.
  • Where Based and Areas of Influence: - The location of their headquarters, chief operating area and regions where they have the most influence/affect/status. Multiple locations allowed. Please link to the Locations pages where possible.
  • Leadership: - Who is the current leader(s) of the organization? Link to the appropriate Notable Characters and NPCs page when you can and if there is no NPC page provide a name and short description. If the leader is a secret - indicate clearly that no one knows who the leader is, but still provide the NPC details so that information is still on hand. If there is no active leader - state why there is no leader and a short description on what is going on within the group as people strive to fill the leader role.
  • Legal Status: - in short are they wanted criminals anywhere or not.
  • Distinguishing Marks: - Any sign, banner, or symbol that the unit uses to identify itself. If there isn't one, just say "None"
  • Known Enemies: - any other groups that have it out for this one or enemies if applicable.
  • Known Allies: - any groups that work with this one or have formal peaceful type agreements with if applicable.

    The next section should be a details and history part. This section should contain such information like:

    • Founding origin
    • Organization structure
    • Current projects / Interests
    • Membership related information:
        How to join
        Any benefits of membership
        How to maintain membership and obligations
        How to leave (if you can)
        How to get kicked out and any punishments incurred
  • Categories

    Department: 

    Realm: 

    Type: 

    Organization Type: 

    Categories: 

    Has goals: 
    This organization does NOT have goals
    Membership Size: 
    0
    Diplomatic Influence: 
    0
    Material Strength: 
    0
    Economic Influence: 
    0

    Elven Outpost (organization)

  • Status of Organization: Active
  • Active Membership: Around 800
  • Where Based and Areas of Influence South Woods of the Ramsalon Forest the Outpost is known through the city of Ramsalon as well as the Elven Alliance whom founded it.
  • Leadership: The outpost belongs to the Elven Alliance, but it operates on its own. Current Acting Commander is Captain Tsona for the moment as Commander La'Tissa Minerven has been poisoned and unable continue to command. The Commander answers to the Elven Alliance Council.
  • Legal Status: The outpost is in good legal standing with the Elven Alliance and region it resides in.
  • Distinguishing Marks:
  • Known Enemies: The Blaze
  • Known Allies: city of Ramsalon, the Druids of the ramsalon forest and region

    Founding Origin and History
    When the Elven Alliance had formally separated from the Elven Nation and began to establishing themselves, they needed areas where they could help promote their ideals and manage relationships with non elven governments. At this time the Ramsalon Wood Clan a member of the Elven Alliance was solidifying an alliance with the Vaxian Empire and the people of its capital city of Ramsalon. This made having some kind of elven embassy near the city a key political move in helping promote the Elven Alliance's goals. Thus it was decided to build an embassy for the Elven Alliance in the Ramsalon Forest.

    The idea for this embassy was to have a neutral territory where members of the Elven Alliance and the people of Ramsalon to meet, learn about each others cultures, and to have a place the leadership of the Elven Alliance Clans and the Vaxian Empire could talk and arrange projects. The Ramsalon Wood Clan oversaw much of the embassy project as they were the local clan while other clans in the Elven Alliance sent what people they could spare.

    Construction for the embassy had begun months before the events that developed into the Second Orc War Then as the war begun the need for a more military type institution was seen. The Ramsalon Wood Clan convinced the Elven Alliance to make the change, and so the plans for an embassy was changed to the outpost and more aimed on meeting the military needs of the Elven Alliance clans forces in the area and those of Ramsalon. Even the river was diverted so it could act like a moat around the Outpost.

    During the Orc War people of Ramsalon and members of the Elven Alliance fought here together as a first line again the Orcish Tribe that was attacking (3002). When a rogue prince tried to take control of the Wood Clan back through force, the people of Ramsalon came to Lagolace’s aid and defended the outpost from his forces (3004).

    For a while the Ramsalon Wood Clan was in charge of the Outpost as it served more military needs, though once conflict in the region had settled down there was plans to begin converting the outpost more into the original embassy idea. The other Elven Alliance clans began sending more people to help the transition and recently it has been completed. Though it still maintains much of its military capabilities.

    Now the Outpost is completely self governed answering only to the Elven Alliance Council and is working to help protect the northern peninsula area. It also serves as a sort of neutral ground from the Elven Alliance and their diplomatic relations with people such as the Mage Guild the Shi Inkahan Empire and the city of Ramsalon.

    The Outpost used to have good diplomatic relations with the Vaxian Empire however just before the Naga Nori War the Elven Alliance Council forbade the Outpost from interfering in the war itself. It was during this time as well the Council removed the former leadership and had appointed a new Commander. Rumor is the former leadership was needed for some political matters going on with the Ramsalon Wood Clan.

    The Outpost remained neutral during the war but offered support for citizens in the form of healing and food as it could when the conflict was over. However their neutrality has caused some Ramsalon citizens to become a little bitter towards them, especially as there is some speculation that the Outpost may have helped Vaxian Empire sympathizers during that time. It has definitely complicated things and the Elven Alliance has been trying to figure out how the Outpost can help repair some waning relationships.

    Organization structure
    The Elven Alliance Council oversees the major decisions made in regards to the Outpost. Who leads it, and the rules and laws that Govern the outpost. There are plans for the future that once things truly settle in the aftermath of the Naga Nori War that the Outpost will be able to elect their own leadership.

    There is a single Commander that oversees the operations Outpost as a whole. They are in charge of all the military units that are based there as well, and the Outpost's own security forces.

    The Outpost Guard are tasked with the immediate protection of the Outpost and the road to Ramsalon. They have the most basic training and do not go too far from the Outpost, with the one exception being if they are on the road that goes to Ramsalon. The Oustpost Guard Superior is the officer in charge of the guard units that protect the Outpost.

    The Hunters are largely soldiers, especially archers, they have more training then the Outpost Guard. They patrol the North and South Woods and are charged with not only helping protect the Outpost but the Ramsalon Wood Clan and other villages scattered in the forest. The Hunter Superior is the officer in charge of the Hunters at the Outpost.

    The Watchers are specially trained forces and are charged with helping protect the forest as a whole. Many of them may also serve as spies if needed. The Watcher Superior is the officer in charge of the Watchers at the Outpost. Scouts also report to the Watcher Superior.

    Scouts serve as messengers between the Outpost and all the active patrols, as well as performing more quick and routine patrols for information gathering. They are grouped with the Watchers and often work with them, though they are not as well trained.

    The Chief Trade Officer oversees the commerce for the Outpost. They manage the businesses and trade that operates within the Outpost and trades the Outpost may make.
    Anyone may come to the outpost to trade and sell their wares. Those who have land within the outpost may sell their land to another shop owner so that he may build a store in their place.

    The Community Manager oversees the community growth, civilian needs, education, and housing development within the Outpost.

    Then there is just the Outpost civilian residents, in time the civilian membership has grown as more opportunities for business and trade has arisen. As well as families of military members seeking to be close to their loved ones.

    Current projects / Interests:

    Membership related information:

      How to join:
      Any member of a clan belonging to the Elven Alliance may request to be stationed at the Outpost. There they will be put into whatever unit is close to what they use to serve in or which ever one they requested.
      Others may join by talking to the immediate relevant leadership in charge of the unit they are interested in, or by moving into the Outpost.

      Any benefits of membership
      Becoming a part of or being involved the Outpost may prove helpful for any political and military careers for members of clans in the Elven Alliance. For some it is about finding a new home where they think they may be able to make a difference or just looking for change.

      How to maintain membership and obligations:
      Be a law abiding citizen. For those assigned to a military or security unit, they will need to perform the duties expected of them when in service.

      How to leave (if you can):
      At any time if someone wants to stop living at the Outpost they may move out. For those serving in a military or security unit they may request a transfer out back to their clan or where else they came from, or apply for retirement.

      How to get kicked out and any punishments incurred:
      Break the laws of the Outpost, and even then it depends on the severity of the crime.
      Punishments will range from being removed from any position held, being fined, or even banished. If the person being punished belongs to a clan in the Elven Alliance that person may be returned to their clan to let them handle it. The same goes for a citizen of Ramsalon.

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    GHOUL

    GHOUL (Gaunth's House of Unwanted Lifeforms)

    Active Membership - TBD
    Where Based - GHOUL City Leadership - Queen Anne with Ruling Council of GHOUL Distinguishing Marks - TBD

    Gaunth's House Of Unwanted Lifeforms started as a city in Meribor, on the north-western corner of the Vaxian Continent only a few miles from Victory City GHOUL like Victory City, is entirely underground, occupying the tunnels of what used to be Ghuundagor Over time it became something much more.

    Here live the beings that heed Gaunth's Call: werewolves and Vampires of all clans, Ghosts and Wraiths and ghouls and all sorts of Undead For as long as they had a mind to call their own, and a craving for dignity and a life free from oppression and prejudice, they have gathered here. During the time of the Vaxian Empire there were decrees all counted as 'abominations' to the Empire were to be carted here, but many came voluntary. With the ousting of the Vaxian Empire by the Shi Inkahan Empire this enforced relocation policy is no longer in effect, though those suffering from the conditions such as vampirism or werebeastism may be recommended to go to GHOUL to help them learn how to deal and live with their conditions.

    History
    After the Orc War and the founding of Victory City, Gaunth claimed the land of Ghuundagor and sent out a call to all the outcasts of the world: come to GHOUL, where you will be safe and accepted. GHOUL was originally allowed to exist because they are the world's only source of Gwyne a highly addictive substance (and this is still basically true). There were some early crises, including Coriander Jamas and his LanCorian Clan (before Jamas was killed and Aureant became Coriander of his Clan), Coriander Don Julian, and The Alchemist harassing GHOUL. Currently, GHOUL is embroiled in a war with the Followers of Light a religion based in Iskrania that worships Kosmo and believes all "evil" must be eradicated.

    Politics
    GHOUL has a queen, the toddler Queen Anne, and her mother, Lilyanne, serves as a temporary regent until she comes of age. However, the Ruling Council Of GHOUL does the majority of of the actual ruling.

    The city has relatively good relations with most foreign nations, due to their control of the Gwyne trade and their alliance with the Vaxian Empire, which levies a 10% tax on all Gwyne. Moreover, most nations, instead of killing their werewolves, vampires, and other undesirables on sight, will now ship them to GHOUL, where they can have a relatively happy and productive life.

    Law
    Most crimes in GHOUL are punished by imprisonment in either the Cellar or the Institution. Few things are illegal in GHOUL. Those things that are illegal include assault, murder, theft, high treason, and cursing someone against their will (unless it's the only way to save their life).
    Trials in GHOUL are overseen by a Bench of an odd number between 3 and 27 jurors, serving as both judge and jury, with the number of jurors depending on the seriousness of the offense. Jurors are semi-randomly selected from among the Ruling Council members, Apostles, Knights Protector, Captains in the Militia, and wealthy or otherwise prominent citizens. Trials tend to hinge strongly on mental competence and sincere repentance rather than mere guilt, and rarely rely heavily on precedent. For large Benches and serious offenses, the court will not convict if there is a unanimous vote, on the grounds that it implies the accused has no advocate among the jurors.

    Treaties
    GHOUL's treaty with the Vaxian Empire establishes GHOUL as a semi-independent state. GHOUL has sovereign jurisdiction over its own internal affairs, but all profits from the gwyne trade are taxed by the Empire at a 10% rate. GHOUL is prohibited from intervening in the internal affairs of any other nation, and it is under Vaxia's protection. All abominations and undesirables that are judged unsuitable for life in the Empire are deported to GHOUL. Saffron Brax is the Ambassador from the Empire to GHOUL.

    GHOUL's treaty with Shi Inkahan Empire prohibits GHOUL from interfering with Shi Inkahan's war against Vaxia, and it guarantees GHOUL sovereign jurisdiction over all of Meribor not controlled by Vaxia. Shi Inkahan's Ambassador to GHOUL is Shi Ajai.

    Warfare
    Two main groups guard GHOUL: the volunteer GHOUL Militia which guards the city in general and fights the war in Iskrania; and a smaller but better-trained Nethar army, consisting of professional soldiers and warslaves who guard Paras’kezrai and help train the Militia. The University also trains some sorcerers, who enter service in the Militia.

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