the_solarian_empire

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the_solarian_empire [2023/01/15 19:03] shtothe_solarian_empire [2023/01/16 13:18] (current) shto
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 ====== The Solarian Empire ====== ====== The Solarian Empire ======
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 **Solaria** **Solaria**
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 |  Republicans  |  [[The ver Paust Territories]]  | |  Republicans  |  [[The ver Paust Territories]]  |
 |  :::  |  [[The ver Honione Territories]]  | |  :::  |  [[The ver Honione Territories]]  |
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-====== ver Hermes Territories ====== 
-<WRAP right box third centeralign> 
-{{ :ver_hermes.png?direct&250 |}} 
-//The Flag of the ver Hermes Family// 
-</WRAP> 
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-The largest territory within the Holy Solarian Empire is that which is under the control of Emperor Illivan ver Hermes, either directly or through his loyal vassals. These territories remain primarily agrarian, with small villages of subsistence farmers making up the majority of its population centers. 
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-===== Life Under the Emperor ===== 
-For most villages, life is simple if challenging, and little has changed over the centuries. While some pioneering nobles have attempted to modernize their lands, to varying degrees of success, most are comfortable to leave their lands to their own devices so long as the rent comes in on time. 
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-As a result, little has changed for the rural peasants over the centuries. Mild improvements to infrastructure have allowed new and some innovations to reach them, but many of the modernities that other cultures take for granted remain curiosities. 
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-==== Culture and Demographics ==== 
-These regions of the nation are majority Human, though other races such as Elves and Dwarves make up respectable minority groups. Within the cities, numerous races intermingle freely, though the backwater ways of Solarians can sometimes mean tensions run high. For the peasants deeper in the countryside, their communities are far more insular and distrusting of outsiders, which applies to members of their own race as much as others.  
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-The end result is a culture that is fairly monolithic and rooted in tradition. Many within these territories are comfortable with the norm, and with remaining beholden to the traditions that have guided their communities for generations. When these villages do find a need to change, a conclusion they often only reach after much argument, their attempts to do so are often slow and clumsy. 
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-==== Politics ==== 
-Most people within the the territories under the control of the ver Hermes family are monarchists, and genuinely support Emperor Illivan ver Hermes. Many are traditionalists who feel the monarchy has served their communities well through the generations, and they see little reason to doubt the crown now. However, this goodwill toward the monarchy itself often does not extend to the lesser nobility that rules each community. 
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-Those in the cities may be more divided, though support in the capital is still quite high. For those who live within its walls, the emperor is far more visible, and they are better able to see the efforts he makes to improve the nation. These individuals can often also see the squabbling of petty nobles, which are only stopped from running the nation into the ground due to the guidance of Illivan. 
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-===== Major Cities ===== 
-The ver Hermes territories of Solaria are typically seen as the most underdeveloped, with only its cities known to approach the standards of the modern world. 
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-==== Königspfalz ==== 
-Königspfalz is the largest city in all of Solaria, and acts as the capital of both the Empire and the ver Hermes lands. As a result, it is often the first stop for visitors from other lands. Its architecture is ancient, with some of its buildings having been raised only just after the Cataclysm. 
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-==== Heilrode ==== 
-Also of note is the city of Heilrode, a former mining town that nearly became a ghost town once its ore veins ceased to produce. According to rumors, a mysterious benefactor by the name of Nevik has partnered with the Mayor of this city, Magdaline Siegal, and has begun to invest a fortune into restoring it to its former glory. Why he is doing so is unknown, but the recovery of the city is undeniable. 
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-==== Heißenpfeil ==== 
-The city of Heißenpfeil is also a curiosity to many who seek a more adventurous experience. Being quite close to one of the few openings in the Dragonspine mountains, a location known as Dragonmaw, allows expeditions into the farthest fringes of the desert region. For those willing to risk injury, the locale contains wildlife unseen anywhere else in the world. 
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-<WRAP center box 80%> 
-===== Hermesian Characters ===== 
-Characters originating from the ver Hermes territories are typically humans. However, even those that are not tend to share similarities based on the conditions here: 
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-**Earnest and Hardworking.** Most who grow up in these territories are accustomed to long hours of work in the hot sun, as the typical community does not have the luxury of allowing its members to avoid hard labor. For these individuals, the idea of being given something that one hasn't earned is a foreign concept. 
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-**Traditional and Distrusting.** Living in villages that have changed little over the course of centuries often means a reluctance to change. These characters may be headstrong or dismissive of new ideas at best, and outright hostile to concepts and people that are unfamiliar to them at worst. 
-</WRAP> 
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-====== ver Draford Territories ====== 
-<WRAP right box third centeralign> 
-{{ :ver_draford.png?direct&250 |}} 
-//The Flag of the ver Draford Family// 
-</WRAP> 
-Closely aligned with Emperor Illivan is the Church of Idakor, the formal religious body of the Holy Solarian Empire, which controls considerable territories under the ver Draford family name. Unlike the other noble families of Solaria, the ver Draford family is one in which all members are adopted instead of born. 
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-===== Holy Lands ===== 
-Though the ver Draford lands are owned by the Church of Idakor, most of its residents are no more attached to the Church than those elsewhere in Solaria. For them, members of the clergy have little difference from the nobility that rule other regions of the country, complete with an elevated last name. 
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-As one can expect, the leadership is not particularly different for these lands, either. While the ruling class of the ver Draford lands can claim a higher purpose than bickering nobles, they are often still just as fallible as any other. Even those who govern their lands with benevolence may draw the ire of their people, as the Church is not above letting local leaders take the blame for its wider policies if that means preserving the faith as a whole. 
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-==== Culture and Demographics ==== 
-The Church of Idakor and its lands are primarily composed of humans, though that's mainly due to how many there are rather than any deliberate choice by the Church. Indeed, it attempts to be accepting of all races, though its formal policies and the actions of its faithful may not always align. If one were to find themselves in a ver Draford village, it may be impossible to distinguish from one in the Hermesian territories. 
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-The cities also reflect this population spread, though they have a slightly wider distribution. In particular, the ver Draford lands claim the most aasimar residents of any other Solarian region, as those touched by the divine in the nation seek purpose. Within the cities, the Church is also at its strongest, and one is more likely to see the values it preaches displayed by the citizens as a result.   
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-==== Politics ==== 
-Much of the power in the Church lands are rooted within the cities, where the Archbishops of the Church reside. At all levels, the members of the clergy squabble as much as the children of any noble family, albeit with a greater display of sanctity and with justifications rooted more in religion. 
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-Both the people and the clergy respect the monarchy and believe their region has greater influence than others, due to the fact that Emperor Illivan spent much of his childhood under the tutelage of the Patriarch of the Church. Toward that end, they're often quite opposed to those that seek to depose the emperor. 
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-===== Major Cities ===== 
-The lands of the ver Draford family hold three major cities, each of which acts as a major hub for different sects of the Idakorian faith. 
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-==== Iglesia ==== 
-Iglesia is the capital of the ver Draford lands, featuring the largest cathedrals and the highest population. Even its residential and commercial buildings are constructed in Idakorian fashion, most featuring rooftop gardens and vibrant plant life draped along the walls and filling the streets. 
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-Those who worship Gadriel are also most likely to call this city home, as the paladins who serve the god of Justice also seek to protect the center of the church. However, their eagerness to dispense justice has increased during the civil war as they search for traitors and spies, and some are beginning to fear that they will create enemies where there are none. 
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-==== Unión ==== 
-Unión rests along a point where two of Solaria's largest rivers converge, only a short distance from the sea. Being the easiest city in the ver Draford territories to trade with, Unión is more cosmopolitan than the other cities, and generally has far more visitors. The sect of the church devoted to Kasdiel is also headquartered here, as the flow of people allows its members to better gather information and learn rumors from across the nation. 
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-==== Puerta sin Esparanza ==== 
-The "Port without Hope" is the northernmost city in the church lands, resting along the edge of the Mar de Sol, as well as the smallest. Across this inland sea lies the Dragonspine mountains, with this particular section featuring a mountain pass that makes this location one of the best for safely entering the Dustlands. Many have boarded the ferry here to travel into the northern desert, though many never return. Amongst that number are worshipers of Sachiel, who operate out of this city and still seek to uncover the mysteries buried in the sand. 
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-<WRAP center box 80%> 
-===== Draford Characters ===== 
-The ver Draford lands are ones where it is impossible to avoid the religious beliefs that tie Solaria together. Toward that end, characters from this region will typically be influenced significantly by it. 
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-**Strong Faiths.** Characters from the ver Draford territories often have strong religious beliefs. This may take the form of the established church, with a strong belief in Idakor or his sub-gods, or a contrary faith taken up in spite of their upbringing. 
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-**Educated.** The Church of Idakor strives for a literate population, so that its citizens are able to read religious texts, and to identify possible candidates for the church. As a result, citizens of this region tend to be more well-educated than the common folk of other regions.  
-</WRAP> 
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-====== ver Torrun Territories ====== 
-<WRAP right box third centeralign> 
-{{ :ver_torrun.png?direct&250 |}} 
-//The Flag of the ver Torrun Family// 
-</WRAP> 
-These Dwarven territories encompass the most mountainous region of Solaria, and act as the economic backbone of the Empire, accounting for a plurality of its mining operations and a majority of its industrial capacity. This has been troublesome for the empire as a whole during the civil war, due the the territory's Restorationist beliefs. Its mountainous terrain, as well as the inland sea Zatoplina Dolina that makes up much of its western border, have made it a natural fortress taunting the Emperor from just north of his throne. 
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-===== Between Worlds ===== 
-The residents of the ver Torrun are in a unique position compared to the rest of their country, in several ways. Unlike the rest of the nation, these folk will spend much of their lives underground in major population centers rather than living in a rural village in the sunlight. These territories are also one of the few in Solaria where the industrial revolution brought by the Dryanni Chamber has any foothold. 
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-All this lead to the people here living a far more modern life, working in factories and building machines while living in dense cities. But with the old traditions of Solaria still present, with some coded into law, it is often a tug of war between moving into the future and staying in the past. 
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-==== Culture and Demographics ==== 
-Unlike the rest of Solaria, the population of the ver Torrun lands are mostly confined to the cities. While there are outposts and towns scattered throughout the mountains in order to harvest resources, the effort required to carve into the mountains means that growth is most possible within existing population centers. 
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-This larger population is made possible by cities that are built under the earth as much as on top of it. While they have no shortage of towering buildings and sun-soaked lands, there is just as much located underground, though beneath the surface the cities tend to become more compact. 
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-==== Politics ==== 
-While nobles have no small amount of power in the Solarian mountains, this power is kept in check far more than in other territories by the guilds that run industry in these lands. Established originally to manage economic practices and affairs, these guilds eventually learned to use their control over the economy of their territories to gain rights and privleges of their own. 
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-Their power has only increased during the civil war. As the mountains are surrounded by the hostile ver Hermes territories, the economy of the Dwarven lands has faltered, and if not for the hard work of the guilds it would have collapsed entirely. This effort has translated to a significant increase in political power, enough where the nobility is beginning to fear they have become the lesser powers of their cities. Some believe the nobility may look to restore the balance of power to one more favorable for them, by force if necessary. 
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-===== Major Cities ===== 
-The cities of the ver Torrun territories are some of the most economically important cities in all of Solaria, due to both their raw population sizes as well as their embracing of more modern techniques and tools.  
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-==== Rodnograd ==== 
-The capital of the ver Torrun territories, Rodgnograd is also the largest and most developed cities in this region. As the southernmost and most accessible of the ver Torrun cities, it has also been extensively militarized during the civil war, as an attack from their enemies would certainly strike there first. Rodnograd is also where many of the guilds of the nation are headquartered, sharing the space with the most powerful nobility, resulting in the most cutthroat politics happening here. 
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-==== Vidnorechensk ==== 
-Vidnorechensk is perhaps the most industrialized city in Solaria, with a significant amount of its space dedicated to the operations of huge factories. Warehouses carved into the stone are filled to the brim with supplies, ranging from metal ores that will be smelted into something more useful, to lumber and fabric for chairs and clothing. Most citizens here work in the factories, or at least for them. However, this industrialization has come at a cost. The people of this city are in worse health than nearly every other citizen of the empire, and calls to address this are becoming louder and louder. 
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-==== Yarkograd ==== 
-Embedded in the Dragonspine mountains, Yarkograd is the mining capital of Solaria. Almost all of the city's efforts are devoted toward mining or to support the miners, and everything from ores to gems flows from its darkened tunnels. With this prosperity has come crime, as everyone from simple bandits to proper criminal enterprises look for opportunities to liberate some of the more valuable extractions from their proper owners. 
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-<WRAP center box 80%> 
-===== Torrun Characters ===== 
-The ver Torrun lands are uniquely modern and industrialized compared to the rest of Solaria, but still featuring many of the traditions of the "old ways" that are more present elsewhere in the country. 
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-**Into Modernity.** Characters from the ver Torrun territories would see the effects of modernization first hand, and may have strong opinions about its results. They may believe it is the only path forward, with the conveniences it brings being too great to ignore, or perhaps they would see things like negative health effects or industrial accidents as the true face of modernity. 
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-**Urban Upbringing.** Someone born into the ver Torrun lands will almost certainly be raised in a city, with their outlook shaped accordingly. Characters may have completely different outlooks than similar individuals with rural backgrounds, due to the different cultures and ideas they were likely exposed to. 
-</WRAP> 
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-====== ver Fairdawn Territories ====== 
-<WRAP right box third centeralign> 
-{{ :ver_fairdawn.png?direct&250 |}} 
-//The Flag of the ver Fairdawn Family// 
-</WRAP> 
-The territories controlled by the ver Fairdawn family and its allies are primarily composed of sprawling forests, divided into two separate regions split by the inland sea known as Eau de Bois. Wood elves make up the majority of the population here, though Orcs make up a sizable minority population, and the cities can be as mixed as any other. 
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-===== Imperial Arms ===== 
-Methricus Fairdawn, the Hero of the Cataclysm that the ver Fairdawn family hails from, was renowned as a master tactician and military strategist. As a result, his descendants have based much of their identity on military affairs, and they have traditionally been disproportionately represented within the Solarian military. During some times in the nations history, the majority of both elite soldiers and officers hailed from these lands. 
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-Centuries of military experience have allowed the territories to hold firm despite terrible odds. Allied with the isolated ver Torrun family in the civil war, the ver Fairdawn territories are likewise surrounded by enemies. On their eastern flank lie the ver Hermes territories controlled by the Emperor, with the ver Honione territories on their western side. With their territories split in two, it has only been due to centuries of military experience that the ver Fairdawn territories have survived. 
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-==== Culture and Demographics ==== 
-Outside of the cities, those who live in the ver Fairdawn territories live highly regimented and militarized lives. Most people in this region aspire to become soldiers since childhood, reinforced by a society that idolizes military service and sacrifice. Most villages here more closely resemble forts, with citizens of all ages being trained in combat. Further, the forests in these territories are deliberately left dangerous, both to allow members of the community to hone their skills as well as to discourage attacks from outside. 
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-Within the cities, the culture more closely resembles that of the rest of Solaria. While an air of militarism still weighs heavily, with many more guards and soldiers on patrol here than in nearly any other city in the country, it's far less dangerous for an average person to spend time here. 
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-==== Politics ==== 
-The ver Fairdawn territories are more cohesive politically than most regions in the empire, due both to their naturally militarized nature and due to past betrayals. The ver Honione family once swore allegiance to the ver Fairdawns, but would eventually unite many other minor families against them, taking approximately a third of the ver Fairdawn family's territories in the process. 
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-After this, the ver Fairdawns took great pains to remove disloyal elements from their faction over the years, and those that remained have little respect for their traitorous neighbors. Nowadays, much of the ver Fairdawn policy has been influenced by revanchist fervor, as they hope to reclaim power in their western territories. The civil war may prove to be their best chance of doing so. 
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-===== Major Cities ===== 
-The cities of the ver Fairdawn territories are constructed as military bastions, built to withstand sieges even though few have ever threatened them. They're also renowned for their weapons industries, with goods ranging from hand-crafted to mass-produced being found here in abundance. 
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-==== Lacoupé ==== 
-The seat of ver Fairdawn power, Lacoupé sits halfway between Eau de Bois and the Blue Sea, as well as halfway between the ver Hermes lands and the ver Honione territories. This positioning makes it a major trade hub, in addition to allowing the ver Fairdawn family to move their armies quickly to wherever they are needed. However, with the civil war, trade has slowed significantly. Most traders and craftsmen now rely on their goods traveling to Deux Sauts in order to survive, both legally and illegally, and both smuggling and banditry have exploded as a result. 
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-==== Deux Sauts ==== 
-Deux Sauts is the only city controlled by the ver Fairdawn family that has ports accessible to the outside world. This has allowed the city's economy to survive the civil war, as they're able to find buyers for their goods outside the empire. However, this has also made them a prime target, and the city frequently finds itself the target of raids and sabotage by enemies. 
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-==== Vue de la Rivière ==== 
-Sitting on the ver Fairdawn border with the ver Hermes territories in the north, Vue de la Rivière is a fortress city that now acts as the first and greatest line of defense against the armies of Emperor Illivan. Its isolated location, however, means that reinforcements would be unlikely to arrive in time if called. A gloom rests over the city as a result, as the citizens know any day the city could be sieged by superior forces, with its occupants left to starve within its walls. 
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-<WRAP center box 80%> 
-===== Fairdawn Characters ===== 
-The ver Fairdawn lands are uniquely suited for creating adventurers, as the culture here is built around creating capable soldiers, and even those who don't aspire to fight for their homeland understand at least the basics of combat. 
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-**Military Upbringing.** Characters born in the ver Fairdawn territories would have been brought up in a very Spartan fashion, with their childhood and adolescence acting as one long boot-camp. Many citizens embrace this education and view it as part of their heritage, but there's no shortage of individuals who despise losing their childhoods to be raised like soldiers. 
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-**Strong Beliefs.** Those raised in the ver Fairdawn territories are raised to rarely question authority, and their worldviews may be as simple as they are firmly held. Characters may have been raised to see certain groups of people as natural and unquestionable enemies, or to believe in the ultimate goodness of their inherent mission. 
-</WRAP> 
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-====== ver Paust Territories ====== 
-<WRAP right box third centeralign> 
-{{ :ver_paust.png?direct&250 |}} 
-//The Flag of the ver Paust Family// 
-</WRAP> 
-Composed of numerous islands and the largest peninsula in Solaria, the lands under the control of the ver Paust family of High Elves contain enormous centers of trade that have made its ruling family second only to the Emperor himself in terms of overall wealth. This has helped them fund the Republican effort during the civil war, with their end goal to abolish the monarchy entirely. While villages that support these cities are in no short supply, the countryside is also dotted with the exclusive villas of the region's elite. 
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-===== Merchant Class ===== 
-The ver Paust family prides itself on its shrewd business skills, passed down since the dynasty was founded by the Capitalist. To be an excellent trader is a point of pride for members of the family and those aligned with them, which has benefited them significantly over the years. Unlike the ver Torrun family, which struggles to reign in the dominance of its guilds, the merchant class of the ver Paust lands and its ruling family are one and the same. 
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-This means that power is highly centralized inside the family, and with the family itself making significant money through trade, the nobles of this family are far wealthier than most. However, the politics of the ver Paust family are notoriously cutthroat, with influence in the family being hard to earn. 
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-==== Culture and Demographics ==== 
-The ver Paust territories are perhaps the most cosmopolitan in the nation, with a wide spread of different races and cultures that leave no group of people with anything close to a majority. However, the High Elves of the ver Paust family and their allies are unquestionably the rulers, with nearly nobody from outside this clique holding any meaningful power within this region. 
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-Wealth is everything here, and for those without it, acquiring it is nearly impossible. The ruling class works diligently to keep wealth concentrated amongst themselves, though they show just enough benevolence to keep the grumbling of commoners from getting out of hand. Still, those skilled in certain roles can enjoy a higher quality of life, so long as they aren't viewed as a threat. 
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-==== Politics ==== 
-On the surface, the ver Paust territories practice republican values, such as allowing their citizens the ability to vote for representatives that have some sway in decision-making on both the local and regional levels. In practice, however, many find the leadership to have few differences from elsewhere in the country. In order to enter the running for office, an individual typically needs to be wealthy, and so many of these roles are filled by members of the nobility. Representatives from outside the ruling class tend to receive such significant bribes after election that they typically find their opinions change quickly. 
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-However, wielding power in these territories is not all positive. Struggles within the nobility of the ver Paust region are legendary, as each member is always looking at an opportunity for advancement. Much of this occurs though clever deals and power plays, but it's also extremely common for someone's rival to find themselves kidnapped or murdered. 
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-===== Major Cities ===== 
-The cities of the ver Paust territories are generally wealthier and more vibrant than others in Solaria, as a blending of cultures and peoples flourishes through trade. 
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-==== Arkaydia ==== 
-Named after the Capitalist, Arkaydia is the wealthiest city in Solaria and where the most powerful of his descendants rule. Goods and coin flow in immeasurable quantities each day, and even the less wealthy members of the city find that their quality of life is better than most in Solaria. However, it is here where the political infighting the ver Pausts cultivate is at its worst. Criminal enterprises flourish here, as wealthy patrons hire experts to disrupt the operations of their rivals, before those same rivals hire them to return the favor. 
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-==== Gardèle ==== 
-Acting as the gateway to the Arkaydian Peninsula, the fortified city of Gardèle sits where it connects to the mainland, acting as a bastion and checkpoint. Far away from the coastal ports that allow for flourishing cities, Gardèle is noticeably poorer than the other cities in the region, and leaves little in the way of diverse local entertainment. Exile to this city is a popular punishment amongst the nobility of the region, as those used to the excitement found farther south would find little to stimulate them here. As a result, the elites in this city tend to be far more disgruntled, and frequently take their frustrations out on the commoners. 
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-==== Ville d'Argent ==== 
-The largest island under the control of the ver Paust family sits south of the ver Fairdawn territories, and holds dockyard of Ville d'Argent. This city is utterly devoted to supporting the expansive navy of the ver Paust family, both its commercial and military arms. Expansive ships are always under construction here, with plenty of safe harbor for existing ships to set anchor. However, much of the settlement is penal in nature, with many of the workers being individuals convicted of crimes real or fabricated. 
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-<WRAP center box 80%> 
-===== Paust Characters ===== 
-**Born of Privilege.** Characters from the Arkaydian lands can very easily be divided into those with wealth and those who serve them, which is likely to color such a person's outlook. An individual may resent the arrogant elite that they were forced to support, or aspire to be one. Perhaps the child of a noble has become spoiled from their upbringing, or wishes to live more like a commoner after seeing the outside world. 
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-**Anything Goes.** When it comes to self-advancement in the ver Paust territories, nothing is off limits. Someone hailing from this region might be horrified with the nobility after some of the stories they've heard. Or, perhaps, they've been taking notes. 
-</WRAP> 
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-====== ver Honione Territories ====== 
-<WRAP right box third centeralign> 
-{{ :ver_honione.png?direct&250 |}} 
-//The Flag of the ver Honione Family// 
-</WRAP> 
-The most recent addition to the major noble families of Solaria, the ver Honione dynasty was formerly a bloodline that fell under the sway of the ver Fairdawn family. However, with significiant guidance and funding from the ver Pausts, this family eventually formed its own sphere of influence and took a significant amount of territory with it. Now, they act as the military arm of the Republican forces of the civil war at the same time they indulge in the best that money can buy. 
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-===== Glamorous Separatists ===== 
-The lifestyle of the ver Honione family and its allies changed quickly with the influence of the ver Pausts, going from a society that prioritized military efficiency to one trying to forge its own identity with more money than it could spend. As a result, the recreation-starved nobility of the ver Honione territories quickly spiraled into overindulgence in everything they do. No parties are more grand than the ones hosted by them, and no expense is too much for the finest in life. 
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-Unsurprisingly, this has lead to much of the ruling class finding themselves deeply in debt to their allies in the ver Paust territories in order to maintain their lavish lifestyles, and this debt is to be paid with military service for now. The ver Honione family now leverage the military experience granted to them by years with the ver Fairdawn family in order to fight against their former masters. 
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-==== Culture and Demographics ==== 
-The ver Honione territories are populated primarily by Wood Elves and Humans, though with each passing year the other races of the world begin to claim larger and larger percentages of the population as the spendthrifts that rule here attract anyone looking for easy money. Those that live in the region find it a unique experience compared to the rest of Solaria, in ways both pleasing and concerning. 
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-The extravagance of the nobility does not end at their palaces. The towns and villages of the region must also be the best that money can buy, and fortunes have been spent improving them. What improvement means, however, varies considerably by the noble arranging it. Some locations are fiercely loyal to nobles who spared no expense on amenities for the commoners. Others, however, only care about what they can see from their palace. In these locations, commoners are often furious at the fortunes spent to "beautify" their villages with no regard paid to what actually benefits them. 
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-==== Politics ==== 
-The ver Honione family is perhaps the most harmonious in Solaria, as most members of the family are too self-involved to worry about what their siblings or cousins are doing. There is little motivation to advance, as with lifestyles that are already extravagant, there's little motivation to seek more power. What conflicts do arise are typically over money and honor. 
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-Honor is important within the military of the ver Honione family, as its traditions diverged from the pragmatic ver Fairdawn model to one that brings their extravagance to the battlefield. Battles are expected to be glorious and noteworthy, with the commander expected to be beyond reproach. This can also be complicated by funding, as commanders often receive compensation from the ver Paust family for successes, with that payday being split if multiple people are responsible. This leads to commanders that often avoid cooperation with their allies, in favor of singular victories. 
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-===== Major Cities ===== 
-The cities of the ver Honione territories are some of the most vibrant in the world, with unique architecture and features deliberately included to make them stand out from all others. 
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-==== Vignoble ==== 
-The isolated city of Vignoble sits on the western coast of Eau de Bois, and is where the ver Honione family governs its lands. Much of the surrounding territory has been reshaped into resorts of all kinds, though some have fallen into disrepair as their patrons find their wallets empty. The city itself is filled with services of all kinds, as even those outside the nobility can be easily caught in the spectacle of the city. Likewise, there are plenty of one-of-a-kind purchases that can be made, both legitimate and fraudulent. 
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-==== Ville Troilles ==== 
-In the south of the region sits Ville Troilles, where most military operations of the family are organized. During periods of downtime, of which their are many, the city is typically abuzz with tournaments and games where no expense is spared. Exotic creatures are brought to be slain by nobles, jousting is common, and entire arenas can be flooded for mock navel combat. 
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-<WRAP center box 80%> 
-===== Honione Characters ===== 
-The ver Honione territories are unique in Solaria, as any whim a noble has that they can afford can quickly become reality. Of course, this excess has a significant effect on the citizens. 
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-**Party Hard.** To live in the ver Honione territories is to be surrounded with extremes in all forms. Some embrace this lifestyle, and live like nobles whether they have the money or not, while others are disgusted by the waste and depravity. 
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-**Honorable Combat.** Those who fight in the ver Honione territories are expected to fight honorably, even if it's less effective. Characters that made a name for themselves in honorable combat may still hold these values, while others may refuse to handicap themselves in that way. 
-</WRAP> 
  • the_solarian_empire.1673827411.txt.gz
  • Last modified: 2023/01/15 19:03
  • by shto