Post by Kaez on May 7, 2009 11:18:27 GMT -5
'True, the stout and heavy men of the Kharnathian realm to the north live, themselves, in the coldest of colds -- and are the warmest of folk.' -- Of History, by Will'im Madfoot of Rose
The Kharnathian (car-nath-E-in) Empire
Kharnathian Empire, the Kharnathian
Major or Capital City: Darrow, Halan, Natha
Other Cities: Raon
All Towns: Whitepoint, Gan, Aras, Seventh Fort, Cantil, New Ovid
Government Type: Oligarchy. Separated into three nation-states of the Darrowian Realm, Halanian Realm, and Nathanian Realm – governed in each nation-states respective city, Darrow, Halan, and Natha. Each is run by a single, elected Emperor and major decisions affecting all nation-states are decided upon by a council of the Three Emperors in Raon. Each Emperor serves for a term of five years. Currently sitting are Alor Caranth, Kristoph Mellos, and Robert Odisian.
Crime and Law: Despite most Kharnathian crimes carrying the death penalty, it is not a common judgment – as rarely are laws broken. Kharnathian society, while permitting slavery to pay off debt, is a very free society. This is upheld by its citizens full awareness of the no-second-chances policy. The Darrowian and Halanian realms both keep active law forces in towns and cities – though the Nathanian Realm instead issued the ability of a citizen’s arrest.
Professions: Kharnathian society prides itself in its fine, sturdy craftsmanship. While town expansion is slow in such a landscape, repairs are often. Favoring wood over stones or metals, ice damage is often in need of repair and many professions focus on this. Weapon and armor craftsmanship are active for the Empire’s standing army and law forces. Clothing is obviously an important aspect of life in such a climate as well. Butchers remain the most common food producers, and professions involving botany and any aesthetical good are very limited.
Trade, Currency and Economy: Like their southern cousins in Rosia, the Kharnathian Empire uses the Petal as currency. The balance of wealth is rather intact and markets are stationed both in towns and cities and as traveling vendors. The economy is stationed in Raon, in the Kharnathian Bank of Loans. While currency is the most popular method of trade, it is not uncommon to see direct trades being handled in markets, as goods-gathering is rather limited to necessities.
Market: The Kharnathian marketplaces may very well be the most socially active aspects of Kharnathian culture outside of the bars, as Kharnathians aren’t known to be both sober and social at the same time. Traveling vendors have become increasingly popular since the Empire gained freedom, expanding the extents of trade and culture to small villages scattered between towns and cities.
Organizations: The Kharnathian Standing Army and the Darrowian and Halanian law forces are the most notable and well-structured of all organizations in the Empire. A fraternal club, known as The Timberwolves, is also a popular male-exclusive organization, notably for its wide variety of imported drinks and hearty, fresh food. The Seventh Infantry is the infamous military brigade of the Winter War, and they remain active, recruiting, and training at Seventh Fort. The Darrowian navy has lost popularity since the war ended, but still retains a large population at Whitepoint.
Celebrations and Events: Kharnathians have many, many holidays scheduled throughout the year. Some more ridiculous ones (Winter’s Day, the tenth snow of any month), are probably just there as an excuse to head down to the Timberwolves Lodge and drink. Some events are, however, a bit more meaningful. Nine different holidays throughout the year are dedicated to specific battled of the Winter War, and two others, Hope’s Day (January 1) and the Black Harvest (October 19) are shared with Rosia. Almost all holidays are played out in city squares or town inns, and involve heavy drinking and much female dance.
Education: Raon is the only city or town in the Empire with a legitimate educational system, and even theirs is exclusively for children of the current standing royal families, given by exclusive members of the Raon Bank of Loans. Though many children learn to read and write minimally, general education is focused more on learning the craft of one’s mother or father. It is very uncommon to see a child grow up with a profession that differs from his father’s. For boys, hunting is a necessity as well as their profession. For girls (as women very rarely keep professions), housekeeping, cleaning and cooking animals, and tending to pets and mounts is necessary. Both genders learn how to tend to children.
Communication and Language: They, like most, speak exclusively Common. Nevertheless, they have created a few exclusive terms, and developed a slight accent over the years. They have also developed a tendency for certain letters in naming animals, towns, pubs, etc: As, Ns, G, and Hs are popular.
Social Class Structure: While social classes are minimal in Kharnathian society, they certainly exist. The three sitting royal families are in a wealth class with about a dozen families in each of the realms. This exclusive group of roughly forty families makes up the upper class. Ordinary citizens, professionals, craftsmen, etc make up the middle class. The lower class is generally held by those who live off of the wilderness, often in small villages between towns and cities.
Population: Roughly 300,000 occupy each nation-state, bringing the Empire’s population to just under one million. Each of the capitals, too, has a similar population of about 100,000. Roan’s population is roughly 75,000, and the towns populations are about 50,000 each. This means for each the Darrowian and Nathanian realms, about 100,000 live outside of major population areas, and in the Halanian realm, only about 25,000 do.
Nature, Food and Resources: Kharnathian foundations are almost strictly wooden, as provided by the Eastern Woods, which make up most of the Nathanian Realm. Water supply either comes from the Polar Sea, or the rivers that flow near Natha. While some vegetation is edible, the vast majority of food is a product of hunting – and ale continues to be a more popular drink than water. All of these resources: wood, water, hops, and barley are all found in the Nathanian realm. The others, however, are not without their pride. The Weeping Glacier and Aras Mountains in the Halanian Realm and Gan Oasis and seafood market in the Darrowian realm balance the market.
Wildlife: Besides the beasts, many wildlife live about the cold Kharnathian Empire. Many wolf and boar species (Dire included) roam the woods of the Nathanian realm, while the open tundra of the Halanian realm welcomes bison, brownbeards, and mammoths. The Darrowian realm is none for a wide variety of sea life off of its coast, including whales, seals, walruses, and a wide variety of fish and turtle.
Climate: The climate of the Empire is the coldest in all the Known World. Snowfall is heavy and often, and winds are often mighty. The summer is, indeed, warmer than the winter – simply not by much. The climate dictates most aspects of life in the Empire, and their culture has become associated with it.
Geography: To the east, in the Nathanian realm, the sprawling Eastern Woods make up the vast majority of the geography, along with the Blue River and its smaller tributary, the White River. These create a sprawling array of flora and fauna about the area around it, and the sides of the area are mainly cliffs. In the Halanian realm, there is very little vegetation on the cold tundra, except near the very south and the Halan Peninsula. To the north, the Weeping Glacier cuts a path through the Aras Mountains. And in the Darrowian realm to the west, the Gan Oasis creates a geyser hotspot for flourishing life amongst the bitter cold.
Mounts and Pets: Mounts and pets are common in such a landscape to aid in many tasks. Brownbeards often help work fields and for towing, while wolves are useful for sled-pulling and the largest are often used, along with the large Boxer Horses, as single-man mounts. Some brave men near the Aras mountains dare to ride mammoths, but the practice is far from common.
Technology and Medicine: Technology is not something that is a large concern for the Empire. They’ve done well without it so far, and expect to continue along that pattern. In fact, their largest technological advancements have been new brewing techniques. However, New Ovid did get its hands on an early testing version of ‘black powder’ from a trade with Gilaan, and has shown some interest in further investigating. Medicine in the Empire is limited to many native herbs, good rest and a warm fire – alchemy is very minimal.
Subcultures: The only notable subculture is the Timberwolves Lodge, which has ten locations across the Kharnathian Empire. A male-exclusive inn, it’s a place for good drinks, fresh food, loud noises, and a place to stay when the wife kicks you out.
Militia: The Kharnathian Standing Army has bases in the three major cities, with about 50,000 current members (10,000 of which belong to either the Whitepoint Naval League or the Seventh Infantry). The Standing Army accepts anyone who undergoes training between the ages of 20 and 60. The law enforcement agencies in the Halanian and Darrowian realms are about 5,000 strong each, and could be called upon as reinforcements, if ever they were needed.
Weapons and Armor: The empires weapons and armor, though originally made when they were a part of Rosia, were adapted for their cold base from the start. Almost strictly leather, often lined with fur or ringmail, their armor is weather-resistant, simple, and layered. Stiff masks of leather or softer ones of wool are not uncommon amongst the Standing Army to prevent frostbite to the face and to make it difficult for the enemy to detect their body parts. Weapons are mainly limited to axes and swords of all varieties, though generally double-bladed. While some do use two weapons, using a single two-handed weapon or a weapon and a shield is much more common. The Seventh Infantry is known for using massive two-handed blunt weapons.
Brief Timeline: The Kharnathian Empire was limited to a small northern base of Rosia called Infantry Seven, as it was the station base of the Seventh Infantry division. The division became distinctive for wearing clothing more adaptive to their environment, and were stationed in such an obscure location due to their known ferocity in battle (using weapons unlike any others in the army of Rosia) and many myths surrounding the cold, northern lands. Rosia felt it best to build a small station to ensure its safety. The young commander of the Seventh Infantry, Vaesar Rolland, eventually welcomed expansion into the area, deeming it safe for society. Albeit a harsh climate, it did prove to be (relatively) safe.
When expansion grew and the towns of Halan and Natha were established, Rolland began work on staging a break-away. He and the Seventh Infantry gathered many other ex-militia and young men-at-arms to join them. Together, they formed a series of forts in a straight line below the towns, and in the forest to the East. For three years the plans were established and the preparations finalized until heir-to-the-throne of Rosia, Grinik Adul visited the newly found colonies. Upon his assassination by the blade of Vaesar Rolland, the four-year struggle known as the Winter War began.
Though outnumbered four to one for most of the battling, the young Vaesar Rebellion knew its terrain well and the tactical visionary that was Vaesar Rolland established his battle-plan around those strengths. Though they took heavy casualties, thanks to the kindness and hopefulness of the citizens in Halan and Natha, the Vaesar Rebellion took victory.
Just under four years of fighting concluded when the King of Rosia died, and his only remaining child took the throne. She, more understanding than her father in regards to the death of her brother, presented a treaty. The Vaesar Rebellion had no problems with ensuring a good trade of its newly found resources with Rosia to ensure freedom, and accepted.
For six years after the war, the Vaesar Kingdom expanded and flourished. When Vaesar himself became ill, he instated the laws of a Council of Three Emperors and renamed the kingdom ‘The Kharnathian Empire,” which means ‘Forever Noble Empire’ in Old Common. It has thrived for forty-eight years since, constantly on good terms with Rosia, and not having fought a battle with anyone since. Vaesar Rolland and his Seventh Infantry are noted as the founding fathers of the nation, and the Seventh Infantry remains an active regiment.
Relations w/ Other Cultures: Relations with Rosia since the end of the Winter War have been strong. One of its current leaders, Alor Caranth, is only the very first to be born into the Kharnathian Empire itself, all before technically being natives of Rosia. The Empire has also opened active trade with Gilaan. It is on fairly neutral terms with all other nations, and has dealt with them minimally if at all.
Homes: Homes are generally wood-based, and most are large but simple, set close together and in rows along the edges of towns and cities. Most things in the home, like the homes themselves, are fairly close together. Warmth is guaranteed best this way. Fireplaces are usually in each room and women are the general housekeepers, often keeping decoration simple and efficient.
Religion and Spirituality: The Kharnathian Empire is not a spiritual empire by any means. They do, however, share a rather unanimous agreement over a single god of creation, named Azor. Azor is, too, in Polianity, the religious beliefs shared by Rosia, as the god of creation. The Kharnathian take on Azor is, however, that the god of creation is the only God. A rather deist belief that while he creates, all else is in the hands of the world. While there are a few monuments to Azor, there is only one temple in the empire, in New Ovid.
Architecture: Architecture is a large part of the Empire. Sturdy woods and intricate carvings of the many beasts of the north are a very distinctive style to their civilization. Do to the flaws of wood architecture in such a cold and wet environment, many jobs are provided this way. Though some stone has become popular, notably in the Nathanian realm, it has yet to become widespread.
Clothing: Clothing is an important part of a civilization with such a climate. Like their militia, layers seem to be the key, with fur, leather, and thick cloths being stacked. Especially in the most northern areas like Whitepoint, clothing is literally essential to the survival of the society and tailors, usually men, make fine business.
Arts and Literature: Due to the lack of literacy in much of the population, literature is not a great part of the Empire. However, oral tales are. Many legends and stories about the battles of the Winter War, adventures in the least-explored parts of the Empire, and myths about Azor are commonly told by fathers to their children around late-night firesides. Most of the empires art is reflected in their often intricate woodcarving and architecture.
Entertainment and Culture: The Timberwolves Lodge is the strongest sense of everyday life and culture in the Empire. Entertainment during holidays in the form of female dance and wolf-racing is not uncommon, especially in the Halanian realm. The The Kharnatian Empire is distinct, even if so newly hatched from the north of Rosia, in its architecture, clothing, military, and government due to its strong sense of culture and a demanding climate.
1 - Crystal Bay
One of the Darrowian Realms richest export sources are the elegant purple crystals harvested from the Bay, called "Dalin Stones".
2 - Whitepoint
The northernmost point of civilization in the Known World thrives on cold-water seafood exports.
3 - Knee-Deep
Knee-Deep is a snow-ridden village near the Bitter Cliffs.
4 - Dalin
Dalin is infamous for the harvesting of the crystals in Crystal Bay, known as "Dalin Stones".
5 - Verith
A small hunting village on the Bitter Cliffs.
6 - Northern Great White
Sprawling, barren tundra.
7 - Sapphal Aran
A massive boulder of blue stone, often considered responsible for the lack of even minimal vegetation in the Great White.
8 - Usa
A twice-rebuilt village near the reckless shore of the Polar Sea.
9 - Darrow
The Capital of the Darrowian Realm, currently governed by Alor Caranth, the first native-born leader of any Kharnathian realm.
10 - Gan Oasis
A large, vegetation-filled oasis. Hot springs, geysers, and boiling clay pits bubble from the soil.
11 - Tuingan
A village surviving on northern Oasis life.
12 - Gan
A growing town in the center of the Oasis with a culture based around its local exports.
13 - Alagan
A village surviving on southern Oasis life.
14 - Frigid Gulf
The large body of water off of the Bitter Cliffs.
15 - Whitemist Bay
The bay just south of Gan.
16 - Aras Glacier
The superterranean section of the massive Aras Glacier.
17 - South Aras
The heavy-exporting town of freshwater from the Aras Glacier.
18 - North Aras
A secluded wing of Aras hidden amongst the mountains. A well into the subterranean section of the Aras Glacier is one of the biggest freshwater producers in the Empire.
19 - Aras Mountains
A short, icy mountain range.
20 - Avidia
Avidia and its two icy lakes have become the only religious center in the western half of the empire, with many rumored sightings of mythical creatures.
21 - Southern Great White
The southern half of the wide, empty tundra.
22 - Mammortha
A town on the edge of Mammoth Valley, thriving on the creatures as their primary resource.
23 - Raon
The largest non-capital city in the Empire serves as the Empire's main economic center and a sign of civilization amongst the Great White and Halanian Tundra.
24 - Valor
A village residing at the south of the Aras Mountains.
25 - Halan The largest city in the Empire, Halan is the capital of the Halanian Realm and is currently governed by Kristoph Mellos.
26 - Halanis
A village named for its Northern cousin thrives on the Halanian Peninsula.
27 - Silver Bay
The Silver Bay and the Silver Isle are rocky, shellfish-filled ares near Halan.
28 - Vaesarith
Vaesarith, named for Vaesar Rolland, the Empire's founder, overlooks the old militia Towers.
29 - The Towers
The three other, much less famous military forts that serviced the Empire's front line during the Winter War.
30 - Halanian Tundra
A fairly uninhabited area that serves as a primary hunting source for most nearby villages and cities.
31 - Seventh Fort
An infamous military fort that served the Empire bravely during the Winter War.
32 - Old Town
A small village, named for being one of the first permanent settlements in the Empire.
33 - Breaking Woods
The southern half of the sprawling forests of the Nathanian Realm.
34 - Cantilian Woods
The northern half of the Nathanian realm forest.
35 - Natha
The capital of the most fruitful third of the Kharnathian Empire, currently governed by Robert Odisian.
36 - Riverton
A small village where the White River joins the Blue River.
37 - Blue River
The primary river of the Kharnathian Empire.
38 - Cantil Valley
A massive valley in the center of the Cantilian Woods, with the small village of Ava to the south and Cantil itself to the north.
39 - Apsil
A cold, northern village known for the mysterious black ruins that dot its countryside.
40 - Harnport
The primary fishing village of the Nathanian Realm.
41 - New Ovid
New Ovid, named after the Ovid of their old empire, is noted for its beautiful whitewood forests and the black ruins to its south, in Apsil.
42 - Nathanian Cold
The bitter waters just north of the Nathanian Empire's coast.
43 - Kharnathian Bay
The massive, deep bay between the Halanian and Nathanian realms.
The Kharnathian (car-nath-E-in) Empire
Kharnathian Empire, the Kharnathian
Major or Capital City: Darrow, Halan, Natha
Other Cities: Raon
All Towns: Whitepoint, Gan, Aras, Seventh Fort, Cantil, New Ovid
Government Type: Oligarchy. Separated into three nation-states of the Darrowian Realm, Halanian Realm, and Nathanian Realm – governed in each nation-states respective city, Darrow, Halan, and Natha. Each is run by a single, elected Emperor and major decisions affecting all nation-states are decided upon by a council of the Three Emperors in Raon. Each Emperor serves for a term of five years. Currently sitting are Alor Caranth, Kristoph Mellos, and Robert Odisian.
Crime and Law: Despite most Kharnathian crimes carrying the death penalty, it is not a common judgment – as rarely are laws broken. Kharnathian society, while permitting slavery to pay off debt, is a very free society. This is upheld by its citizens full awareness of the no-second-chances policy. The Darrowian and Halanian realms both keep active law forces in towns and cities – though the Nathanian Realm instead issued the ability of a citizen’s arrest.
Professions: Kharnathian society prides itself in its fine, sturdy craftsmanship. While town expansion is slow in such a landscape, repairs are often. Favoring wood over stones or metals, ice damage is often in need of repair and many professions focus on this. Weapon and armor craftsmanship are active for the Empire’s standing army and law forces. Clothing is obviously an important aspect of life in such a climate as well. Butchers remain the most common food producers, and professions involving botany and any aesthetical good are very limited.
Trade, Currency and Economy: Like their southern cousins in Rosia, the Kharnathian Empire uses the Petal as currency. The balance of wealth is rather intact and markets are stationed both in towns and cities and as traveling vendors. The economy is stationed in Raon, in the Kharnathian Bank of Loans. While currency is the most popular method of trade, it is not uncommon to see direct trades being handled in markets, as goods-gathering is rather limited to necessities.
Market: The Kharnathian marketplaces may very well be the most socially active aspects of Kharnathian culture outside of the bars, as Kharnathians aren’t known to be both sober and social at the same time. Traveling vendors have become increasingly popular since the Empire gained freedom, expanding the extents of trade and culture to small villages scattered between towns and cities.
Organizations: The Kharnathian Standing Army and the Darrowian and Halanian law forces are the most notable and well-structured of all organizations in the Empire. A fraternal club, known as The Timberwolves, is also a popular male-exclusive organization, notably for its wide variety of imported drinks and hearty, fresh food. The Seventh Infantry is the infamous military brigade of the Winter War, and they remain active, recruiting, and training at Seventh Fort. The Darrowian navy has lost popularity since the war ended, but still retains a large population at Whitepoint.
Celebrations and Events: Kharnathians have many, many holidays scheduled throughout the year. Some more ridiculous ones (Winter’s Day, the tenth snow of any month), are probably just there as an excuse to head down to the Timberwolves Lodge and drink. Some events are, however, a bit more meaningful. Nine different holidays throughout the year are dedicated to specific battled of the Winter War, and two others, Hope’s Day (January 1) and the Black Harvest (October 19) are shared with Rosia. Almost all holidays are played out in city squares or town inns, and involve heavy drinking and much female dance.
Education: Raon is the only city or town in the Empire with a legitimate educational system, and even theirs is exclusively for children of the current standing royal families, given by exclusive members of the Raon Bank of Loans. Though many children learn to read and write minimally, general education is focused more on learning the craft of one’s mother or father. It is very uncommon to see a child grow up with a profession that differs from his father’s. For boys, hunting is a necessity as well as their profession. For girls (as women very rarely keep professions), housekeeping, cleaning and cooking animals, and tending to pets and mounts is necessary. Both genders learn how to tend to children.
Communication and Language: They, like most, speak exclusively Common. Nevertheless, they have created a few exclusive terms, and developed a slight accent over the years. They have also developed a tendency for certain letters in naming animals, towns, pubs, etc: As, Ns, G, and Hs are popular.
Social Class Structure: While social classes are minimal in Kharnathian society, they certainly exist. The three sitting royal families are in a wealth class with about a dozen families in each of the realms. This exclusive group of roughly forty families makes up the upper class. Ordinary citizens, professionals, craftsmen, etc make up the middle class. The lower class is generally held by those who live off of the wilderness, often in small villages between towns and cities.
Population: Roughly 300,000 occupy each nation-state, bringing the Empire’s population to just under one million. Each of the capitals, too, has a similar population of about 100,000. Roan’s population is roughly 75,000, and the towns populations are about 50,000 each. This means for each the Darrowian and Nathanian realms, about 100,000 live outside of major population areas, and in the Halanian realm, only about 25,000 do.
Nature, Food and Resources: Kharnathian foundations are almost strictly wooden, as provided by the Eastern Woods, which make up most of the Nathanian Realm. Water supply either comes from the Polar Sea, or the rivers that flow near Natha. While some vegetation is edible, the vast majority of food is a product of hunting – and ale continues to be a more popular drink than water. All of these resources: wood, water, hops, and barley are all found in the Nathanian realm. The others, however, are not without their pride. The Weeping Glacier and Aras Mountains in the Halanian Realm and Gan Oasis and seafood market in the Darrowian realm balance the market.
Wildlife: Besides the beasts, many wildlife live about the cold Kharnathian Empire. Many wolf and boar species (Dire included) roam the woods of the Nathanian realm, while the open tundra of the Halanian realm welcomes bison, brownbeards, and mammoths. The Darrowian realm is none for a wide variety of sea life off of its coast, including whales, seals, walruses, and a wide variety of fish and turtle.
Climate: The climate of the Empire is the coldest in all the Known World. Snowfall is heavy and often, and winds are often mighty. The summer is, indeed, warmer than the winter – simply not by much. The climate dictates most aspects of life in the Empire, and their culture has become associated with it.
Geography: To the east, in the Nathanian realm, the sprawling Eastern Woods make up the vast majority of the geography, along with the Blue River and its smaller tributary, the White River. These create a sprawling array of flora and fauna about the area around it, and the sides of the area are mainly cliffs. In the Halanian realm, there is very little vegetation on the cold tundra, except near the very south and the Halan Peninsula. To the north, the Weeping Glacier cuts a path through the Aras Mountains. And in the Darrowian realm to the west, the Gan Oasis creates a geyser hotspot for flourishing life amongst the bitter cold.
Mounts and Pets: Mounts and pets are common in such a landscape to aid in many tasks. Brownbeards often help work fields and for towing, while wolves are useful for sled-pulling and the largest are often used, along with the large Boxer Horses, as single-man mounts. Some brave men near the Aras mountains dare to ride mammoths, but the practice is far from common.
Technology and Medicine: Technology is not something that is a large concern for the Empire. They’ve done well without it so far, and expect to continue along that pattern. In fact, their largest technological advancements have been new brewing techniques. However, New Ovid did get its hands on an early testing version of ‘black powder’ from a trade with Gilaan, and has shown some interest in further investigating. Medicine in the Empire is limited to many native herbs, good rest and a warm fire – alchemy is very minimal.
Subcultures: The only notable subculture is the Timberwolves Lodge, which has ten locations across the Kharnathian Empire. A male-exclusive inn, it’s a place for good drinks, fresh food, loud noises, and a place to stay when the wife kicks you out.
Militia: The Kharnathian Standing Army has bases in the three major cities, with about 50,000 current members (10,000 of which belong to either the Whitepoint Naval League or the Seventh Infantry). The Standing Army accepts anyone who undergoes training between the ages of 20 and 60. The law enforcement agencies in the Halanian and Darrowian realms are about 5,000 strong each, and could be called upon as reinforcements, if ever they were needed.
Weapons and Armor: The empires weapons and armor, though originally made when they were a part of Rosia, were adapted for their cold base from the start. Almost strictly leather, often lined with fur or ringmail, their armor is weather-resistant, simple, and layered. Stiff masks of leather or softer ones of wool are not uncommon amongst the Standing Army to prevent frostbite to the face and to make it difficult for the enemy to detect their body parts. Weapons are mainly limited to axes and swords of all varieties, though generally double-bladed. While some do use two weapons, using a single two-handed weapon or a weapon and a shield is much more common. The Seventh Infantry is known for using massive two-handed blunt weapons.
Brief Timeline: The Kharnathian Empire was limited to a small northern base of Rosia called Infantry Seven, as it was the station base of the Seventh Infantry division. The division became distinctive for wearing clothing more adaptive to their environment, and were stationed in such an obscure location due to their known ferocity in battle (using weapons unlike any others in the army of Rosia) and many myths surrounding the cold, northern lands. Rosia felt it best to build a small station to ensure its safety. The young commander of the Seventh Infantry, Vaesar Rolland, eventually welcomed expansion into the area, deeming it safe for society. Albeit a harsh climate, it did prove to be (relatively) safe.
When expansion grew and the towns of Halan and Natha were established, Rolland began work on staging a break-away. He and the Seventh Infantry gathered many other ex-militia and young men-at-arms to join them. Together, they formed a series of forts in a straight line below the towns, and in the forest to the East. For three years the plans were established and the preparations finalized until heir-to-the-throne of Rosia, Grinik Adul visited the newly found colonies. Upon his assassination by the blade of Vaesar Rolland, the four-year struggle known as the Winter War began.
Though outnumbered four to one for most of the battling, the young Vaesar Rebellion knew its terrain well and the tactical visionary that was Vaesar Rolland established his battle-plan around those strengths. Though they took heavy casualties, thanks to the kindness and hopefulness of the citizens in Halan and Natha, the Vaesar Rebellion took victory.
Just under four years of fighting concluded when the King of Rosia died, and his only remaining child took the throne. She, more understanding than her father in regards to the death of her brother, presented a treaty. The Vaesar Rebellion had no problems with ensuring a good trade of its newly found resources with Rosia to ensure freedom, and accepted.
For six years after the war, the Vaesar Kingdom expanded and flourished. When Vaesar himself became ill, he instated the laws of a Council of Three Emperors and renamed the kingdom ‘The Kharnathian Empire,” which means ‘Forever Noble Empire’ in Old Common. It has thrived for forty-eight years since, constantly on good terms with Rosia, and not having fought a battle with anyone since. Vaesar Rolland and his Seventh Infantry are noted as the founding fathers of the nation, and the Seventh Infantry remains an active regiment.
Relations w/ Other Cultures: Relations with Rosia since the end of the Winter War have been strong. One of its current leaders, Alor Caranth, is only the very first to be born into the Kharnathian Empire itself, all before technically being natives of Rosia. The Empire has also opened active trade with Gilaan. It is on fairly neutral terms with all other nations, and has dealt with them minimally if at all.
Homes: Homes are generally wood-based, and most are large but simple, set close together and in rows along the edges of towns and cities. Most things in the home, like the homes themselves, are fairly close together. Warmth is guaranteed best this way. Fireplaces are usually in each room and women are the general housekeepers, often keeping decoration simple and efficient.
Religion and Spirituality: The Kharnathian Empire is not a spiritual empire by any means. They do, however, share a rather unanimous agreement over a single god of creation, named Azor. Azor is, too, in Polianity, the religious beliefs shared by Rosia, as the god of creation. The Kharnathian take on Azor is, however, that the god of creation is the only God. A rather deist belief that while he creates, all else is in the hands of the world. While there are a few monuments to Azor, there is only one temple in the empire, in New Ovid.
Architecture: Architecture is a large part of the Empire. Sturdy woods and intricate carvings of the many beasts of the north are a very distinctive style to their civilization. Do to the flaws of wood architecture in such a cold and wet environment, many jobs are provided this way. Though some stone has become popular, notably in the Nathanian realm, it has yet to become widespread.
Clothing: Clothing is an important part of a civilization with such a climate. Like their militia, layers seem to be the key, with fur, leather, and thick cloths being stacked. Especially in the most northern areas like Whitepoint, clothing is literally essential to the survival of the society and tailors, usually men, make fine business.
Arts and Literature: Due to the lack of literacy in much of the population, literature is not a great part of the Empire. However, oral tales are. Many legends and stories about the battles of the Winter War, adventures in the least-explored parts of the Empire, and myths about Azor are commonly told by fathers to their children around late-night firesides. Most of the empires art is reflected in their often intricate woodcarving and architecture.
Entertainment and Culture: The Timberwolves Lodge is the strongest sense of everyday life and culture in the Empire. Entertainment during holidays in the form of female dance and wolf-racing is not uncommon, especially in the Halanian realm. The The Kharnatian Empire is distinct, even if so newly hatched from the north of Rosia, in its architecture, clothing, military, and government due to its strong sense of culture and a demanding climate.
1 - Crystal Bay
One of the Darrowian Realms richest export sources are the elegant purple crystals harvested from the Bay, called "Dalin Stones".
2 - Whitepoint
The northernmost point of civilization in the Known World thrives on cold-water seafood exports.
3 - Knee-Deep
Knee-Deep is a snow-ridden village near the Bitter Cliffs.
4 - Dalin
Dalin is infamous for the harvesting of the crystals in Crystal Bay, known as "Dalin Stones".
5 - Verith
A small hunting village on the Bitter Cliffs.
6 - Northern Great White
Sprawling, barren tundra.
7 - Sapphal Aran
A massive boulder of blue stone, often considered responsible for the lack of even minimal vegetation in the Great White.
8 - Usa
A twice-rebuilt village near the reckless shore of the Polar Sea.
9 - Darrow
The Capital of the Darrowian Realm, currently governed by Alor Caranth, the first native-born leader of any Kharnathian realm.
10 - Gan Oasis
A large, vegetation-filled oasis. Hot springs, geysers, and boiling clay pits bubble from the soil.
11 - Tuingan
A village surviving on northern Oasis life.
12 - Gan
A growing town in the center of the Oasis with a culture based around its local exports.
13 - Alagan
A village surviving on southern Oasis life.
14 - Frigid Gulf
The large body of water off of the Bitter Cliffs.
15 - Whitemist Bay
The bay just south of Gan.
16 - Aras Glacier
The superterranean section of the massive Aras Glacier.
17 - South Aras
The heavy-exporting town of freshwater from the Aras Glacier.
18 - North Aras
A secluded wing of Aras hidden amongst the mountains. A well into the subterranean section of the Aras Glacier is one of the biggest freshwater producers in the Empire.
19 - Aras Mountains
A short, icy mountain range.
20 - Avidia
Avidia and its two icy lakes have become the only religious center in the western half of the empire, with many rumored sightings of mythical creatures.
21 - Southern Great White
The southern half of the wide, empty tundra.
22 - Mammortha
A town on the edge of Mammoth Valley, thriving on the creatures as their primary resource.
23 - Raon
The largest non-capital city in the Empire serves as the Empire's main economic center and a sign of civilization amongst the Great White and Halanian Tundra.
24 - Valor
A village residing at the south of the Aras Mountains.
25 - Halan The largest city in the Empire, Halan is the capital of the Halanian Realm and is currently governed by Kristoph Mellos.
26 - Halanis
A village named for its Northern cousin thrives on the Halanian Peninsula.
27 - Silver Bay
The Silver Bay and the Silver Isle are rocky, shellfish-filled ares near Halan.
28 - Vaesarith
Vaesarith, named for Vaesar Rolland, the Empire's founder, overlooks the old militia Towers.
29 - The Towers
The three other, much less famous military forts that serviced the Empire's front line during the Winter War.
30 - Halanian Tundra
A fairly uninhabited area that serves as a primary hunting source for most nearby villages and cities.
31 - Seventh Fort
An infamous military fort that served the Empire bravely during the Winter War.
32 - Old Town
A small village, named for being one of the first permanent settlements in the Empire.
33 - Breaking Woods
The southern half of the sprawling forests of the Nathanian Realm.
34 - Cantilian Woods
The northern half of the Nathanian realm forest.
35 - Natha
The capital of the most fruitful third of the Kharnathian Empire, currently governed by Robert Odisian.
36 - Riverton
A small village where the White River joins the Blue River.
37 - Blue River
The primary river of the Kharnathian Empire.
38 - Cantil Valley
A massive valley in the center of the Cantilian Woods, with the small village of Ava to the south and Cantil itself to the north.
39 - Apsil
A cold, northern village known for the mysterious black ruins that dot its countryside.
40 - Harnport
The primary fishing village of the Nathanian Realm.
41 - New Ovid
New Ovid, named after the Ovid of their old empire, is noted for its beautiful whitewood forests and the black ruins to its south, in Apsil.
42 - Nathanian Cold
The bitter waters just north of the Nathanian Empire's coast.
43 - Kharnathian Bay
The massive, deep bay between the Halanian and Nathanian realms.