Tyrranean Coalition

The Tyrranean Coalition was an agreement made by the nations of Tyrrus to work together towards collective common goals. It lasted 52 years, from 19.68 to 20.20. On the record, the Coalition was made to prevent war and bloodshed among the nations of Tyrrus, in response to the disastrous White Bay War of 19.40. Unofficially, the Coalition was a scheme by the High Chancellors of Haven to control and politically weaken the other nations, and was partially done in response to the discovery of Hirokir and Izir.
== Overview ==
As per the rules of the Coalition, no nation was allowed to declare war on another member of the Coalition. Benefits included open trade routes, a unified bureacracy, and access to exclusive creations from other nations. For example, this allowed all Tyrranean nations to benefit from the technological marvels created in Varawyn, the specialist weapons and armour created in Whytehold, or the magical knowledge of Haven. Members of the Coalition were even able to choose a mage from their nation to join the Archmage Council of Haven.
The Coalition served to somewhat unify the varied cultures of Tyrrus. With the creation of the Coalition, most member states changed to a unified currency, the Crown. Additionally, over the course of the Coalition, the nations were brought to more or less the same technology level.
The members of the Coalition met regularly in the Tyrranean Congress, which took place in a different one of the five major cities every few years. Each nation had a number of representatives, dependent on their wealth, population, and contributions towards the Coalition. On the surface the system was fair, with each of the five major cities recieving the same number of votes. However, the way it was designed meant that the votes of the Dragonvale Republic were all united, whereas the other nations were sometimes split into multiple factions, and bickering vassal states.
== Members ==
There were six main members of the Tyrranean Coalition, based on the five main cities of Tyrrus, plus the Church of the Light. Some of these members had vassal nations, who acted with a lot of autonomy, and didn't necessarily have to agree with their parent nations in the congress.
=== The Dragonvale Republic ===
Centred in the magically enlightened city of Haven, the Dragonvale Republic were the unofficial leaders of the Coalition, and exerted control over the other members through espionage and intrigue. The Dragonvale Republic were ruled by two main factions; the Archmages Council and the Senate of Haven. However, both these factions were secretly controlled by group among the Archmages, called the High Chancellors, who were servants of Zythia.
The Dragonvale Republic contributed magical education to the people of the coalition, as well as their enchanted items and vast libraries of magical knowledge. In addition, they exported magical materials, such as dragonscale and arcane crystals.
=== Erdannia ===
Erdannia, based in the large city of Erradan, acted as the financial centre of the coaltion. As the most central city in Tyrrus, it was a major trading hub. The currency of Erradan spread to most of Tyrrus. Erdannia was ruled by a monarch, and several merchant houses ruled by aristocrats, who controlled the trade of Erradan, and therefore most of Tyrrus. During this time, Erradan grew massively as people immigrated to the rich city, and some considered it to be the "capital" of Tyrrus.
Erdannia also exported its advanced textiles, wines, and the sea resources of the White Bay.
Erdannia ruled two vassal nations;
==== The Valarr Union ====
The Valarr Union was a nation comprised of parts of the Stormcliffs and the Westwood. The Valarr Union had a low population, but it was a major source of iron and timber for Varawyn and Erradan. The Valarr Union was ruled by a council of wealthy Burgesses.
==== The Skolmorgen Isles ====
Centred on the Kraken's Isle, the storm-wracked Skolmorgen Isles were home to a hardy group of sailors and shipbuilders. The Isles were mostly barren, but were rich in minerals, and so contributed to Erradan's wealth. The Isles were ruled by a High Chieftain.
=== Varawyn ===
Varawyn, based in the city-state of the same name, was the most industrial and technologically superior nation in the coalition. The culture of the city encouraged innovation, and freedom of information. Varawyn was ruled by four main noble houses, and a democratically elected Patrician.
Varawyn contributed its vast alchemical and mechanical knowledge to the coalition, exporting items such as clocks, potions, explosives, and incredible glasswares.
=== Whytehold ===
The City-State of Whytehold was the most militarily advanced city in the coalition, with the most advanced weapons and armour, and the most well-trained troops. They were ruled by a High Marshal, and controlled a vast number of vassal nations. However, these nations often disagreed with their parent nation, and within Whytehold itself there were a number of bickering factions, such as the Abbey of Metallurgy, the Elders, and the Church of the Light.
Whytehold was the only place where the coveted Whytehold Steel was made, and became wealthy from exporting this incredible alloy. Additionally, Whytehold was tasked with the defense of the Coalition at large, from the beasts of the wilds, and from dissident elements. The Knights of Whytehold proved themselves more than adequate at this task, slaying many dark mages, demons, and rogue dragons.
Whytehold was the only nation to not accept the Crown as its new national currency, sticking to the Gilder.
Whytehold directly controlled Ebenreich, and ruled five other vassal nations:
==== Umberlain ====
Umberlain was largest nation in the Whytehold collective, yet mostly comprised of rolling hills and thick forests. The steeds of many knights were bred on the fields of Umberlain. Umberlain was ruled by a Lord Marshal, and its capital was the city of Grünstadt. Umberlain was located on the inner portion of the White Cape.
==== Sudenreich ====
Sudenreich was Whytehold's coastal territory, and controlled the land on the coast of the White Cape. All Whyteholder ships were built there, and it boasted a strong fishing industry. Sudenreich was ruled by a Seamarshal, and its capital was the city of Reiken.
==== Bordellyon ====
Bordellyon was the most prominent of the Rivenwald States, a collection of small vassal nations which argued among each other, but banded together on important issues. Bordellyon was well known for its mercenary warriors, and its well-bred horses. It was ruled by a Duke, and based in the city of Bordellyon.
==== Gildenstadt ====
Gildenstadt was one of the Rivenwald States, and was the richest of the Whytehold vassal nations, as it controlled all trade down the River Strom, which lead to the White Bay. It was ruled by a Duke, and based in the city of Gildenstadt.
==== Karlasonne ====
Karlasonne was one of the Rivenwald States. It was the most culturally important of the Rivenwald States, as it was built upon the ruins of an ancient Rune Kingdom city.
=== Silvershire ===
Silvershire, with its capital in Thassalus, was the most culturally important nation in the Coalition. Thassalian painters, musicians, and poets were highly sought after, and the nation's food influenced all other Tyrranean cuisines. Silvershire also produced far more food and luxuries than the other nations, due to its arable land and rich mines. Silvershire was ruled by a group of Grand Barons.
Silvershire controlled two vassal nations:
==== Morvay ====
Morvay was a land of hills and rivers, which bordered the Dragonvale Republic and was highly influenced by them. Morvay was known as an idyllic region, full of farms and orchards. Morvay was ruled by a Duke, and based in the castle of High Arbor.
==== The Hinterwald ====
The Hinterwald was a land which bordered the wild Hinterlands, and was focused on defending the civilised lands of Silvershire from the monsters of the wild. The Hunters of the Hinterwald were legendary. The capital of the region was the city of Kilzig, and it was ruled by a Duke.
=== The Church of the Light ===
Based in Sollan, the Church of the Light exerted spiritual influence over the southern nations of the coalition, but lost a lot of territory with the creation of the coalition, ostensibly to ensure that they took their place as an unbiased, purely religious power, instead of a political power.