Kingdom of Copper

The Kingdom of Copper was formerly a Greater Elanxan colony like the Kingdom of Silver and the Kingdom of Gold before the fall of Greater Elanxa. It is allied with the other Zemylander nations, and poorer than the Kingdoms of silver and gold, but still richer than average. They are led by an attractive queen distantly related to the Kingdoms of silver and gold. Copper mining and logging are both crucial parts of the kingdom's economy, as the majority of the land is pine forest. 
== History ==
Like the other Zemylander nations, the Kingdom of Copper (more commonly known as just “Copper”) was founded by Greater Elanxa, and following the collapse of Greater Elanxa, became an independent kingdom. Like the Kingdoms of Gold and Silver, it takes its name from an old poem.
Like Platinum, the predecessors of Copper often found themselves fighting against Hyperborean clans as they expanded their territory, but unlike Platinum, there was no highly coordinated assimilation policy, instead Hyperboreans were mostly driven out or allowed to become vassals. As a result, many small pockets of Hyperborean culture remain, and many human inhabitants have both Zemylander and Hyperborean ancestry, not to mention ancestors from the Woodcutter Cities and the Orange Masquisates regions.
The Kingdom of Copper was never as rich in natural resources as many of the other Zemylander nations, and as a result, became a rather weak nation generally dominated by merchant clans and nobles from the Platinum Princedom.
== Government ==
Copper’s queen is the ever cynical and shameless Meda Mednogolova. She is accomplished in alchemy and illusion magic, and also has a strong grasp on realpolitik and spy craft, but is nonetheless seen as one of the weakest Zemylander leaders as Copper has long lacked a strong government. In recent decades (she is much older than she looks), she has adopted the persona of the idle puppet ruler to avoid time wasting ceremonies and negotiations, but behind the scenes still has lots of influence with the main power brokers in her nation, and she also remains popular with her people.
The bureaucrats and regional governors tend to be ineffective and sometimes corrupt, and the kingdom has surprisingly few hereditary nobles. Instead power rests with a mix of clan leaders, wealthy merchants (almost all from Platinum), and key religious figures (who also often have ties to Platinum).
== Economy ==
Copper isn’t nearly as rich in mineral wealth as Gold, Silver, or Platinum, but there is still enough going on here that the kingdom is more prosperous than many others on the continent.
True to its name, there are large copper mines in the Kingdom of Copper, as well as smaller ones of silver, gold, and gemstones.
Timber and furs are also major exports.
Most folk make a living farming or fishing for much of their live, but often work in the lumber trade during the winters, and working in mines whenever one opens nearby. The land isn’t great for farming, but farmers generally grow enough to feed themselves with a small surplus to sell.
== Foreign Relations ==
=== Princedom of the Platinum Strait ===
This nation has a lot of influence in Copper, and at times has treated it like a vassal state. Merchants and investors from Platinum have a lot of influence in Copper, and many priests and druids of the Zemylander Pantheon in Copper are subordinate to senior figures in Platinum.
=== Kingdoms of Gold, Crimson, Silver, and Rust ===
Copper generally considers these nations to be its cousins, though it doesn’t have much contact with Rust or Gold. Merchants and investors from Silver are not uncommon, but not nearly as dominant as though of Platinum. Sailors from Silver are also a common sight in the harbor towns. Ties are closer with the neighboring kingdom of Crimson, who like Copper is generally seen as backwater and of mixed heritage.
=== Ashen Shore and Shelkividur ===
Copper occasionally tries to lay claim to segments of these regions, but rarely tries for long as they are monster infested wastes inhabited by only a few Hyperboreans.
=== Hyperboreans ===
Many Zemylanders in the Kingdom of Copper have some Hyperborean heritage, and some are proudly unassimilated Hyperboreans. Things will get interesting should a major uprising of Hyperboreans occur in other lands, though most in Copper would stay neutral or side with the Zemylanders.
=== Zapalovah, Orange Marquisates, Woodcutter Cities ===
Main trading partners of Copper, though much of the trade is dominated by Platinum merchant companies and Silver ships.
=== Aine Saevherne ===
Like most Zemylanders, the inhabitants of the Kingdom of Copper dislike the snow elves, but rarely interact with them.
=== Skull Rock ===
This nearly barren island that looks vaguely like a skull has been claimed by various nations over the years, though none have seen it as being worth fighting over. Fishermen from Copper sometimes land there looking for a certain flower used in marriage rituals.
== Geography ==
Most of the kingdom is covered in dense pine forest, some of which contain trees which are truly massive. Although generally seen as flat, it also has many rocky hills and a few isolated mountains. Despite the cold climate, the deepest pine forests never really seem to get hit hard by winter.
Some land has been cleared for agriculture, but low population growth, emigration, and a surplus of wood sources elsewhere in the region means many parts of the kingdom are pristine forest.
Buildings tend to be built mostly from wood and sometimes stone. Buildings often incorporate carvings and other decorations that are kept simple but are still quite attractive.
=== Additional Geography Notes ===
==== The Crownlands ====
The first region of Copper conquered by the Zemylanders. It consists of territory directly ruled from High Patin rather than a provincial capital. A number of mines and lumber mills are still active in the region, though none are particularly profitable. However, the Crownlands are still relatively wealthy thanks to generational wealth as well as proximity to High Patin. The area upland of High Patin in particular is home to an odd mix of large dachas, abandoned mines, pleasant lakes, and small hamlets catering to the needs of the wealthy.
* High Patin (National Capital) – High Patin was the first major Zemylander mining boom town in what is now the Kingdom of Copper. It is now a small city (though large by regional standards) that is mostly home to artisans, fishermen, bureaucrats, soldiers, clergy, foreign representatives, and assorted hanger-ons. In the wealthier districts, the buildings are well maintained and made from stone, carved wood, and decorative copper. However, the poorer districts are shoddily built from wood planks and prone to fires.
** The Royal Palace is a sprawling, impressive structure that looms over the rest of the city from a steep plateau. Although numerous wings have been added over the centuries, the core buildings and walls are original. The current monarch Meda Mednogolova has converted most of the courtyards into elaborate gardens, and greatly increased the number of rooms considered part of her private quarters.
** The Razvratnik District is named after the Zemylander God of Debauchery since it is the de facto sin district of the city. Located between the harbor district and two wealthy districts, it is home to a mix of taverns, festhalls, brothels, and gambling dens. Many visitors are masked, which helps ensure the district is also a hot spot for crime and intrigue.
** The Hot Springs are located just outside the city and are a popular spot for warming up during the winter. Officially they are available to anyone, but typically when the wealthy visit a particular pool they get their servants to clear out any peasants with bribes and/or threats. 
** Kopebay Lodge – This large lodge is owned by the Krutin Family, one of the few recognized noble families in the kingdom, as well as one of the few native mine owners of note.
** Reuysk Lighthouse – This impressive sized lighthouse is partially plated in copper murals beseeching the mercy of the fickle Ocean God Legoluboy.
** Royal Hunting Grounds – This patch of hilly, old growth forest is protected for use by the royal family and their favored subjects. Queen Meda doesn’t much care for hunting, but sometimes spends time in one of several dachas or lodges here.
* Staazran – This village specializes in quarrying stone for use in High Patin, including dark limestone and soft brown sandstone.
* Timatim Citadel – This large fort serves as the headquarters of the Royal Army as well as its main training ground. It has been a while since the kingdom has been in a large scale war, so these days it is mostly empty except senior officers and trainees. The nearby town of Timatim has a love-hate relationship with the rowdy young trainees that invade its taverns every few days.
* Vysokiye Kurgany – These elaborate barrows host the dead of the Royal Family, their relatives, favored servants, and national heroes. The priesthood of Mirslava guard them fanatically.
* Yegokala – This villages specializes in breeding mooslephants for use as heavy calvary and ceremonial units for the Royal Army.
* Yuryol Mine – This mine specializes in jade, a relatively rare mineral in the kingdom, but one that goes well with copper to make jewelry.
==== Miovolia ====
Generally considered one of the most profitable and well run provinces. It has several large mines, and its rivers support both farmsteads and lumber mills.
* Miovolia (Provincial Capital) – This large coastal town is the safest and most well run in the nation. Representatives of foreign investors and owners can be found here in large numbers, as can clerks and artisans of various mining, shipping, and forging companies. It also has a small but well regarded university.
* Nodomodel Mine – This large copper mine is currently the most profitable in the kingdom. This cluster of shafts, pits, and forges operates at all hours, and a number of rowdy taverns and brothels are located just outside the main lodging camp.
* Ogmarigan – This remote monastery of the priesthood of Aoghm is a major repository of knowledge from mundane to occult. Some believe they have ties to Biblion due to all the carvings and statues of owl-headed women, but this is merely a depiction of Aoghm that was popular at the time.
* Totloche – This ring of monolithic rock pillars around a shallow depression is all that remains of a rare Hyperborean timber barrow. Some priests of Mirslava have built a small monastery nearby to discourage tomb looters and necromancers, believing all dead should be able to rest in peace, even former enemies. 
* Unterthal – This ancient Hyperborean village predates the Zemylander invasions. The nearby stave church is one of the largest of its kind.
* Vesna Woods – A minor rusalka-like Faerie Lord dwells here, along with some rusalka, sirins, lesnici, domovoy, pondlings, and human followers. It is an ethereal place, where everything seems more beautiful, temperature is always pleasant, and where ones troubles seem to melt away.
==== Tenevyye ====
Although nearly all of the Kingdom is covered with pine forest, much of which is pristine and massive, the woods of Tenevyye in particular are wild and often unexplored by humanity.
* Magarkuta (Provincial Capital) – This mid sized town relies mostly on trade with the fey to generate wealth.
* Mohk Forest – This large but sparsely inhabited stretch of woods is home to a minor Faerie Lord known as the Stag King who is affiliated with the “Forest Triumvirate”. Other inhabitants include a few lesnici and sirins.
* Moski – This small trading outpost is where the fey inhabitants of Mohk Forest come to trade amber, alchemy components, scrimshaw bones and antlers, and rare magically formed wooden items for jewelry and foreign fabrics. Moski and Magarkuta make huge profits on these trades, but the Stag King seems to feel it is a fair price to pay for continued peace with the humans. 
* Mrak Woods – These forests have a particularly dark reputation. It is said a hag of much power once ruled here before being slain by the snow elves in ancient times. Many pockets of darkness and corruption still exist here, which seems to act as a beacon for unseelie fey and violent predators. Inhabitants include small tribes of goblins and redcaps, and high concentrations of chorts, werewolves, bukavac, trolls, hags, and wooly spiders.
* Porewit’s Forest – Porewit is shape-changing Faerie Lord who along with his two brothers forms the “Forest Triumvirate”. This trio of Faerie Lords is one of the most powerful remaining in Zemyland, only really rivalled by Auntie Heigi and The Wolf, who live further north in Crimson. Although several types of fey serve the Triumvirate, the most distinct are the lesnici. Believed to have once been wood elves, they, at minimum have become larger, and have grown antlers. However, many have served the Triumvirate for over a millennia and have become powerful and distinct looking beings in their own right.
==== Ashen Shores ====
The Ashen Shore is a 700 kilometer stretch of soft grey beach is considered to be one of the most idyllic places in the world. Never particularly well inhabited, the western portion became Copper’s by default, and were lumped into a province named Ashen Shores. However, most who owned summer retreats along the shore were based in Platinum. The appearance of the hydra led to the abandonment of the coastal mansions and resorts, and the interior inhabitants are an odd mix of Hyperboreans, fey, and fiercely independent rural Zemylander clans. Needless to say, central authority is weak here, but Royal Army patrols and tax collectors still travel as far east as Tikhory on a semi-regular basis.
* Ebenrau – The inhabitants of Hyperborean village don’t care much for Zemylanders, particularly tax collectors, so standoffs and brawls with government officials and Royal Army patrols are not uncommon. However, they don’t much like other Hyperboreans either, even those living nearby.
* Fort Mudolsk – This small Royal Army fort is often seen as the real eastern border of the Kingdom of Copper, though there are a few villages further east that Copper has some degree of control over. It is a dreary posting, usually given to soldiers seen as corrupt or hopelessly inept. Occasionally a few soldiers will be lost to bandits, spiders, or unseelie fey.
* Leshy’s Forest – This forest is home to the minor Faerie Lord named Leshy, who along with his brothers Veles and Porewit are known as the “Forest Triumvirate”. Their followers are few but powerful, including most of the lesnici, some ents, sirins, balachko, vodyanoi, and hags, and a few more unique beings like sentient animals and some allied Faerie Lords like the Stag King.
* Mamki – This large copper mine doubles as a prison since few people want to work in these bug infested hills only a short distance away from the Witch’s Wood.
* Tikhory – The surly, inbred inhabitants of this remote village are often said to be Hyperborean, though in reality, the families are all Zemylander with ancient roots in the region. The village doesn’t have much going for it other than being the easternmost point that Copper claims authority over. Tax collectors sometimes come out here for appearances sake, but they are generally expected to pay more for room and board than they actually collect in taxes. 
* Vranova (Provincial Capital) – This rugged community is provincial capital almost solely by virtue of the fact that it is the only one in the province that can safely be reached by sea. For unknown reasons, although the hydra has sometimes been seen east of Vranova Delta, and occasionally west of it, it has never entered the delta itself. Due to a lack of available stable ground, the town is spread out over several distinct clusters of buildings, including two fishing villages, a small port, a lumber mill, and a decent size stone fort housing the provincial government and main garrison. Many inhabitants are Hyperboreans, “Khenomeri” from Lunatik Nine, refugees fleeing the Avangar Empire, and other undesirables from Copper and Platinum who were arrested on minor charges and dumped here.
* Vranova Delta – This swampy forest is reasonably well inhabited due to abundant fish, as well as the fact that many who were dumped in Vranova are unwilling to travel further inland. Crude shacks, small hamlets, and raft dwelling nomads are common here.
* Witch’s Wood – This patch of wood is home to a powerful hag known as the “Bear Witch” for the rotting bear pelt she wears, plus a few chorts and tamed bukavac. The bukavac are large, horned, six legged creatures resembling both a lizard and a toad. Although generally considered non-sentient, they are highly intelligent, needlessly cruel while hunting, and seem instinctively drawn to the service of unseelie fey.
==== The Ridge ====
This hilly province is for the most part too remote and sparsely populated to be controlled by coastal based authorities. It is home to Hyperboreans, Zemylander hill clans, half-drow, and dwarves, none of whom are particularly loyal to the kingdom. Like many of her predecessors, the current queen is content to leave this region to its own devices.
* Kinboldir – One of a dozen or so small dwarven villages scattered throughout The Ridge. They lead isolated lives for the most part, but sometimes trade with human communities.
* Lyro Aerie – A large cluster of sirin nests built on narrow ledges and caves that open from a large cliff. 
* Vele’s Forest – One of three brother Faerie Lords making up the “Forest Triumvirate”, Vele is probably the most introverted of the three and makes his home far from most of his followers and any potential outside visitors. Like the other members of the Triumvirate, he seeks to protect the oldest and most magical sections of the pine forests of the kingdom from exploitation or careless damage. Luckily for the Triumvirate, lumber is abundant in most neighboring nations, meaning most lumber operations are for local usage and harvesting is far lower than what it could be.
* Vydra (Provincial Capital) – This pleasant valley town is home to a significant half-drow minority, as well as some dwarves. It is located near the long lost underground drow city of Fsamel. After Fsamel was razed by unknown parties ages ago, the surviving drow fled to the surface and mixed in with the Hyperboreans. Although half-drow can be now found scattered throughout the kingdom, Vydra is still where they are most numerous. Vydra’s control over the rest of the province is weak, but it is still generally where The Ridge’s inhabitants turn to for direction, particularly the half-drow.
==== Radmazna ====
Radmazna is a typical province, with a large town as capital, a number of active mines and lumbermills, and a river system that not only serves as the main transportation network, but also supplies water to numerous farmsteads and farming villages.
* Kryvat – This mid sized town is where products coming down the river are switched from barges to ocean vessels. There is also a large fishing fleet. Not far off the coast is a small, barren island where arctic merfolk like to gather. Fishermen and peddlers sometimes visit the island to trade trinkets and food from inland for pearls, shells, and items recovered from shipwrecks or dropped in deep water. Occasionally such deals can be highly profitable, but most of the time junk is traded for junk. Of course, for some, the real reason for such trades is just to view the unclad form of the merfolk up close, something which the merfolk seem to find mildly amusing. 
* Radmazna (Provincial Capital) – This large town appears much older than other provincial capitals due to the fact it was once the capital of the kingdom, and much care has been made to preserve the original buildings and street layout. There are plenty of gorgeous mansions, townhouses, fortifications, and taverns built in the older architectural styles and featuring elaborate carvings in their wood, stone, and metal features. Even structures like warehouses and forges are typically well decorated.
* Up Country – The unofficial but widely used name for a hilly portion of the northeast part of the province that features many lakes. It is home to large numbers of pondlings and vodyanoi. The difference between the two isn’t always obvious, as vodyanoi are really just the offspring of pondlings and other species (usually humans, but sometimes rusalka, chorts, hags, or wood elves). Some resemble their pondling parent, some their non-pondling parent, and some become even more frog-like or fish-like than either parent.
==== Slazyl ====
For whatever reason, political and economic power in this province has never consolidated behind within one town. The provincial capital has moved between several small towns throughout the province’s history. Although no families here have been granted noble rights by the kingdom, some of the wealthiest families rule over clans bound together by marital ties and/or multi-generational employment. 
* Alegan – This mediocre farming town is mostly notable for the disproportionately large manor house located on the outskirts. A left-over from one of the times Alegan was provincial capital, its many rooms were meant to house guests, government clerks, and bodyguards. Nowadays it is half empty despite the fact that several core family units of the ruling clan live here. 
* Dolym Wet Woods – The large pines of this forest are well adapted to the frequent flooding that occurs in this low lying, poorly drained area. Only during the hottest of summers will this forest be mostly dry except for a few lakes, and frequently large areas will be under at least a foot of water, sometimes for weeks. Humans mostly come here to hunt beaver and other fur bearing mammals. There are also a few pondlings and vodyanoi.
* Nakhorbent – This fishing town has a questionable reputation due to its unusually surly townsfolk and the fact that it seems to naturally attract sea monsters like the Northern Groper.
* Nisleni (Provincial Capital) – Meda made this town capital about two decades ago, but no one is sure why. It is the most dreary and unpleasant of Slazyl’s five towns, particularly as it is located on the edge of the Dolym Wet Woods. The town is damp, muddy, and bug infested during most seasons. The main industries are logging, fur harvesting, eel catching, alchemy ingredient harvesting, and brewing hard liquor.
==== Kyrovsk ====
Kyrovsk is fairly typical province relying on a mix of mining and logging. It mostly stands out for the small shipyard in its capital, and the high concentration of domovoy in the northeast.
* Forest of Hermits – This particularly dense pine forest is home to the gnome-like minor Faerie Lord Ekel Ageykin. Ekel promotes a creed of radical selflessness, and his followers (mostly members of the gnome subrace known as domovoy) try their best to mimic his example. The domovoy (who resemble gnomes, but usually somewhat smaller and sometimes more bestial) have scattered themselves across the kingdom, where they choose a particular village or homestead to protect and serve in anyway they can, while keeping as hidden as possible. Most are adept at illusions, and a few have other forms of magic, but they mostly assist in mundane ways like cleaning and other chores, while only using their magic to avoid detection. Some humans find their meddling annoying, but most come to appreciate their hidden presence. Domovoy are most common in northeastern Kyrovsk, but can be found elsewhere in the kingdom and also sometimes other parts of Zemyland.
* Kyrovsk – This small city is a major industrial center by this kingdom’s standards, featuring both a small shipyard, a decent sized fishing fleet, and a some of the most active lumber mills in the nation. Several devastating fires have hit the town over its history, so many of the buildings are crude or utilitarian with minimal decoration.
* Sharatov – This underwhelming farming and river barge town serves as the de facto capital of the northeastern portion of Kyrovsk Province. It is mostly famous for being home to numerous domovoy, who are rarely seen, but try to help the inhabitants of the town in their own unique way.
==== Neftegarsk ====
Neftegarsk is the location of both the Devil’s Forest, and Ozyopeysk, which has given it a rather cursed reputation. Its population is small and has been in decline for several generations. Those that remain are suspicious and unfriendly. 
* Devil’s Forest – It is said this region was once ruled by the goat-horned Faerie Lord known as the “Black Devil” who had strong ties with Gogotha and perhaps other Demon Lords. The Black Devil is often credited for creating the chorts, who are in fact a collection of several races that have all been corrupted by the Black Devil and resemble him to a certain extent (dark fur/hair, ruddy or dark grey skin, goat head, or at least goat horns, etc.) It is believed chorts were created from humans, gnomes, satyrs, hags, trolls, and redcaps, among other races, leading to a range of sizes, shapes, and behaviors. Although the Black Devil is long gone (if he ever existed at all), chorts can be found throughout the forests of southern Zemyland, with the Devil’s Forest having a particularly high concentration of them. Chorts are almost always unseelie fey, and often demon worshippers as well, who delight in serving other unseelie fey, or working on their own personal sadistic hobbies.
* Norimki (Provincial Capital) – The latest provincial capital, it was chosen due to the reasonable sized garrison that was already posted here to keep an eye on the chorts of Devil’s Forest. It is a popular posting with young glory seeking soldiers and those whose self-confidence outweighs their ability.
* Ozyopeysk – This mid sized town was once the provincial capital before followers of Zanzarah poisoned many of the town’s inhabitants in attempt to raise an undead army. These days it is abandoned and widely seen as cursed. Occasionally outlaws, cultists, unseelie fey, or stray undead will dwell in the ruins. The army will only clear them out if they are attacking the surrounding villages too often.
== Demographics ==
=== Humans ===
Make up most of the population, though less so than most other Zemylander nations. The people have a reputation for being cynical, standoffish, and mercenary minded, but at times surprisingly nationalistic. Relatively few humans have fey blood compared to other Zemylanders, but many have Hyperborean blood or other non-Zemylander origins.
=== Fey ===
Copper is home to a wide range of fey including hags, rusalka, vodyanoi, balachko, sirins, pondlings, chorts, bukavac, domovoy, lesnici, redcaps, werewolves, and arctic merfolk. Most fey get along well enough with humans, but some are instinctively evil and have to be reined in or dispatched if they become too much of a threat.
=== Half-Drow ===
There are some half-drow in Copper, the descendants of an isolated drow city which was overrun by unknown forces over a millennia ago. The drow fled to the surface and became assimilated into the Hyperborean population, and later the Zemylanders. 
=== Dwarves and Gnome-Dwarves ===
There are some pureblood dwarf clans in Copper, the descendants of a largely forgotten northwestern migration. A few gnome-dwarves can also be found in Copper, but they don’t get along well with pure blood dwarves, and instead mostly stick to the eastern regions of Zemyland.
=== Trolls ===
Like much of Zemyland, Copper has several varieties of trolls.
== Religion ==
Most Zemylander or partially Zemylander humans, half-drow, and even a few dwarves and fey follow the Zemylander Pantheon. Popular gods include Vursid (War), Mirslava (Winter and Death), Zverukitel (Beasts), Soshotnik (Hunters and Foresters), Zolovara (Wealth and Luck), and Razvratnik (Debauchery). Priests of Vursid and Mirslava tend to take their marching orders from Platinum.
Hyperboreans and fey tend to worship their own gods and faerie lords.
== Military ==
Many of Copper’s best fighters prefer fighting as mercenaries rather than in the rather poorly paid Royal Army, and as a result, are more likely found fighting on behalf of Platinum.
Copper’s Royal Army does still attract decent talent though. Some are merely getting experience to join mercenary service, others attracted by the thought of a few years of adventure, and others by nationalist fervor, generally when a war is around the corner. Unfortunately, some others join fully intending to collect bribes and/or do as little as possible.
Some magic users are integrated directly into the army.
Aside from the Royal Army, there is also a wide range of militias for dealing with local threats. On occasion, Copper has fielded huge armies gathered from militia members when facing major threats.
Despite their somewhat selfish reputation, folk from Copper are notoriously brave and stubborn in a fight, and also many have decent fighting experience from dealing with giant spiders, unruly fey, bandits, drunken brawls, trolls, and stranger threats like the coastal northern gropers and squid-folk.
Category:Nations
Category:Zemyland