Izir Confederacy

"Trade and commerce is what separates us from the animals! The ability to negotiate, assign value, and create mutually profitable agreements! Why should there be a limit on what we can trade? Weapons, drugs, human lives... all are merely resources at our disposal to accelerate progress!" - High Priest Omar An-Mansur
The Izir Confederacy (known in Izirian as Sharik-Izir) is the greatest power in the region of Izir, a vast nation of trade and commerce, formed from a coalition of sultanates, city-states, cartels, and other influential factions. It is the wealthiest nation in the world, but also disparaged by many other nations for its prolific use of slavery.
By landmass, the Izir Confederacy is the largest nation in the world, controlling the entire central region of the Izir desert. Its territory roughly stretches from the dead wastes of Ocathia in the south-east, to the Bloodwater river in the north-west. The majority of this land is empty desert, but there are highly populated regions on the banks of the few rivers which run through the desert.
The capital of the Izir Confederacy is supposedly Asagwar, but the most influential cities in the nation are Irikkad, Azakkad, and Alatheen.
The Izir Confederacy borders the native nations of Dalanaan and Neo-Izero in the north, and the conquering colonists of the Erdannian Empire and the Kingdom of Whytehold to the west.
The Confederacy is a highly decentralized capitalist oligarchy, with a ceremonial head of state known as a "Grand Sultan". They are highly religious, and most of the constituent nations are devoted the Light God Alshah.
The people of the confederacy are of mostly Alburunz, Baeid, or Maranni ethnicity.
== History ==
Sharik-Izir is a relatively young nation, having only been founded in 20.60. It was created in response to the growing threat of the Tyrran-Izero Resurgence Union, which many Izirians believed would seek to conquer all of Izir.
An Izirian unification was a popular idea among civilians and leaders alike, however the main obstacle was deciding who would lead it. To settle this in 20.60, the High Priest crowned the Sultan of Tukamad, Asagwara Al-Kura, as "Grand Sultan", a title equivalent to Emperor, in an act of open defiance against the Emperor of Neo-Izero. The cities of Irikkad and Azakkad swore fealty to the Grand Sultan, as did many other smaller cities and factions, on the condition that they would remain relatively autonomous. With the power of these three cities, very little could stand against Asagwara as he begun the Wars of Confederation.
Grand Sultan Asagwara began his reign with the destruction of many of the legitimate royal dynasties in Izir which might try to contest his title. He renamed his capital to Asagwar, and made plans to conquer Alatheen; the last Alburunz city to defy the Confederacy. Alatheen was eventually conquered by Rashad Al-Shakar, one of the Grand Sultan's most capable warlords.
In 20.75, shortly after the conquest of Alatheen, a group of influential individuals who feared for their lives under the tyranny of the Grand Sultan, (including the King of Irikkad, the priests of Azakkad, Sultan Rashad, several powerful Shiekhs and Emirs, and the very same High Priest who had crowned the Grand Sultan), plotted to remove Asagwara from the throne. Their coup succeeded, Asagwara was killed, and the group then gave the Grand Sultanate to his much less intimidating son Kamal. Following this, they coerced him into reforming the confederacy, to remove absolute power from the Grand Sultan, and divide more power among his vassals.
== Constituent Nations ==
The Izir Confederacy is formed of many distinct nations, each of which has almost complete autonomy. They can declare war on each other, determine their own taxes, and to an extent make up their own laws. The only things unifying them is nominal fealty to the Grand Sultan and the High Priest of Alshah, and mutual allegiance against any external power.
=== The Grand Sultanate of Asagwar ===
The ceremonial Grand Sultan directly controls the fertile lands around the Oases of Asagwar. The Muqaddas, the seat of the High Priest, is also here.
=== The Kingdom of Irikkad ===
One of the most powerful constituent nations of the Izir Confederacy, and undoubtedly the richest. The Kingdom of Irikkad controls the south-west coast of the nation, and the Zulfi-Kad desert. The Irikkad royalty was one of the few dynasties to survive the purges of kings by Grand Sultan Asagwar. Irikkad also has a prominent cultural place in the Confederacy, being the birthplace of the Order of Alshah.
=== The Holy Kingdom of Azak ===
Azakkad is renowned as a sinister city, filled with an oppressed populace devoted to their masked God-King Arabathilad. The city is considered powerful and dangerous by its neighbours, and as such maintains an incredible level of autonomy. The kingdom possesses powerful Light magic, but does not recognise Alshah, causing many internal diplomatic disagreements.
=== The Sultanate of Alatheen ===
Having been conquered and subdued, Alatheen is now a major city in the Izir Confederacy, ruled with an iron fist by the Sultan Rashad. Alatheen was once the primary trade city in Izir, but the power struggle surrounding it has caused it to lose much of its former wealth and glory. Alatheen is known for its expansive necropolis, and for sitting at the top of the Valley of Monuments.
=== The Ifreeti Emirate ===
The Ifreeti Emirate controls the cities of the River Ifrit, from Qabbalah to Qaathan. After unearthing the secrets of ancient cities in this region, they have strong magical knowledge, and are host to the central academy of Viziers in Qabbalah.
=== The Durrabbalad Beyarate ===
The tribes of the Anzu Mountains are comprised of hardy warriors and hunters, who make for excellent mercenaries. The Durrabbalad Beyarate is a union of these tribes, lead by a single Beyar, or high chief. This nation provides many mercenaries to the rest of the confederacy. Many of these tribes worship Khallidah above Alshah.
=== The Tubaan Beyarate ===
The nomadic people of the Tubaan plains share much in common with both their neighbours, the Durabbalad Beyarate, and the Holy Kingdom of Azak. They are a loose collection of tribes devoted to the Light, in a strictly regimented and disciplined manner. Like the people of Azak, they often cover their faces. The Tubaan people are dedicated to defending Izir from the horrors of the Ruined Lands, and as such have established many totems and shrines across the southern border of the Confederacy.
=== Albahar Emirate ===
Albahar is a small nation on the West coast of Izir, that nonetheless is wealthy due to being one of the main naval forces of the Confederacy. It is the ancestral home of the Maranni people, and the centre of the West Seas Trade Cartel. It is also known for often being plagued with piracy, and is often at odds with its neighbours in Yasad.
=== Yasad ===
Yasad is a small nation which claims ownership over the Bloodwater Delta. It is the origin of the Yasadam people. Yasad is known for being mysterious, and home to practitioners of forbidden magic.
=== Ashlands of Nasramad ===
The lands known as Nasramad are encroaching into the Scorched lands of Zakoba, the desert permanently afflicted with ash and fire from Mount Zalthikar. Hidden below this ash and smoke is often valuable minerals, and the igneous rock spewed from the volcanoes are often valuable, leading to a decent sized nomadic population establishing a culture among this inhospitable environment. The Golden Dune Cartel lead a war effort many decades ago to conquer this land, and enslave its people, though they were mostly interested in the mineral deposits. 
=== The Burunzi States ===
The Burunzi States are a series of small Sultanates, Emirates, Sheikdoms and Enclaves clustered around the hills and mountains where the Dreamwater meets the Bloodwater. Though small in territory, these nations tend to have abundant natural resources. Additionally, many of these nations have banded together under the "Dreamwater Cartel", making them a competitive force in Izirian politics and guaranteeing their continued independence, utilising domination over the narcotics trade. The Burunzi states also have a lot of cultural influence, being the origin of the Izirian tradition of Masshad. 
==== Rabylos ====
==== Raqmur ====
==== Naswa Enclave ====
The home of the Blackfire Company, purchased by the disgraced Vizier Imam Al-Naswa, in order for his mercenary company to recieve special Enclave status.
==== Usiqaa Enclave ====
The Usiqaa Enclave is a series of towns on the Eastern foothills of the Burunzi mountains, most well known for being the origin and main base of the Eversong mercenary company. The herbalists of this region discovered a plant which, when imbibed, increases a person's capacity for empathy, to an almost supernatural degree. They distilled this, using secret techniques, into a concoction which they distributed to their warriors, and used specific musical melodies to attune these warriors to the same rhythm, to create an army which fights truly in unison. The Crimson Monastery took note of this, and began working close with the enclave.
== Cartels ==
One of the most unstable aspects of Izirian politics is one which is also deeply ingrained into their culture. A Cartel is a group of autonomous landowners and traders who collude with each other in order to dominate the market and the politics of Izir. Cartels are usually formed from members within in the same sphere of business, and thus are an alliance of rivals. Power shifts often occur within Cartels, as rival Sultans and such will scheme against each other for control over the organisation. However, the Cartel itself is a stable entity which continues to serve its purpose as a part of the nation, and so the upper government of the Confederacy does not care enough to enforce regulations or deterrents to prevent in-fighting.
Though their membership usually consists of multiple landowners, a Cartel is not necessarily defined by its territory. A Cartel's influence may reach traders, caravans, and businesses all across Izir. Some Cartels will own small amounts of land across multiple constituent nations, others may have complete economic dominance over a nation, but do not outwardly admit this, and rule through puppet sultans.
Many cartels engage in business outside of the Confederacy, and some even have international members, such as those Cartels who deal with their allies in Calamar or Dalanaan.
=== The Golden Dunes Cartel ===
The Golden Dunes are a group of the most wealthy mineral-traders and mine-owners in the Izirian desert. The Golden Dunes Cartel has a tendency to aggressively pursue its prospects, forcefully buying out or subsuming locations where mineral ore veins are discovered. To give its claims added legitimacy, it will often install puppet governments over areas it wishes to control. The Golden Dunes bought out the Bronze Road Cartel recently, granting them easy access to the northern trade routes with Dalanaan, and granting them the responsibility of facilitating the war effort against Neo-Izero.
=== The West Seas Trade Cartel ===
The West Coast Trade Cartel control trade routes between the Izir Confederacy and the Calamaran Empire, and beyond. They sell resources exclusive to Izir to Calamarans for a profit, and vice versa. They are one of the major contributors to the international slave trade. They are based in Albahar and Yasad, but own some land and buildings in Irikkad. These three cultural groups are often vying against each other for control of the Cartel.
=== The Dreamwater Cartel ===
The Dreamwater Cartel controls trade up the Dreamwater river, known in Izirian as the Yanamanahr. Since they control one of the major travel and trade routes across the confederacy, they are incredibly wealthy. They are also one of the major producers of Izirian Deeproot, the drug for which the Dreamwater is named.
=== The Kalandibar Trade Cartel ===
The Kalandibar Trade Cartel is a cartel which monopolises the trade routes between the northern Bay of Kalandibar and the rest of the Confederacy. The cartel has essentially vassalised the people of Kalandibar, and exploits them for the rich resources of the northern seas. They control many ports on the north-east coast
=== The Four Blades Cartel ===
A Cartel formed from independent mercenary organisations, founded to oppose the rising power of nationally-funded mercenary groups. The Four Blades comprises many famous Mercenary companies, such as the Sunriders, the Blackfire Company, the Eversong Company, and the Ureshi Marauders.
== Politics ==
In the Izir Confederacy, power belongs to those who seize it. There are no formal succession rules, the only vaguely consistent system is that rulers will often designate their own heir, which is sometimes a family member but not always. More often, a wealthy merchant or powerful commander will force their way into power.
In Izir, Wealth is the most important aspect of power. Those who control the wealth, control the slaves, and can buy out more mercenaries than their opponents. This leads to a cutthroat and complex political world, with landowners fighting bloody wars over resources, and performing ruthless business tactics.
=== Hierarchy ===
At the top of the Confederacy's Hierarchy is the Grand Sultan. However, depending on who is Grand Sultan at the time, the power of this title varies from ceremonial puppet, to authoritarian dictator.
==== Landowners ====
Below the Grand Sultan are the Sultans, Kings, and Trade Princes, who control the constituent nations of the Confederacy. Power is not distributed equally among these rulers, and some are considerably more powerful than others.
Below these are Emirs, who are usually direct vassals and advisors to the Sultans and Kings, but in some cases may have autonomous rule over a small nation in the confederacy.
Below these are Shiekhs, who are usually minor landowners, but can be very wealthy if they control a valuable resource.
==== Landowners (Baeid Titles) ====
The Baeid people of the eastern regions of Izir tend to use a different system of titles. Due to their militaristic society, Baeid titles correspond to both heirarchal status and military status.
The highest title among these folk is the Beybeyar, literally meaning "Chief of chiefs". This title is usually held by the ruler of Durrabbalad, currently Halsima of the Four Blades. They are subservient only to the Grand Sultan.
Below this are multiple chiefs with the titles of Beyar, who controls a Baeid tribal group.
Below each Beyar are multiple enforcers of their will, with the title Shubeyar, which means "Speaker of the Chief".
==== Mercenary Enclaves ====
Mercenary Enclaves are semi-autonomous nations, which are part of the Confederacy but do not follow the usual hierarchical structure. They are small, usually a single city-state or collection of towns, but are locations which are important bases for the major Mercenary companies of Izir. These mercenaries are given political authority over the Enclave territory, and therefore the political power and relevance of the Enclaves are entirely military. The Enclaves also have special privileges; their autonomy is guaranteed by the Grand Sultan, for as long as they serve their purpose.
==== Mercenary Titles ====
Since they are such an important aspect of the Izirian military, Mercenary companies have structured hierarchies and can be given titles by the Confederacy.
The highest military title among Mercenaries, and therefore in the Confederacy generally, is the Serasker. This is granted to the leader of a mercenary company, if the company holds any land.
The most common title used among mercenaries is Azhar, which denotes the captain of a large mercenary group. They may serve under a Serasker, or they may be the head of a smaller company.
Finally, an Azab is a title given to an elite soldier, who commands a squad of mercenaries. Usually, multiple Azabs serve under an Azhar.
==== Viziers and other Administrators ====
A powerful title in the Izir Confederacy is the position of "Vizier". A Vizier is typically a highly educated person who serves as an advisor to a ruler and minister of the state, but usually does not have any land of their own. However, there have been a few cases where a Vizier has come to rule, often through manipulating the ruler they are supposed to advise.
In cases where multiple Viziers serve a ruler, their power will be split into Legislative, Executive, and Judiciary branches. If there is only one Vizier, however, they will possess all these powers of state.
Many Viziers are part of the nationwide "Maj-Vizier", a society of Viziers who meet up and discuss matters of politics, science, economics, philosophy, and magic. 
There is an academy in Qabbalah, known as the most prestigious school in Izir, where many Viziers are trained. 
The Grand Sultan's own personal Vizier is called the Grand Vizier. 
A minister who has not been granted the title of Vizier, but is equivalent in status, is called a Pashar. Frequently Pashars have a different area of expertise than Viziers, specialising more in the administration of trade and commerce. A nation will usually have more Pashars than Viziers, due to the inherent exclusivity of the latter, and Pashars will often serve as administrators of trade cartels. 
==== The Order of Alshah ====
The Order of Alshah is the Priesthood in Izir, and controls a great deal of power. The Priesthood controls most of the laws of the Confederacy, and provides a unified religious group to connect all members of the Confederacy. All powerful rulers within the Confederacy pay tribute to the Order of Alshah, and make sure to stay on their good side, since the consequences of displeasing the order are disastrous.
The Order is lead by a High Priest, who resides at the Mukhaddas and sits upon the council of the Grand Sultan.
==== Other Titles ====
Tollah - a title held by leaders of the Crimson Monastery
Satrap - a title of Maranni origin, used mostly in the Kingdom of Irikkad, for regional freeholders. The title has also been adopted by the ruler of Qodorro, though that is outside of the Confederacy.
Sharban - a minor title used only in the Kingdom of Irikkad, for lesser freeholders.
=== Alshah's Great Council ===
Alshah's Great Council is the council of advisors to the Grand Sultan. In many ways, the council has more authority and power than the Grand Sultan himself. The Great Council meets in Asagwar.
Positions on the council are not fixed, and can be adjusted if the council wishes. However, there are four permanent positions, which are as follows:
The Grand Sultan - Currently Kamal Al-Kura. Ceremonial head of the Izir Confederacy. Though the Grand Sultan has the power to make declarations and decisions which affect the entire confederacy, all such decisions must be authorised by the Council.
The High Priest - Currently Omar An-Mansur. The representative and ruler of the Order of the Light in Izir. Additionally, the High Priest is the high justice of the nation, determining crimes and punishments in the name of the gods.
The Grand Vizier - Currently Azhilad An-Saan. He is supposedly the representative of all scientific knowledge within the confederacy, and rules all other viziers.
The High Serasker - Currently Halsima of the Four Blades. The reprentative of mercenary companies, and authority on matters of warfare. Halsima is also supposedly an ascended of light, and the Serasker of the Sunrider Mercenaries.
The following are non-permanent positions, and can be removed if the main four wish them to be.
King of Irikkad - Currently Taimur I. The King got his way into the Holy Council by being the richest man alive.
The Master Priest of Azakkad - such an influential figure, both politically and religiously, had to be put onto the council, despite their disagreements with other members.
Emissary of the Daughters - Currently Ayanda An-Safi. The representative of the Daughters of the Desert, usually a direct relative of the Great Mother of Dalanaan.