Chæmeron

## Major Factions

Great House Hortosa, Great House Dias, Great House Bellona, Great House Outus, Great House Apora, Great House Padesa, The Curia, The Legion, The Senate.

The Republic of Chæmeron occupies the Calderan Peninsula in the central region of Whorlaynd. The republic formed after the destruction of the old kingdoms west of the Calderan Sea as the bloodthirsty newly-freed serfs launched an all-out war against the nations of the world. Chæmeron was the sole power that emerged from the remnants, created by the uneasy alliance of the noble houses that supported the rebellion from the shadows and then divided the peninsula between themselves. Infighting against the nobles is common, and is most fierce when it comes to winning over the hearts of the populace. This is because Chæmeron is highly stratified and militarized, and those with influence in the military hold tremendous power over all factors of society. The Great Houses are the most prominent of these, and typically lord over the other families as their vassals. Furthermore, a Chæman is a free man and can attain the right to voice their opinion in the Senate after a decade of military service, with higher ranking directly translating into a larger share of votes, furthering the control of the army over the other organs of the state.

The most distinguishing trait of Chæmeron is its people's love of food. It plays a quasi-religious role in their society; scholars seek constant innovation upon their family recipes; wars are waged over the rights to produce certain pastries; assassination get a secret recipe are not uncommon; and technology revolves around the employment of food in all manner of strange sorceries. Indeed, the Chæman's love of food runs so deep that people from other nations are more likely to recognize the Republic under the monikers of ' the Food Kingdom' and 'Gourmet Empire' even in official documents. It is no wonder this nation is considered as the holy land of Schools of Magic based on Meal Mediums.

## **History**

In the aftermath of the World War, the lands of Whorlaynd was freed from the oppression of dragons, leaving the tribes of humans, ogres and elves free to expand, heralded the era of 'the Scramble' – a 200-year period saturated with the rise of fall of forgotten and nameless kingdoms. One of such kingdoms survived up until a series of terrible, disgustingly incompetent kings drove it to destruction and enticed a large serf rebellion. The rebellion was quickly met with a series of defeats, losing most of the ground they took by surprise at the beginning of the conflict until, according to Chæmeronic folklore, a pair of ogre twins appeared to lead them to their first and final victory at the capital city, Echoir. The pair installed a republic and split it into states among the warriors. A constitution was cast unto a slab of Adamantine promoting the freedom of all races – with an adage legalizing the murder of any self-proclaimed king, or of one who was found guilty of subverting the republic. To this day, a statue of the ogre twins, triumphantly holding a broken crown, can be found in Chæl's town square.

## **Geography**

### **Capital**

Chæl, previously known as Echoir, is a great and ancient city at the heartland of the republic, built on a set of six concentric hills. These are arranged in a pentagon, facing the great Calderan Sea, with the largest hill at its centre. The hills are walled from the outside with two curtains of gray walls, and are divided into six districts along their slopes by four sets of marble walls. The largest district lies at the base of the hills. It easily houses over fifty-thousand people, most of whom subsist off fishing and farming, and by manning the aqueducts that provide water to the inner districts. The districts higher on the slope house progressively less people with higher wealth and status, culminating with old noble families at the hilltops. The capital and its surrounding lands comprise their very own state and has a significant influence over the senate due to it being housed at its center.

## **Society**

### **Government**

The government is a confederate republic in which every state – an area with a local government and laws managing various cities and villages – enjoys a large degree of autonomy. Officially, any citizen - a status that requires an individual to serve a ten year term in the military - may be elected to hold office in any of the government’s three branches: the Senate, the House of Law, and the Estates. In reality, the Great Houses control access to most positions of power within the Senate and the Estates, while most administrative positions are staffed by their retainers and vassal families. Citizens vote in blocks, which are organized by social and economical *strata*, to elect their representatives. These strata are, from highest to lowest:

* ***The Patricians* -** members of the Great Houses;
* **The *Honorarians* -** prestigious families whose members performed great acts for the republic;
* **The *Orians* -** mages and priests;
* ***The Prolians* -** craftsmen and artisans;
* **The *Medicians* -** small-time business owners and merchants.
* **The *Pulnians -*** the average citizen.

Each *strata* has one block from each state they are present in, for a total of six blocks. The citizens comprising that block are selected at random within their own strata once every year. Each block has one vote, the majority result within a block being counted as the vote of the whole block. Blocks of higher *strata* vote first. Certain individuals of great importance to the republic receive special privileges when it comes to voting. Usually, these are people with exceptional power, such as entities of higher *Stratum*. The most common privilege is having greater voting power such as having multiple votes or, in extreme cases, having the voting power of an active Warmaster - automatically deciding the outcome of the election.

#### **The Senate**

The Senate deliberates over matters regarding the nation as a whole. It holds the power to propose laws, as well as veto those coming from the House of Law. Each state votes six of its citizens into the Senate, thought the exact manner in which they are elected is left to that particular state. From among the pool of Senators, six will be chosen by sortition to serve a yearly term as Principals, where they are each given the power to veto any decision, law and even other vetos that are made in the Senate. They are, like any other Senator, expected to serve as commanders and officers in times of war, though traditionally receiving the position of Speaker or general. More so than any other branch of government, tactical and martial prowess as well as glory in battle are key factors in determining a candidate’s popularity.

#### **The House of Law**

The House of Law is the entity which makes and administers law. All laws proposed by the Senate must first pass by the House to become official. The House employs most judges and lawyers, who aside for their regular duties must also safeguard and uphold the principles cast in the Constitution publicly displayed at the Curia.

#### **The Estate**

The Estate represents the governance of the various states, their administrators, particular laws and powers. The decisions of the states take precedent over those of the House of Law but are overruled by those of the Senate. The states have a great degree of self-rule, each maintaining their own guardsmen and territory, as well as being allowed to wage war whenever they please - which, more often than not, is against another state.

### **Resources**

The Calderan peninsula is an incredibly fertile land, with a network of rivers connecting the inner sea to the mountain chains and the ocean. The largest swat of fertile land is controlled by Great House Hortosa, who also deals in slavery to sustain production. Uncontested ownership of the Calderan Sea brings a bounty of seafood and mystical creatures, which are regulated by the Senate. Among the many foodstuff produced by the republic, its wines are especially famous for their great depth of taste, color, fragrant aroma and, of course, its mystical potency. The great Moundman swamps to the east supply a good portion of mystical plants and potions available in Whorlaynd's market. The harvest and presentment of these ingredients is the main source of wealth of Great House Dias. Near-unrestricted access to Dumat's Spine also provides the republic with access to great mineral wealth, the most sough-after being Cold Iron. Control over the Mittwoods allows hunters to procure great quantities of magical beasts, specifically their blood, which is used in many staple foods of Great House Bellona.

### **Wildness**

The Calderan peninsula maintains most of its wilderness. A short walk off the road would put one face to face with beasts, bandits and other unknown horrors. Fortunately, the areas that are controlled, namely trough a system of outposts and active "pruning", are safe enough for parents to feel comfortable sending their children out to play. Typically, outpost duty is performed by Legion trainees to instill discipline on its members.

### **Racial Makeup**

The population of Chæmeron is mostly comprised of humans, though elven, ogre and goblin minorities collectively make up around a third of the populace. Almost all of the human population is of Chæman origin. Those that live near the Mittwoods and the Moundmand Marsh tend to have lighter skin and red hair, those that live near the rive basins and the coast tend to have brown hair and a tanner complexion, and those nearer to the south usually have darker hair and pale skin. The elven population is mostly made up of High Elves whom, though uncommon, are typically found around the eastern forests.

## **Culture**

### **Quote**

"As is the river's flow" - a common saying to express feelings of helplessness or complain about an inevitable suffering.

###  **Clothing**

Chæman attire is loose and flows along one's movements, predominantly consisting of pieces of woven linen fashioned as vests, robes and dresses. These are, when practical, decorated with seashells or and embroidered with marine and plant motifs. Caps are frequent among men, whilst women favor the use of shawls or long robes to cover their heads. Typical footwear consists of simple wooden sandals or scale boots. Officials may wear a toga with purple border to symbolize their rank, with higher ranks adding higher numbers of gold borders. Women usually wear fuller and longer tunics, pulling it over their heads and fasten it around the shoulders and waist with pins. Another popular dress consists in two pieces of fabric sown only at the top with room left for the armholes and head, usually made of linen.

### **Architecture**

The style and materials of buildings varies wildly across the different states, owing to their distinct heritages, environment, and aesthetics of the ruling Great House. In general, buildings are uniform and blocky, built with the ubiquity of canals in mind, or directly above a waterway. As the most ancient city in the peninsula, Chæl is rife with great monuments and palaces of distinct architectural style which the newer constructs tend to emulate, albeit reformatted and adapted to new circumstance. Chæl's style focuses heavily on white foundations made by applying plaster to a brick wall, with highlights of red, pink and other hot colors. Columns and high arches are used whenever possible, and beautifully decorated. Common motifs include a variety of sea creatures, crops, holy symbols, faces of revered ancestors, heroes and public figures, and various examples of the beauty of the female form. The city is mostly illuminated by paper lanterns or by bio-luminescent plants forming harmonious and self-maintained tunnels of light along the walkways and canals of the capital.

### **Mannerisms and Oddities**

The Chæman people consider beards unhygienic and uncouth, worn only by barbarians and degenerates. As such, proper Chæman shave off their beard completely. Being caught unkempt is rather embarrassing.

### **Cuisine**

The people of Chæmeron are very particular when it comes to their diet. There is a saying that the Legions never breaks before their enemies, but scatter before going hungry. It is known that the people of Chæmeron are periodically afflicted by a ravenous and highly specific appetite for a particular dish, which, if not satisfied, causes psychological distress. Each region of the Calderan peninsula has its own famous specialties. In general terms, the fertile flood-lands of the west are famed for their pastries and wine, the great eastern foresters for their bloodstuff, and the central region for their seafood. The salt-marshes are infamous for their use of dubious herbs as spices and giant mushroom roasts, while the southern border's staple diet of giant eggs is rarely enjoyable to outsiders.

### **Leisure**

The most common pastime for the regular Chæman usually amounts to recreational fishing, table games, swimming, going to see the games at the coliseum, and theater. Theaters are especially well-liked, actors are commonly sponsored by the Curia to dramatize victories, promote Chæman values and subtly meddle with public opinion. Well-off citizens may also frequent specialized lodges and restaurants in 'pilgrimage'.

Chæmeron is famed for its water-sports and a particular board game called 'Gilliucon'. This game is played on a non-checkered, 9x9 grid game-board. At the beginning of the game, players can choose how their pieces will be arranged on their side of the board. The goal of the game is deceptively simple: to make your General "eat" the opposing General. Pieces can be stacked on top of each other, adding a third dimension to the game. Each piece is meant to represent a particular type of unit used by the Legion. Such pieces have special forms of movement and abilities depending on the dimension, or 'Hold', they are in, as listed below.

* **General (x1)**
	+ **1st Hold -** Can move one square, diagonally, in any direction.
	+ **2nd Hold -** Can move one square, diagonally, in any direction, and one square vertically, but solely toward the enemy field.
	+ **3rd Hold -** Can move two squares in any direction.

* **Horseman (x6)**
	+ **1st Hold -** Can move one square in any direction, except toward the back, where it can only move one square vertically.
	+ **2nd Hold -** Can move one square in any direction.
	+ **3rd Hold -** Can move two squares in any direction toward the enemy side of the board. Can move one square in any direction toward your side of the board

* **Archer (x2)**
	+ **1st Hold -** Can move one square in any direction.
	+ **2nd Hold -** Can move to any square one square away from itself.
	+ **3rd Hold -** Can move to any square two squares away from itself.

* **Mage (x1)**
	+ **1st Hold -** Can move one square forward.
	+ **2nd Hold -** Can move two squares forward.
	+ **3rd Hold -** Can move any number of squares forward.

* **Fortress (x2) -** *Cannot be stacked upon other pieces, only have other pieces stacked on it.*
	+ **1st Hold -** Can move one square in any direction.

* **Centri (x2)**
	+ **1st Hold -** Can move one square horizontally, and as a 4 square 'L' shape forward.
	+ **2nd Hold -** Can move as a 4 square 'L' shape in any direction toward the opponent's side of the field.
	+ **3rd Hold -** Can move as a 4 square 'L' shape in any direction.

* **Strategist (x1) -** *The Strategists copies the movement of the piece directly below it.*

* **Choir (x2)**
	+ **1st Hold -** Can move in any direction diagonally.
	+ **2nd Hold -** Can move in any direction diagonally to a square one square away from itself.
	+ **3rd Hold -** Can move any number of squares, in any direction, diagonally**.**

* **Sage (x2)**
	+ **1st Hold -** Can move one square horizontally or vertically.
	+ **2nd Hold -** Can move two squares horizontally or vertically.
	+ **3rd Hold -** Can move any number of squares horizontally or vertically, in any direction.

* **Legionnaire (x12)**
	+ **1st Hold -** Can move one square forward.
	+ **2nd Hold -** Can forward in any direction.
	+ **3rd Hold -** Can forward in any direction.

Each player is provided a total of 30 pieces as enumerated above. In the draft phase, pieces are put on the board in the first three rows, trading off one-by-one. The General must always be put first. The minimum pieces that must be placed in the beginning is one - the General. The maximum number of pieces you can have on the board at any time is 20. Black places first, while White takes the first turn after all pieces have been set up, beginning the game phase. A turn can be used for one of four things:

* **Move –** choose one piece to move; remember that stacks themselves do not move, they only increase range of mobility of the top piece.
* **Attack –** if an enemy piece occupies a square within your range of movement, you can attack; if there is only one piece, your piece must then move into and occupy that square but if you’re attacking a stack, the result is that the stack loses the top piece, and your piece now controls it.
* **Stack –** if either a friendly piece or an enemy piece is within your range of movement, you can stack on top of that piece to form a stack (the top piece of the stack controls the whole stack regardless of pieces of a different team below it)
* **Place –** if you have less than the maximum pieces on the board, you may take a piece from your remaining pieces (captured pieces cannot be used) and place it anywhere on the board with following exceptions:

Multiple legionaries cannot be placed in the same file. Only a General can put the opposing General into check mate (although other pieces can still check it). Pieces cannot be placed within the first three ranks of the opposing team’s side of the board. The game concludes when the General is killed by the opposing General. The player who checkmates their opponent wins. If a player at any given point has no legal moves to make and is not currently in check then a stalemate occurs and the game is a tie. Alternatively, the game may end if one side forfeits during the game. The Gilliucon is highly-regarded hobby, thought to improve a person's strategic thinking, cunning and battlefield awareness.

### **Unique Festivals**

Chæmeron celebrates the Unconquered Feast at the end of every of every month. To signal its start, the Curia sacrifices a specific type of fruit or creature, such as a fish, a bird, a poult, an octopus or a dinossaur, at the beginning of a month's last week, in the great hill's forum. This event is broadcasted directly to the noble households and wealthier regions of the republic, while the rest of the country receives the news trough word of mouth - which, surprisingly, is almost as effective. Once a citizen has learned of the sacrificed foodstuff, they must completely base their meals around it, and may not eat or drink anything that does not contain that item. Failure to comply results in flagellation at best, and disenfranchisement and slavery at worst. No person is allowed to go without eating during this period, there are even fines in place for regions that have failed to provide food for its inhabitants during the festival. Reports of starvation and price meddling are investigated and dealt by the Curia with utmost seriousness, and offenders are met with a jail-time comparable to that a murderer. This resulted in an explosive development of recipes to cope with having to eat and drink the same thing over an entire week. Additionally, as a fortunate side-effect, the Feast has completely eradicated starvation within the republic.

### **Rites**

Due to the strong influence of the Great House, they commonly form the nexus of cultural unity of the regions under their control. To be considered a true Chæman, one must have been baptized with the waters of the great rivers, preferably by a priestess of Gaia. It need not be directly performed in one of the rivers directly, even pouring a handful of water collected form the river is sufficient to fulfill the rite. Children are baptized as early as possible, though one's age is not important for the rite. Outsiders seeking to integrate into Chæman society will eventually have to undergo such a baptism to be truly accepted by the locals. However, their baptism must always be performed at one of the major rivers, and requires the individual to be fully submerged. Afterwards, they must choose a new name, which will from then on become their true name in the eyes of the Chæleans.

## **Atitudes**

### **Outsiders**

To the Chæman, the republic is the world - or the civilized world, at least. People from the outside are though of as savages and brutes, the most prejudiced are straight up barbarians or degenerates. The capital state and some Great Houses who regularly engage in trade with the rest of the world are much more amicable, only retaining more common prejudices.

### **Neighboring Nations**

Chæmeron scantily has relations with their neighbors outside of war. Notable exceptions include many of the Summerwall city-sates. Dragonfell is another notable case as although relations are rather tense there is little risk of war breaking out between the superpowers. Most of this tension is vented trough proxy wars between the city-states aligned with either party, to which each nation sends foreign legions. Most of the time, the two great nations amicably engage in trade and brutal covert warfare.

### **War**

Chæmeron is a highly militaristic nation, appreciating conflict not as a necessity but as a sport a test of one's mettle. The 'wars' waged between the Great and lesser Houses are highly codified and treated as an honorable way to resolve disputes, a sport, and as an effective way to train and expand the number of active citizens. The rules enforced by the Curia stipulate the duration of a war, the value of ransoms, the treatment of prisoners of war, the compensation that must be paid by the winner to the families of the deceased, that in case of a siege the population must be evacuated, the maximum number of participants in each side, and reparations for any structural damages that may occur. Conflicts against neighboring nations are just as savage and brutal as in other nations, however. The eastern frontier is particularly dangerous, as raiding parties are a regular occurrences and the garrison may be forced out to sortie during seasons of relative calm in attempts to form outposts or occupy valuable resources. The southern front is the calmest, as Sanbige has little interest in expansion and, similarly to Chæmeron, is too busy with infighting to pose any considerable threat.

### **Slavery**

Despite being detested by most people of Chæmeron, slavery is still practiced in many parts of the country, namely among the holdings of the Great Houses. Usually, prisoners of war from other nations that are not ransomed, violent criminals, irrelevant political prisoners, and those who are unable to pay their debts make up the bulk of the slave population.The treatment of slaves is usually prescribed under the laws of the states where it is practiced in an effort to keep it at somewhat 'humane' levels, so as to appease the Curia. Though simple, these solutions effectively prevents the Curia from acting directly and restricts them to merely sabotaging and supporting anti-slavery groups, such as High-Noon. Among the factions that still practice slavery, Great House Hortosa is the most prominent and outspoken. The House relies on a vast number of slaves to tend to their plantations, which are responsible for producing a good portion of the legions' food supply. The Great House frequently lobbies any group of interest unto their side, even indulging in philanthropy and charity stunts to maintain their reputation with the masses, ensuring the continued legalization of slavery within their state.

## **Army**

The army is composed solely of volunteers, having very few permanent elements. Many of the volunteers will already have some degree of experience, owing to the provincial wars and familial training. These legionaries are expected to provide their own equipment. Those who cannot afford the required equipment will to need to seek a sponsor or apply for a bond with the Curia. There are strict rules surrounding the color and appearance of arms and armor and heraldry of any kind is all but banned. There are no restrictions on age, gender or race for enlistment, but one's treatment in the army is almost entirely up to their direct superior.

The Chæman army is structured in an entirely modular fashion. The smallest unit consists of a 10-man group, a squad, which elects their own Capitan. Ten squads are grouped together under one Centrurion, to whom the squad captains answer to. A Centurion is expected to consult the captains and command the squads trough them. They are also meant to lead in the field, being foremost in any formation and the first to throw their lives down when needs must. In such a case, the eldest Captain automatically assumes the position of Centurion. Up to seven Centurion groups form a Wing, lead by a Speaker, one of the senators. The Speaker is meant to coordinate with other Wings, forming the core of any formation and generally having one degree of separation between themselves and the front line. The oldest officer in the entire Wing becomes the new Speaker upon their incapacitation. An individual legion can be composed of any number of Wings. Legions are only assembled after a declaration of war, and so are mustered in a hurry. The common Legion can range from four to six Wings, or anywhere between 2800 to 4200 men. A number of Legions is put under the command of a General, selected directly by the Senate. These officers have the responsibility of holding the Legions together trough their charisma, all while fighting in the front-line and deciding the army's course of action during battle. A Strategist, usually belonging to any of the Great Houses, is assigned to each General to serve as an advisor. Strategists are responsible for overall planning, and logistics. The actual role of a Strategist in a given army is entirely determined by the General's personality and their relationship. There can be armies where the Strategist is neutered, being reduced to a logistical operator; armies where they are entirely responsible for strategy while the General rushes straight into the front-lines; armies where the Strategist and the General engage in planning and/or fighting on equal ground; and even ones where the Strategists is first one to charge into battle while the General is responsible for designing a foolproof, forty-step plan to victory. They are meant to be a well-educated, established complement to the populist General, and to assure a Great House that their interests will be looked after.

The Chæman style of warfare is simple and effective: draw the enemy into melee and beat them into retreat. This makes them especially vulnerable against large-scale magic. A common tacit of Chæman armies is to pelt the enemy with a singular, synchronous barrage of missiles and spells before engagement, as veteran legionnaires are expected to have learned at least one spell during their stay in the army. Typically, this will be the spell Lightning's Hand, which has become a moniker for elite Chæman squads. Attempts are made to record an individual's achievements during a battle, though the army relies mostly on witness reports to determine them. The biggest achievers can usually expect a promotion and bonuses. At the end of their service, the top ranked legionaries are offered entry into the Palatinates, the republic's closest thing to a standing army. Members of the Palatinate must relocate to the frontier and report for weekly shifts at least once per month, but can expect complementing pay, honor and perks. These are enticing enough for many citizens to aspire to become a Palatinate.

## **Transport**

The rivers of the Calderan peninsula constitute the main routes of travel and transportation. Large fleets and convoys are utterly mundane, as are gondolas and canoes. Private ships are a common sight, with some families even choosing to live in houseboats in the rivers, sailing in small confederations with their own local government and Senate seats. Most houseboats are Witch-Huts to some degree or another as mystical creatures living in the rivers' inner regions can easily destroy mundane structures. A houseboat can range from a humble shanty boat with a ritually augmented hull, engine or aura, to large fortress-ships and even floating metropolises armed to the teeth with cannons. Cities of economic or strategic importance have complex water-elevators, tunnels, and ramps that allow to control the entry and exit of ships. However, as the republic's network, rivers are extremely attractive for pirates and outlaws, who pose a real and constant threat. Most merchant and civilian fleets don't feel the need to hire escorts, however, as most pirates will simply make them pay a toll or sack some goods, and seldom injure or kill the crew. This is also the case for the cities and villages bordering the river, whom feel safe enough to construct large canal networks. The Legion also issues regular patrols trough the rivers, even if these can only cover a fraction of the area. Its not too hard to notice that an unspoken consensus exists between the pirates and government authorities: that if neither side goes too far and keeps to the other's bottom line, they will do the same. Of course, there will always be insane or unscrupulous pirates, and highly valuable cargo and more populous settlements are invariably well-guarded. The Curia even has a dedicated body - the Federals - to cull dangerous captains, especially those with the potential to unite various pirate fleets or conquer republican territory.

## **Cultural Armaments**

No weapon is more emblematic of Chæman culture than the Gladius, a type of Short Sword. All legionaries are expected to carry a gladius. This tradition probably started due to the sword's excellence as a side arm in close melees, which are very frequent since most battles happen aboard ships and on hilly terrain, marshes and forests. The gladius has proved itself so useful that, trough centuries of close calls and bloody warfare, it has become highly symbolical for both the Chæleans and their enemies. In the mind of Chæmeron's people, there is no more trustworthy and nobler weapon than the gladius. The Legion's preference for Lorica, a type of Laced armor, has also lead to its wide popularization throughout Chæman culture. The armor is a set fashioned from hard scales, resembling those of a fish. As legionaries are expected to furnish their weapons and armor, the quality and material of the scales also symbolizes the wealth and prestige of its owner. The scales of aquatic mystical beasts are preferred, but most can only fashion them from iron or bronze.