Farisian Republic

Population: 76% Westerasi Human (Farisian), 11% Westerasi Human (Yoroi), 6% Westerasi Human (Other), 4% Halfling, 3% Other.
Capital: Faris, the Striving City.
Government: Maritime Republic.
====Culture====
The Farisian people are defined by their ambition. Every citizen of the city-state, from the highest patrician to the lowliest peon, always hungers for more. Society in the city of Faris revolves around the acquisition of wealth and prestige, with little interest in matters of faith or philosophy. Yet at the same time, there is a certain respect for law and order in the city. Everyone must play the game according to the rules, and if anyone is foolish enough to get caught breaking them, they are subjected to draconian punishment. The brave and the stupid don't last very long in the city of Faris.
However, there is more to the Farisian Republic than the city that it is named after. The metropolis is surrounded by a great deal of satellite settlements that exist for the sole purpose supplying Faris with the resources that it requires to function. These days, that mostly involves food. In these sleepy rural communities, life isn't anywhere near as cut-throat and the citizenry are happy to get on with their lives without worrying about matters of wealth of prestige. The only cause of any discontent is the growing influx of Yoroi veterans, who have been granted citizenship for their long service as mercenaries.
====Religion====
Faith isn't an important part of Farisian life. In fact, over the course of the past three centuries, it hasn't established a chapel of its own. The primary religion of the city-state is the Araxian Chapel of Gloria-Etalia, but there is no discrimination between religious sects in Faris. Every chapel of the Church of Divine Duality is welcome in the Striving City, though there's little respect for anyone who devotes too much of their time and energy to religion.
====Organization====
The class of patrician is an important aspect of life in the Farisian Republic. It is a title that is awarded by the Minor Assembly to citizens who have 'served the city of Faris with grace and dignity.' More often than not, this involves contributing a great deal of wealth to the republic's coffers. The title is hereditary, and is granted to the eldest male descendant of the patrician upon his demise. Patricians enjoy significant tax relief, though this typically doesn't outweigh the original cost of acquiring the title.
In addition to that privilege, patricians enjoy membership of the Great Assembly, the legislative body of the republic which handles day-to-day legislation. It is also responsible for the electing thirteen patricians from their own ranks who form the Minor Assembly, which oversees the Great Assembly and possesses the power of veto. In turn, they are led by the Chancellor of Faris, who is elected for life from the ranks of the Minor Assembly by the Great Assembly. Both the Minor Assembly and the Chancellor are elected for life.
The position of Chancellor comes with a number of powers. To list a couple, he has the authority to revoke the title of patrician, provided that the subject of revocation is not a member of the Minor Assembly. He also has the authority to declare war or sue for peace. However, the Minor Assembly's power of veto applies not only to the Great Assembly, but to the Chancellor as well. Every power that he seeks to enact must go through the council of thirteen before it can become a reality.
The current Chancellor of Faris is Vitale Orvaro, and his reign has been somewhat troubled. Though he was successfully able to sue for a white peace with the Euraxian Republic, defeat was only narrowly avoided through the mass employment of Yoroi mercenaries, many of whom were paid with the promise of Farisian citizenship.
====Origin====
The fall of the Verani Empire was a time of great opportunity. On the Northern coast of the Westrasi Sea, the Saramese built a great kingdom on top of the ruins left behind by the old regime. On the Western coast, the legendary adventurer Euron Pean razed a helpless Verani colony and founded the nation of Euraxia on its ashes. The Araxian Kingdom took advantage of the power vacuum as well, and seized a great swathe of woodland that had once belonged to the fallen empire. On the coast of their new territory, the Araxians built the city of Faris.
Taking advantage of their position and the great forests of the province, the people of Faris set about constructing a fleet of boats for the purpose of trade, plying the Westrasi Sea. With every century, the wealth, fleet and population of the merchant city continued to grow. By the end of the Era of Expansion, the Farisians were an unstoppable force. They had a hand in the majority of trade in the Westrasi Sea and they had brought great prosperity to the Araxian Kingdom, yet the people of Faris were hungry for far more.
In the midst of its golden age, the Araxians had grown complacent. They didn't expect the Farisians to demand independence, backed up by a horde of mercenaries from a dozen different nations. At that time, the armies of Arax were stationed on its South and Western borders, in an effort to ward off Yoroi and Sarcian savages. This meant that the mercenary legions of Faris were able to lay waste to the Araxian countryside without consequence. By the time that Arax would be able to muster its forces, there would be nothing left to fight for except for scorched earth.
So with a heavy heart, the Araxian king granted Faris its independence. The city-state has existed as a sovereign state for over three hundred years since that fateful day, free to decide its own fate. But one must always remember, in the Farisian tongue, there is no word for the concept of “enough.”
====Diplomacy====
There isn't a single nation that thinks of Faris as an ally or even a friend, yet every ruler accepts that you can't do business in the Westrasi Sea without working with the Farisians.
After a recent war, tensions between the Farisian Republic and the Euraxian Kingdom are gradually fading, and trade between the two nations has resumed Hopefully, the promise of mutual prosperity will be enough to prevent the conflict from reigniting.
Even though the Farisians claimed independence over three centuries ago, there is still some bitterness towards them in the Araxian Kingdom. Recently, tensions have begun to rise over the employment of Yoroi mercenaries in the armies of Faris.
Though many of the Yoroi Tribes eagerly join the armies of Faris and provide the Striving City with much-needed lumber, others are wary about this exploitation. They fear that they are witnessing a return to vassalage, just under the Farisians rather than the Vashians.
Speaking of the Vashians, they have grown increasingly frustrated with the Farisians contesting their dominion over the Yoroi Tribelands. As a result, the two republics are locked in a trade war that only seems to be growing more vicious by the year.
====Geography====
Long ago, most of the land surrounding the city of Faris was covered in dense, impenetrable forest. Centuries of heavy deforestation to provide lumber to Farisian shipyards has changed that. These days, Farisian territory is best described as warm, humid farmland, even in the less arable regions. As for the coastline, it's mostly steep and rocky cliffs, inhospitable to all but the emerald wyverns that consider them their natural habitat. The only exception to this rule is the site where Faris was founded, a sandy cove has been converted into a hectic port. A few small rivers flow down this inlet into the sea, though they are known to swell and flood the city during periods of heavy rain.
====Economy====
If the Farisian Republic is known for anything, it's its ships. Expertly crafted galleys are churned out by its shipyards at an alarming pace, which has led to a rumour that there are almost as many ships in Faris as there are men. In the past, the construction of seaworthy vessels was accomplished with Farisian lumber, harvested from the impenetrable forests that used to cover the countryside. These days however, most of the lumber used for shipbuilding has to be imported, typically from the Yoroi Tribelands.
The patriciate of Faris uses these vessels for the purpose of trade, faccilitating the exchange of goods all across the Westrasi sea with cut-throat efficiency. There's no one that's as eager to strike a bargain as a Farisian, nor is there anyone who drives a harder bargain. Driven by the unending desire for more, these patricians are responsible for the inconceivable growth of the Farisian. Every coin that these traders earn is funnelled straight back into their business, leaving them teetering on the brink between even greater prosperity and bankruptcy. They quite literally cannot afford to fail.
However, no economy can run entirely off of trafficking. Anyone with a boat who can't afford the big business of trading resorts to fishing instead, trawling for mullets and hake and mussels and clams. Truly enterprising Farisians dive into the warm waters of the Westrasi Sea in search of pearls or valuable salvage, scraping the seabed in search of anything of value. There are even rumours of Farisian “privateers,” who make a fortune for themselves by intercepting foreign traders and robbing them for all they're worth.
It is often claimed that the economic practises of Faris aren't sustainable, that a crash is inevitable and their foolhardy lust for ever greater wealth will end in their downfall. Whenever a Farisian hears these remarks, their only response is a wry grin.
==== Player Character Notes ====
Although mercenaries and other profit motivated individuals are found throughout the Westrasi Sea region, no other area is as famous for placing importance on profit as the Farisians.
Category:Westerasi
Category:Geopolitics