Zapalovach Republic

The Zapalovach Republic is a merchant republic in the north of Giantstep and seeks to expand its influence by mercenary companies and spies, infiltrating into societies and financing the noble warrior castes. If the noble castes were not entertained enough, they would revolt as they have done many times in the past. However, over the past few years, the massive, mighty noble houses have been greatly trimmed due to a scheme orchestrated by two men: Delov Tsezar Yanovich, and his son, Krupnov Cheslav Yanovich, of House Yanovich.
== History ==
Like most northern regions, Zapalovach was once home to many fey-type beings, and was at times a member of the various iterations of the First Elven Empire.
The “Westerlings” (who were first called this by eastern migrants) were the first humans in the area and, like their cousins in other parts of northwestern world, were content for a time to be ruled over by faerie lords.
Later, “Northmen” from Littlestep and the northeastern parts of the continent started setting up colonies along the northern and eastern coasts of the main continent. The Northmen found the fey of this region to be particularly accommodating, and settled here in large numbers. Over time, the colonies became city-states, and then small kingdoms, before finally uniting under one republic known as the Zapalovach Republic.
During this formative years, small wars were common as fiefdoms of Westerlings, Northmen, and fey fought each other for control. The rulers of the various petty nations and their professional armies cared little for racial or cultural loyalties and made alliances with whatever parties it was pragmatic to do so. This resulted in a diverse group of nobles who were often of a different ethnicity to their subjects or many of their neighbors.
Wealth was the main form of power, and when the “First Elven Empire” started to finally fall apart for good over a thousand years ago, combined with the rise of Greater Elanxa to the east, the region became a major trade hub and the merchant class became even more wealthy and powerful as the more traditional land owning class.
The large city-state of Zapalovach, already ruled by an oligarchy of merchants, was the first to take advantage of the shift in power, and its large mercenary armies allowed it to swiftly bring the whole region under its control.
At first the Zapalovach Republic was ruled by a council of merchant oligarchs and landowning nobility, but as the middle class grew in power, representatives of the elected mayors of various large towns and cities also joined the ruling council, making it one of the more democratic nations in the world (not exactly a huge accomplishment). 
For a time Zapalovach knew peace and prosperity, but as the explosive growth in wealth generated by the new trade routes began to stabilize, the nobility (by this point anyone could buy a noble title) began to turn on each other in order to push out smaller rivals and continue growing their own wealth at high rates.
Recognizing the potential for civil war or outright anarchy, the nationalist faction of the ruling council pushed hard to redirect this predatory behavior outwards, and although the Zapalovach government itself was (officially) very neutral, and followed a strict policy of non-interference in other nation’s affairs, individual noble houses often banned together to spy on, intimidate, and sometimes outright assassinate foreign rivals.
As a result, Zapalovach gained a very poor reputation in many neighboring nations for a time.
However about 200 years ago, religious exiles from Zapalovach settled in the borderlands region between Zapalovach and Waldemaria. Despite the strict ban on worshipping Zanzarah among Northmen derived cultures, both Zapalovach and Waldemaria turned a blind eye to their activities for a time. Eventually Waldemaria did unleash an all out war against Mossovy, but Zapalovach officially kept out of it, citing their traditional neutrality. The war went poorly for Waldemaria, but the powerful necromancy used by Mossovy alarmed much of the north, and before long the Laurentian Crusade is formed by soldiers from Zemyland and nations neighboring Mossovy, including much backing from nobles from Zapalovach.
Zapalovach’s support for the Crusade has helped rehabilitate their reputation, but many nobles from Zapalovach and their employees continue to cause trouble in foreign nations.
== Government ==
Zapalovach is a pseudo-democratic republic, though its elected leader still holds the title of prince, the various elected city-state rulers hold the title of boyar, and nearly every rich family has bought some sort of noble title. The current prince is Krupnov Cheslav Yanovich, a ruthless butcher of rivals, but also quite politically savvy.
The city-states are fairly autonomous and are led by elected leaders and councils. The councils are made up of a mix of hereditary and elected positions, who elect a leader from within their own ranks. A similar situation exists for the republic as a whole except its council is made mostly of representatives from each city-state.
It is believed that the democratic traditions of Zapalovach are heavily inspired by the veches found in certain parts of Furlaniya and the Azan Empire.
Zapalovach and its city-states have very decentralized governments. Despite (or perhaps because) of their democratic traditions, corruption is everywhere, crime is high, and practically every role normally filled by government has been outsourced to the private armies of various merchant clans. However infighting between the main merchant clans and old nobility is not as bad as one would think as the more nationalistic factions will gang up on anyone causing too much internal bloodshed. Instead ambitious individuals are generally encouraged to channel their scheming and aggression outwards.
== Economy ==
Zapalovach is a mercantile nation where money is the only true source of power. It holds an important position between the mercantile powers of the west and northeast coasts and as a result large sums of money change hands here.
Zapalovach is also rich in quick growing trees and mineral deposits, and has some relatively arable land, allowing it to support a mix economy based on fishing, shipbuilding, mining, farming, and trade.
Zapalovach merchant clans are always looking for investment opportunities in other nations and they are very unpopular due to their spying, bullying, sabotage, intimidation, violence, and generally underhand tactics, even against government officials and local lords if needed.
Due to its wealth, Zapalovach has a large middle and upper classes which in turn support large service class of artisans, entertainers, and tavern employees, and domestic servants. Wealthy Zapalovachians have strong tendencies towards amoral behavior, so festhalls, brothels, casinos, cage fights, and gladiatorial arenas are common.
=== The Yovanovich Scheme ===
The scheme began when Delov suggested something to the Noble Council, the heads of the Zaplovach Republic. It was a military invasion of the Island of the volcano god. Delov reasoned that if they could expand the borders of the republic there, they would have a stranglehold over nearly all of the trade that came from the east. It would be a simple war, he argued, and that the tribal cultists living there would be utterly crushed. And while the council did agree that it would be a short, easy war, they reasoned that the threats from the great kingdom of the Nes and Fitt and Gluttony Island, not to mention the massive volcano on the island itself, would make it too risky to hold for long, not to mention that the trade cities of the Orange Marquisates and possibly even the Platinum Princedom may see an opportunity to expand westward. The council also argued that they had enough of a stranglehold over the eastern trade as is. They dismissed his idea in its entirety, but Delov had other ideas, and began the scheme.
First it began with the spreading of propaganda. Captains, crewmen, soldiers, dockworkers, and other men got their palms greased by Delov to begin spreading rumors that the tribal cultists of the volcano island had begun to industrialize rapidly, unlocking bronzeworking, ironworking, and possibly even steel-smelting. Obviously, these were all lies, but the rumor began to spread. Month after month and year after year, the rumors became even more extraordinary, including things like grand battles, legions of tribal warriors covered in primitive steel plate, and even fleets of raiders sailing the open ocean, looking for new victims.
After the rumors had spread enough, Delov began to actively advertise. He claimed that the fleets of tribal raiders were becoming more adventurous, that dozens, possibly hundreds of Zaplovian captains had nearly been captured but escaped through sheer luck and wit and begged the Noble council to do something about it, but every single one of them was ignored. Delov said that he was fed up with the council's willing, blatant ignorance of a real problem, and was actively planning to gather the largest army and the largest fleet in the republic's history to quell this problem. However, he needed soldiers and funds, and without those, the tribal armies would conquer not just the republic, but perhaps even the entire world. And yes, dear reader, all of this was still a blatant lie. Needless to say, many noble families actually did fall for it in the end. Delov promised eternal glory to all those who joined him in the invasion, that each and every noble would be forever known to have saved the world from the machinations of the Tribal cultists. And then Delov died. 
It is still not known how precisely Delov died. Many people claimed that it was stress, some claimed that the cultists had cast a curse on him, some say that he was assassinated by the Noble council. Either way, his son, Krupnov Cheslav Yanovich, became the new head of House Yanovich, and continued his late father's scheme. It was quite convenient when Delov died, considering that quite a few nobles were getting suspicious of whether or not there actually was any threat. Krupnov claimed that the tribals had cast a curse on his father and melted his flesh off until he was nothing but a charred skeleton. For proof, Krupnov invited many nobles to his father's funeral, and what they saw before the casket was lowered into the ground was indeed a charred skeleton. Money, noble warriors, and sympathy flooded into the Yanovich family manor like a raging river.
Not long afterwards, Krupnov had the funds and the glory-blinded nobles to start the invasion properly. On the outside, the first of many warships laden with brave young nobles were setting off to the metaphorical dragon's nest to show those dammed cultists the might of Zaplovian steel. What was actually happening could be considered the start of the single longest-recorded suicide charge in the whole world. Yes, the warships were fancy, and their hulls could certainly take any outside damage thrown at them. However, Krupnov made certain that within the center of every warship was a load of explosives large enough to splinter said warship, but small enough that it wouldn't really be noticeable. However, the amount of funds and allies the young Yaplovich had acquired certainly worried the Noble council. Yes, he was spending those same allies and funds on a pointless war, but if he figured out how much power he really held, the nobles on the highest seats of the council might be in actual danger for the first time in decades.
The relationship between Krupnov's new faction and the established leaders of the Noble council continued to worsen over time. First, the Noble council tried to have him assassinated, but Delov (Krupnov's father) knew how risky it was to go against the council, so before his death, he thoroughly trapped the Yaplovich family manor, and drilled young Krupnov on where exactly they were. Needless to say, their assassins only got themselves killed, though they had no way of telling Krupnov who hired them. Krupnov played off the attacks, saying that the tribals had attempted to kill him in order to stop the ships. Clearly the tribals were afraid, and they ought to press their advantage by sending more men.
However, Krupnov had a general idea of who hired all those assassins, and it certainly wasn't a bunch of primitive cultists. He began making demands, telling the Noble council that he needed more docks, more ships, more men. Obviously, they declined every time he asked. Then one meeting, where every ruling noble was present, he decided to gamble. He vehemently declared that the leaders of the Noble council were in cahoots with the tribals, that they used their dark magics to puppet said nobles as easily as those powerful old nobles puppeted those under them. He accused them of conspiring with the tribals since the start, it was why they always forbade his father from raising an army of his own to combat them. The entire council was in an uproar. Those allied with Krupnov accused their enemies of being controlled by demons. Those allied with the upper nobles accused those allied with Krupnov that they were fools following the words of a mere child. Blades were drawn, blood was spilled, and as Krupnov made himself absent, one of the most ironic civil wars ever seen kicked off.
As the nobles within the council fought each other, Krupnov escaped and set fire to the council chambers. The nobles were too busy fighting each other to notice the fire until it was too late. The day afterwards, Krupnov called a meeting at the Yaplovich family manor, and invited nobles from all across the republic. He told them all that the nobles leading the council had been controlled from the beginning, and that they had started the fire. They had been defeated, but no-one survived except Krupnov himself, who had been spared by becoming trapped under a luxurious couch from the Orange Marquisates. At least, that was the story he told his guests. After the meeting, Krupnov gave a speech. It involved many sentences about glory, honor, sacrifice, treachery and other concepts, but it basically boiled down to "Give me all your shit so we can fight at our full strength".
In all honesty, most of the people there were second or third in line for most of their thrones, so they didn't know much about things like administration or the economy, so it was surprisingly easy to convince them to give Krupnov control over their holdings. While they went off to fight the tribal barbarians, Krupnov assured them, their families would be taken care of until they got back. That was three years ago. And ever since then, Krupnov has continued to wipe out noble lines going back for hundreds of years. As fathers, brothers, and sons go out to their deaths, their wives and children are assassinated they day after they leave. There are very few nobles who have stayed behind, and Krupnov, while not an absolute ruler, is getting very close to becoming one.
== Foreign Relations ==
=== Mossovoy ===
Zapalovach considers them to be mortal enemies, but in keeping with their non-interventionist stance, have never officially declared war. However, many Zapalovach nobles have provided funds and mercenaries to Waldemaria, the Laurentian Crusade, and the Land of Windmills in hopes of defeating Mossovy once and for all. 
=== Waldemaria ===
A long time rival for influence in the region, though surprisingly they never had a large scale war. Trade between the two has lessened due to the appearance of Mossovy, but political bonds have been strengthened due to their shared hatred of Mossovy.
=== Gvilderstaaten, Azan, Lorient, and Hereby ===
Main western trading partners.
=== Princedom of the Platinum Strait, Orange Marquisates, Kingdom of Silver, Kingdom of Copper ===
Main western trading partners. In addition, Zapalovach considers Zemylanders as a whole to be their close cousins, and this bond was one of the main reasons for the formation of the Laurentian Crusade.
=== Laurentian Crusade and Land of Windmills ===
Zapalovach has provided much backing to these regions to help defeat Mossovy.
=== Felovik ===
A fairly minor island nation, most of the initial colonists were from the Zapalovach region, but then they imported many laborers from what is now the Land of Windmills, resulting in a nation that is culturally and politically part way between the two.
=== Sniden ===
Although a few in Zapalovach worship the faerie lord Adonis, people from Zapalovach generally avoid Sniden, finding them standoffish and isolationist.
=== Petty Manogre Princedoms ===
Seen by Zapalovach as crude and violent, but they get along well enough due to their shared mercenary tendencies.
=== Moreelse, Daligrad, The Fungest, and Dominion of the Bog Witch ===
Zapalovach is a fairly large consumer of hard narcotics exported from these areas.
=== Elfwood ===
Zapalovach doesn’t get along to well with them as they see themselves as inheritors of the First Elven Empire, whose former territory Zapalovach sits on.
=== Harpies Peak ===
The fey of this faction dislike the trappings of civilization, and particularly dislike Zapalovach, and therefore prioritize attacking their operations in Waldemaria. Zapalovach is helping Waldemaria gear up for a war against Harpies Peak.
=== Island of the Volcano God ===
Some merchant clans from Zapalovach and nobles from the Orange Masquisates have recently embarked on a strange attempt to conquer and civilize these islands, it will almost certainly fail.
== Geography ==
Zapalovach is divided into twenty-one city states each ruled by an elected boyar, who in turn periodically elect the prince who rules from the capital city (also known as Zapalovach). In recent times, House Yanovich has made some progress in dismantling this system, but even they can’t single handly rule such a fractured nation, so they have found puppet rulers where they can, and made faustian deals with ancient evils where they can’t. 
Much of Zapalovach is covered in fast growing pine, and other hardy species like birch. The center of most of the islands are dominated by low mountains, and the soil is pretty thin in most places except in the larger valleys, so much of the population lives near the coast.
Communities in Zapalovach are mostly made of wood (for poorer communities) or stone (for richer communities), and have a distinct style reminiscent of Zemyland, Elanxa, and other Northmen derived cultures.
Zapalovach has many unique communities including:
=== Alyrovo ===
This relatively small island hosts a fairly large city, which has been booming in recent times as it absorbs merchant companies fleeing Krupnov’s purges in Zapalovach City. It is also a major exporter of luxury goods. Lyrovo is currently ruled by a branch of House Aster of Daligrad, who seem adept at keeping Krupnov’s paranoia focused elsewhere with large bribes. Likely the fact they are foreigners also helps allay Krupnov’s suspicions. 
Lyrovo is home to humans of Northman and Westerling origin, plus many other human races in the city of Lyrovo itself. Zapa elves, mongrels, and dwarves are also not uncommon in both rural areas and the city, while the city also has a growing hobbit and manogre population. There are some fey in the rural areas including horned elves, nymphs, goblins, and gnomes. The only faerie lords of note in the area are the golden haired elf-like twins Jandar and Amra, who mostly mind their own business. 
However, a new entity, some say a fey, some say undead, some say a mix of both, has recently formed a secretive following in the city. Emberheart, as she is known, is said to be the reincarnation of Boyar Vlada Kutepova, one of House Yanovich’s staunchest opponents. She takes the form of a lightning quick burnt corpse, and is believed to be a disciple of Pumpkin Jack.
=== Angluinn ===
This relatively isolated city-state tends to attract exiles and troublemakers of all sorts, including humans of several cultures, zapa elves, mongrels, hobbits, fey, and ogres. The city itself is a lawless hub of smuggling and corruption, a popular stopping point for those who want to avoid the minimal trade rules of the other city-states. Unlike elsewhere though, none of the gangs have been able to establish themselves as a noble house, therefore the few houses in this region are old blood landowning types. 
Traditionally the position of boyar went to House Dykhovichny as no one else had the sway to even remotely be taken credibly. However, despite Dykhovichny being long time allies of House Yanovich, Prince Krupkov had their dacha burned and the House wiped out as part of an earlier plan to bypass the election process and place his loyalists directly in boyar positions. However, this has worked poorly and eight of Krupkov’s handpicked non-noble loyalists from Zapalovach City have been killed off. Krupkov has also sent in three people to become boyar he deliberately wanted killed, only for no one to take the bait, resulting in Krupnov ordering their assassinations himself. The latest boyar will likely be dead in a few weeks, so no one has bothered to learn his name. 
Two fairly powerful faerie lords live here, the horned elves Aenwyn of the Lilies and her sister Dwynwen the All Seeing. Both are served by elves, nymphs, and dryads from various races, but both spend most of their time spying on old rivals from before their exile from the First Elven Empire.
=== Arzabinsk ===
A fairly typical city-state, one of several that became part of Zapalovach early on when it was still a growing kingdom. Its population is mostly Northmen humans, with some dwarves, a few fey, and a scattering of other races in the city. Its main distinguishing features is it being home to the largest magical academy in the Republic, as well as a major producer of alchemic products. 
The boyar is Niroma Temnyychuk, of House Temnyychuk. Her house is a major producer and exporter of dangerous alchemic products like gunpowder, explosives, and combustibles, but Niroma herself has little interest in the business side of things, preferring to see the her House’s products used to best effect instead. A pyromancer, pyromaniac, and all around genius with explosives and combustibles, she was key to Krupnov’s plot to destroy his own fleet, and later to kill off the ruling council with a fire. However, Krupnov knows full well Niroma is loyal only to her own fiendish desires and as tried to have her killed several times. When this failed, he helped her become boyar and put her in charge of the ongoing campaign against the Volcano God, where she continues to sabotage her own troops with explosive results.
Active faerie lords in the region include Pumpkin Jack, a plant-like serial killer with a jack-o-lantern head, and Drumphry, a dwarf-like scholar. Pumpkin Jack is worshipped/idealized/served by small groups of killers and pyromaniacs throughout the Republic and beyond, including humans, gnomes, redcaps, dryads, satyrs, and fire sprites. Drumphry’s followers and allies are mostly human, dwarven, and gnomish scholars.
=== Bylanhyne/Bellingham ===
The only city to be located inland rather than along the coast, it was built to replace Nokpobrah as a major center of worship for the Northmen Pantheon, but like Nokpobrah, it gained a somewhat haunted reputation and lost its appeal to pilgrims. Much of dark reputation seems from the large, extremely deep lake upon which the city sits. There have long been rumors of strange fish people lurking within. The Northmen invaders assumed these were simply fey of some sort, but the faerie lords have long insisted the fishmen are something else.
These days, the large temples are underused, and the city’s economy mostly revolves around lumber, mining, and quarrying. Although originally a Northman city, most of the population these days are Westerlings drawn in from the surrounding rural areas (as well as some immigrants from Gvilderstaaten and the Belsirya region who often refer to the city as Bellingham instead). There are also small minorities of dwarves, hobbits, mongrels, and fey within the city, and larger numbers outside the city.
The boyar is Potap Lopatin, a repulsive banker known for his immense wealth. Krupnov would have killed him long ago if it weren’t for the fact that only Potap knows the true extent of his own vast financial empire and where all the gold is hidden. Instead Krupnov has to spend a fair bit of effort keeping Potap alive from his many other enemies.
Faerie lords in this region include the tree-like Ironbark and his treants, the antlered Sharp Prong and his satyrs and horned elves, and boulder-like Rockheart and his stone dwarves and gnomes.
=== Datavo ===
This region is generally considered to be a part of the core Northman settlement region, but also has some Westerlings and non-human minorities. In recent times it is mostly famous for being home to House Kogantsy, who has made a fortune combining cheap labor with advanced industrial practices to produce large amounts of poor quality but dirt cheap goods. Slagodrov Kogantsy is the current boyar, chosen by Krupnov due to his unpopularity with the older noble families as well as his generous donations.
=== Foghladrah ===
The ruined fortress-city that sits on this bleak island of the same name was never a city-state in its own right, but rather a staging post from which Northmen launched many crusades against the stubborn group of Westerling humans and unseelie fey who lived here. Eventually they gave up and declared Foghladrah one of the city-states of the Zapalovach Republic, though it is rare for them to elect a boyar or send anyone to the ruling council in Zapalovach City.
The thin soil of the region means fewer trees grow here, and the land is good for little other than herding, subsistence farming, and small scale mining operations. Humans of Westerling origin are the most common inhabitants, but there are also many fey affiliated races like goblins, redcaps, harpies, mongrels, and hags.
A few powerful hags live on the island and are generally considered the true power here. Even more powerful faerie lords like Mutaa, Nichtmair, and Wicked Gale are sometimes drawn to the island by those seeking to bargain for more power. However, even older, darker powers are said to lurk here. The dead sometimes rest uneasily and ghouls, ghosts, and other undead sometimes roam the land.
=== Gorskanomyssk ===
This city is located on the west side of Longelsk Island, and both the city and its surrounding territories are known for getting hit with hurricane force storms on a regular basis.
Northman culture has long struggled here, there are few economic reasons to immigrate, and the squabbling faerie lords of this island all evade conflict with the Northmen. As a result, the boyar is generally appointed by the Prince rather than elected as is the custom in most other city-states. The current boyar is Saradreza Vrinn, a sinister half-drow operative of Krupnov appointed to help root out any potential political dissidents. Lately she has been acting erratically though and some think she has been possessed by a ghost.
Gorskanomyssk is home to a mix of Westerlings, assorted fey, zapa elves, hobbits, Northmen, and a few dwarves and manogres. Several faerie lords of note live here, and are the true power in the region away from the city and coastal towns. They include the elf-like Lord Autumn, whose magic grove of massive birch rarely stays in one place, and whose elven, gnomish, and brownie servants see all, the decrepit fungi-like Sqampish, served by fungal goblins and mushroomites, The Big Bad Wolf and his werewolf offspring, and the hag-like Auntie Mold, served by goblins, redcaps, mongrels, and others. Pumpkin Jack is also a frequent visitor to the region.
=== Gukotoust ===
A fairly wealthy city, it is both the first (or last) most ships typically visit in Zapalovach, as well as the owner of many mines and lumber towns across a large region. Northmen are the most populous race, but Westerlings and assorted non-humans are also fairly common. Unseelie faerie lords sometimes stir up trouble in the region.
=== Kalusta ===
This city-state is one of the few wealthy ones where the economy is driven by resource extraction rather than international trade. Its large old growth forests and mineral rich mountains seem ripe for exploitation, but the high concentrations of fey and difficult terrain have kept progress relatively slow for centuries.
The city itself has a more rough, industrial feel to it due to the large shipbuilding industry. Humans make up most of the population both within the city and in the rural areas, though the distinction between Northman and Westerling is more blurred here than most city-states. Zapa elves, mongrels, and dwarves are not uncommon, and many fey live in the rural areas.
The boyar is a foppish idiot from a very weak House who hopes keeping on Krupnov’s good side will keep him alive. A large contingent from Krupnov’s personal army has recently arrived in the city due to Krupnov feeling he doesn’t have enough influence in this region. However it is unclear what purpose they serve as most of the resources are already owned by Krupnov’s allies. Some say they are preparing for a campaign against certain faerie lords that are ancient rivals to those allied with Krupnov’s mother. Should this campaign occur, many locals will be torn between their dislike for the fey insurgents, and their dislike for Krupnov.
There are several mildly powerful faerie lords in this region who have long waged a relatively non-violent resistance campaign against large scale industry. They include the beaver-like Lord Pondwater, Bathwater the Nymph, and Gubnutz the Goblin Wizard. Their servants and allies include goblins, gnomes, pixies, nymphs, dryads, harpies, and animalkin, as well as some human followers (both open and secret).
=== Karyuretsk ===
The ancestors of the Northmen who colonized this area were ultra-traditionalist in their beliefs. Some residuals of this remain in modern times including worship of the All-Father, and the low drone of the massive prayer horns that reverberate throughout the city several times a day.
The fey are numerous in the rural areas, and the forests themselves have a strange timelessness to them. Spring and Autumn seem to stretch on for months here, and winter never really penetrates the deeper forests.
=== Kemeshma ===
An old city, founded as part of the Zapalovach City-State, but eventually able to gain a measure of independence. It has a corrupt, decadent reputation, with lots of old money, and very few rules for those who have it. House Yanovich has many direct holdings here, and several lesser branches of the House live here full time.
The boyar is Ippolit Yanovich, a first cousin of Krupnov who is even more ruthless and scheming than Krupnov is. Krupnov would have probably killed him long ago if it weren’t for the fact that Krupnov’s mother seems to favor him, perhaps in the romantic sense. Luckily Ippolit has taken a strong interest in the occult, plus a wide range of degenerate and decadent pastimes, so he keeps off Krupnov’s back as long as he is kept entertained.
Kemeshma is mostly home to Northmen, but there are some zapa elves, fey, hobbits, mongrels, and dwarves about. Many of the area’s fey prefer the city to the countryside. The hag faerie lord Mother Dearest lives in the city’s red light district full time, served by goblins, mongrels, hobbits, and hags. Long John, Pumpkin Jack, and YiffYiff are frequent visitors to the city, while Mutaa and Nichtmair are also said to visit occasionally. YiffYiff is a close friend of Ippolit’s, and sometimes even represents him on ruling council meetings. Krupnov is generally less than pleased when a ten foot tall hyper-sexualized humanoid fox demi-god shows up at meetings.
=== Labidrinsk/Labridain ===
This region was once the heart of an unusual kingdom of an unusual faerie lord. Obsessed with the relative success of the Azan Empire, she encouraged humans from the Belsirya area to immigrate to this region in order to study their ways. It is unclear whether she learned anything practical from the experiment or not, but faith in the Belsiryan Westerling religion remains to this day, as do many place names and other cultural markers.
The region is now home to a mix of Northmen and Westerlings (including many of the Belsiryan branch) as well as some hobbits and fey. The region, and even the city itself have a somewhat quaint reputation, where people move along at their own speed and are less interested in the cutthroat commerce practised in other regions. The city is known for being very accepting of other goodly religions, and aside from temples to the Northman Pantheon, one will find temples of the Faith of the Nine Saints, certain other Westerling religions, the New Azan Faith, and a few more obscure choices like the Bright Ones of Faarowt or the weird personality cult of Kalydon.
The most famous faerie lord in the region is known as the “Lady of the Lake”, sometimes confused by outsiders with the being of the same name found in Chrysovica. In fact, some believe they are one and the same.
=== Makhokin ===
This remote island has a reputation for being the most cold and desolate of the city-states. Once fairly wealthy from mineral resources, it is now mostly abandoned.
For unknown reasons, certain unseelie fey have taken a strong interest in the island as of late. Nichtmair’s gibberlings and dark gnomes, Pumpkin Jack’s assorted killers, Big Bad Wolf’s werewolves, Wicked Gale’s harpies, and Mutaa’s hags and swamp critters have all been seen on the island.
=== Neachtainovo ===
One of several city-states where the old fey worshipping ways have never really died out. Formerly known as Neahtri U Moir (and still is by most locals), it is home to humans of an obscure branch of the Westerling ethnic group who have long seen the dark magics of the unseelie fey and the demon kind as the true source of power in the world. Neahtri U Moir fought much harder against the Northmen invaders than most folk in what eventually became the Zapalovach Republic, but were ultimately defeated. Some in the region still worship dark powers like Mutaa or Nichtmair however.
Boyar Mairghrean Morhalaigh of House Morhalaigh is the current ruler and mother of Prince Krupnov. House Yanovich’s influence was key in getting House Morhalaigh (a minor landowning house) onto the Nechtainovo Council, and later in getting Mairghrean the boyar’s position. Mairghrean enjoys bloodshed and strongly encourages her sons ruthless purges. It is unclear whether she is simply insane or the deaths are somehow fueling her ritualistic magic.
The city is a glorified town of poorly built and maintained buildings and most of the population lives in tiny settlements scattered across the pine thickets and wind swept hills of this desolate region. Humans are most common, but only barely, and few admit to any Northman ancestry, favoring their Westerling roots. Mongrels are very common here, as well some fey, hobbits, and dwarves, and a few zapa elves.
A few powerful hags and other unseelie fey of considerable power live here, including a few minor faerie lords like The Goatman or the Bog Siren. Other more powerful faerie lords visit from time to time like Mutaa, Pumpkin Jack, Nichtmair, and Wicked Gale.
=== Nokpobrah ===
This small and isolated cluster of desolate islands is ruled by the crumbling city of Nokpobrah. One of the oldest cities, Nokpobrah (under various older names) has been on occasion quite powerful throughout its pre-Northmanhistory, being the seat of power for the occasional faerie lord or Westerling king. Backed by the powerful unseelie faerie lord Murkmer, this region held out the longest during the Northmen invasions/migrations, but it eventually succumbed, following the death of Murkmer. Nokpobrah was then rebuilt as a holy city for the Northman Pantheon, and large temples to all the Northmen Gods were built. However, the Northmen did not truly understand the consequences of slaying a faerie lord of Murkmer’s power, as such things are nearly unheard of. Dark energies saturated the area, and a priest of Zanzarah managed to harness them to become a lich of unusual power.
Although the lich, Grigoriy Rnatkin, has kept a low profile, Nokpobrah quickly developed a cursed reputation and its temples and fortresses abandoned. However, it still maintains its seat on the ruling council (it is said a powerful curse prevents its removal). Rarely does anyone take on the position of boyar or attend council meetings though. It is said House Yanovich has been able to negotiate some sort of deal with Grigoriy and now lists him as one of their most powerful backers. The nature of the deal is unknown, but likely involves Krupnov’s sister, who disappeared around the time the bargain allegedly took place.
Despite its dark reputation, some humans and dwarves still live in the region, fishing, herding, farming, and working in the few remaining operational mines. The City of Nokpobrah is still the region’s primary port despite its haunted reputation, but few linger there if any other options are available to them.
=== Samadolsk ===
This city is more of an oversized fortress than anything. Originally built to watch over the no-man’s land between the Zapalovach Republic and Waldemaria, it now watches over the border with Mossovoy. Although officially Mossovoy and Zapalovach aren’t at war, the dead seem to wander across the border sometimes anyways.
The boyar is Vassili Cherkashin, and old war hero of the Laurentian Crusades. He is responsible for both guarding the border with Mossovoy, as well as coordinating with the Laurentian Crusaders. Vassili is far too honorable for Krupnov’s tastes, but Krupnov risks alienating a wide range of nations should he be seen as not taking the Mossovoy threat seriously enough. Besides, sending idealistic volunteers and conscripts to die against Mossovoy is just one more way for Krupnov to get rid of those he sees as potential threats to his power.
The land along the Mossovoy border is sparsely settled, but there is still money to be made in this region for mercenary companies and those who supply them.
=== Statroitsk ===
This region was once ruled by horse riding Westerlings similar to those in Waldemaria, but the Northmen were able to wrestle control of the area from them. However, due to the extensive bloodshed, a buffer area was established that would eventually become known as Sniden.
Most of the population are Northmen or Westerlings. Among the Westerlings, a fixation with horses, and worship of Queveron is still common. Along the Sniden border, some are associated with Adonis and minor faerie lords affiliated with him.
The quality of the land is among the best in Zapalovach, and grains, alcohol, and preserved foods are major exports. Many other folk of Zapalovach, whether they be from major cities or remote mountainside homesteads, tend to be dismissive the large farms and ranches of Statroitsk.
=== Svobovir ===
This large town is located in a low-lying, marshy region. Not much happens here in terms of economy, though there are some high value alchemy components found only in this region. Most folk are Westerlings, but of a distinct subculture found only in this area. There are also many fey, and some hobbits and mongrels.
The Svobovir region is home to a few faerie lords, but contrary to the ominous reputation many faerie swamps have, most of the fey of Svobovir are friendly, and at worst some are loners, with only a few genuine unseelie fey about. Faerie lords of note here include the Frog Prince and Slithy the Muck Mermaid.
=== Tikhongelsk ===
This large city is generally the last visited by ships heading east, and the first visited by ships heading west. It is also ideally situated for trade with the Land of Windmills.
The boyar is a massive, morbidly obese brute named Yuriy Suslyakov, who some say has some manogre ancestors. House Suslyakov has long been involved in meddling with the affairs of the Land of Windmills, and Yuriy is no exception, where is he a major provider of loans and mercenary forces to various factions, though mostly Yaregor. Yuriy doesn’t get along well with anyone, but House Suslyakov are long-time allies with House Yanovich and a major supplier of mercenary forces for Krupnov’s pet projects. In return, Krupnov conscripts those he doesn’t like and sends them to serve as fodder in Yuriy’s mercenary companies.
Most folk in Tikhongelsk are Northmen, but there is also some dwarves, mongrels, and fey. Some goblins, ogres, trolls, redcaps, hags, gibberlings, hobgoblins, and other violent folk that have fought in House Suslyakov’s armies have been allowed to settle in Tikhongelsk. No faerie lords of note live or visit here.
=== Troipyevsk ===
One of several city-states that make up the core of the Zapalovach Republic. For a long part of its history prior to the formation of the Republic, it was directly a part of the Zapalovach City-State, but was later broken off to ensure the City of Zapalovach had additional allies on the Republic’s Council, particularly on the matter of votes for who gets to be prince.
The current boyar is Jelena Gruzdev of House Gruzdev. A shrill, socially inept woman in her late twenties, her House was an early supporter of House Yanovich, and unlike some of Yanovich’s other allies, they are considered immoral enough that they are unlikely to turn on the prince due to some ethical dilemma. Unusually for a boyar, Jelena spends most of her time in Zapalovach City, usually in idle degeneracy unless Krupnov needs a few boyars standing near him for an event. Many of Jelena’s family members are dead due to a string of incidents that date back to before the Yanovich purges, but there are still enough left to run the city-state, manages house affairs, and provide Krupnov with some extra henchmen. Prominent members include a great uncle who does the work associated with being a boyar, and a cousin who is one of Krupnov’s favored enforcers.
Troipyevsk, both city and region, are well populated and wealthy. Most of the population is human, and Northmen culture is dominant. Krupnov isn’t popular here, but is tolerated by the merchant-nobles as long as his purges in Zapalovach City scare the wealth to Troipyevsk’s docks. It also helps that House Gruzdev has been generous with assets seized from Krupnov’s enemies, buying the loyalty of a number of amoral or criminal Houses, as well as some of the more prominent street gang leaders and information brokers like Fat Guz the hobbit.
No major faerie lords base themselves in this region, but a few have fans among the urban dwelling fey, such as Long John, Nichtmair, Pumpkin Jack, YiffYiff, and Mutaa.
=== Zapalovach ===
The oldest and formerly most powerful of the city-states, it has recently gone into decline due to the paranoid cullings of the current prince, Krupnov Yanovich (often referred to these days as “Vlado Tenec”, the impaler). Following his purge of the boyars three years ago, Krupnov has focused his efforts mostly on weaker noble families within his own city. Historically such senseless bloodshed would raise the ire of the more nationalistic factions within Zapalovach, but as Krupnov has already killed off all the leading nationalists, he is safe as long as his psychosis serves the interest of his blackhearted allies.
The city of Zapalovach itself is in dire straits. Most of the merchant-nobles have left aside from Krupnov’s diehard loyalists, and the shady alliance of crime lords and foreign emissaries he relies on for support. The trade has mostly gone to other cities as a result, leading to an exodus of most of the lawful citizens. As a result the city has fallen into disrepair, with squatters occupying many buildings, and Krupnov’s army of half-breed thugs raping and thieving at will.
The countryside is in better shape but not by much. Krupnov has come to see all humans as disloyal to him to a certain extent, and regularly sends his thugs to conscript men (and more recently woman and children) to die in futile wars against various opponents (they are drafted into mercenary companies as a flimsy way of dodging certain legal and diplomatic issues). Although Krupnov is deeply hated, the fact that he has escaped death so many times is seen as a sign of how powerful the magic of his allies are (particularly his mother Mairghrean and rumored brother in-law Grigoriy).
The gnome-like rogue Long John Crustysocks is the only faerie lord that spends much time here, but he also spends time in several other cities. His associates are mostly halfling and gnome criminals, but also a few humans. Pumpkin Jack is also known to visit.
== Demographics ==
=== Humans ===
Are the main population of Zapalovach. Although genetically a mix of Northmen and Westerling cultures, the Northmen culture is generally the dominant one. Zapalovachians are often stereotyped as cynical, unethical, but with a strong vein of nationalism that helps hold their nation together. Due to its wealth and status as a trade hub, humans from other ethnic groups are also common here.
=== Dwarfs, hobbits, and manogres ===
Are fairly common. Some immigrated back during the Elven Empire, while others immigrated more recently. Some have become financially successful enough to form their own merchant clans and claim noble titles.
=== Zapa Elves ===
A slang for mixed race individuals of human and elven descent (drow, wood elf, or both) dating back to the First Elven Empire. They rarely do extremely well financially due to lingering bigotry against elves, but they rarely experience extreme poverty either due to their innate speed, intelligence, attractiveness, longer lives, and resilience to disease. Pureblood drow and wood elves are rare.
=== Mongrels/Fake Humans ===
Slang for strange mixes of human, hobbits, gnomes, goblins, manogres, animalkin, hags, and various other races. Outcast from other communities, they generally form their own in urban slums, abandoned mines, and other near worthless land.
=== Fey ===
Were once a more significant element of the population, but have been crowded out by humans. Those that remain are generally the ones able to live among humans or avoid retaliation, and include goblins, hags, fairies, animalkin, pondlings, merfolk, nymphs, and harpies.
== Religion ==
Due to the diverse origins of its inhabitants, no attempt has ever been made to establish a state religion, and dozens of beings are worshipped in Zapalovach in a wide range of manners.
=== Zemylander/Northman Pantheon ===
Probably the most widespread, though mostly with humans with at least some Northman origin. Popular gods include Vursid (War), Zolovara (Wealth and Luck), Legoluboy (Oceans and Sailors), and Razvratnik (Debauchery). Zanzarah is technically also from Northman traditions, but is seen as an apocalyptic, demonic figure to be feared, not worshipped (worshipping him is in fact banned). Some have drawn linkages between Zanzarah and Uruc, the Khenomeric God of Undeath.
=== Faerie Lords ===
Generally popular with hobbits, mongrels, zapa elves, and other fey, as well as humans with strong Westerling ancestry. As Zapalovach is located on what was once the eastern edge of the Elven Empire, few faerie lords have a presence here, and those that live within Zapalovach itself are generally fairly weak. Among the faerie lords worshipped in Zapalovach are Adonis (caterpillar fey with futuresight living in Sniden), Deloros (queen of the northwestern merfolk), Long John Crustysocks (lordling of rogues, criminals, and voyeurs), Wicked Gale (queen of harpies in the region), Aenwyn of the Lilies (princess of pondlings, nymphs, and exiled elves), Nichtmair (lord of dark tricksters), Pumpkin Jack (son of Nichtmair), and Mutaa (a daughter of the Bog-Witch). 
=== New Azan Faith ===
Has long been popular in Zapalovach with humans of all sorts (as has Azanese culture in general), particularly those who are more lawful or altruistically minded.
=== Westerling Gods ===
The Westerlings have forgotten most of their own gods, what little remains is highly influenced by Northman, Azan, and Elvish traditions. Some examples of this include Queveron (popular in Waldemaria, likely of elvish origin), and Wursa (bear war god, now worshipped in a similar manner to the Northman god Vursid). 
=== Gluttony God ===
Mostly followed by manogres and a few brutish humans and dwarfs. Despite being seen as a demon in most parts of the world, the manogres in Zapalovach are relatively civilized, and their method of worship is fairly watered down compared to elsewhere.
== Military ==
For the most part, Zapalovach uses standard techniques and technologies for a modern civilized human nation. Bows, crossbows, gunpowder weapons, and a wide range of melee weapons are used by rank and file infantry, while heavy cavalry and magic users are considered the elite. 
There are some notable differences however, including a preference for axes and curved sabres, heavy usage of chainmail for standard infantry, and the use of some unique units like lightly armored skirmishers recruited from street toughs and fey, or the legendarily tough manogre fighting bands.
The most noteworthy difference between Zapalovach and other human nations though is that most soldiers are mercenaries employed by the old landowning nobles and the merchant clans (who also generally have noble titles, therefore both are known as Houses), rather than directly by the state. Even town guards and city watches are mercenaries belonging to Houses who bid on contracts with the local governing councils. Although this system may seem fragile, House mercenaries are typically very loyal to their House, and are also quite happy to participate in dangerous foreign ventures on behalf of both their House, and on behalf of Zapalovach as a whole.
Category:Nations
Category:Giantstep