The Republic of Easthaven

**The Republic of Easthaven** (known simply as **Easthaven**) is a coastal nation in the Eastern Region of Akilos. The Republic of Easthaven is a democratic, capitalist republic, which once included various dependent states, but today includes only Easthaven as the remaining member. The Republic of Easthaven is well-known for its impressive technological advancements which fuse modern science and Magicks to create wondrous machinery, some of which, like Electric Light, are commonplace around the world.

As a democratic republic, the Republic of Easthaven places emphasis on moral character, regardless of one's origins or background. As a result, the Republic of Easthaven is commonly cited as the most welcoming place in Akilos.

## Ancient History

Easthaven was settled relatively recently in comparison to other nations, and formed as a separate, governed state significantly later, being founded in 300 C-FE. Easthaven is considered a human nation, meaning that both the ancient and modern landscape was dominated by humans. The primary inhabitants, based on human ethnicity, of Easthaven are predominantly Schungester in origin, although rapid industrialization and lack of personal discrimination has led to the nation being incredibly diverse, with sizable populations from all around Siira. Likewise, non-human species are equally diverse and commonplace.

As the language opened numerous pathways to transform Easthaven itself, it is important to understand its origins to appreciate the modern-day Republic of Easthaven.

Easthaven was settled by Schungester mercenaries, mostly of the Graucher, Tunerwiitstelisk, Dovelsish, Pfauhert, and Thelossian ethnic groups. Despite the language barriers each group had, the strong idea of a shared, ancient culture developed and, before long, an inter-social creole language was produced, which would eventually become the Havener language. Shortly after this language came to be, the arrival of the Sistans proved that the creole was difficult for outsiders to grasp. Although the Sistan Empire was expansive and war-mongering, the people of Ancient Easthaven, referring to themselves as the Haveners, saw the opportunity for wealth and power. As a result, they incorporated various, new changes to their language, incorporating more broad loanwords and a simplified grammar. This language brought with it a great interest in Easthaven and due to the ease of travel and, alongside the hospitable nature of the Haveners, by 700 B-AN, Easthaven would be a trading center within the East of Akilos.

Easthaven, despite starting as a colony for various Schungester mercenary tribes, was largely isolationist during wars. Easthaven rapidly focused on internal stability rather than warfare and, as a result, survived much longer than its ancient neighbors. Most of the modern-day nations surrounding Easthaven were, in fact, originally repopulated by Havener expeditionaries during, what is unofficially referred to as, the Republic Exploration Period (B-AN 14 - 0 C-FE).

## Modern History

Beginning from 400 C-FE onwards, Easthaven receieved a large influx of immigrants, rather than merchants, for the first time. These new citizens, many of whom were refugees from the Magicks Fissure region, helped to kickstart a new technological era for Easthaven. Originally a scientific-first nation, the Republic of Easthaven began employing Magicks, first in isolation, then in tandem with science. This revolution took the already-prominent trading hub of Easthaven into one of the richest and most sought-after nations on Siira. Inventions as small as the Electric Light to as large as the Airship are vital aspects of trade between Akilos and the other continents.

## Government

The Republic of Easthaven is a democratic republic, meaning that its rulers are appointed based off of popular public vote. Originally a much larger republic, the Republic of Easthaven itself is now only composed of Easthaven.

Every five years, the Republic of Easthaven holds a vote for the Leader of the Republic (known as the Hengther). To become Hengther, one must have been born as a Havener, must be literate, and be over thirty years of age. This Hengther is then within office for five years, unless re-elected succeeding the previous term. The Hengther is responsible for foreign and domestic policies, brokering trade deals, leading the military, and being the international face of Easthaven itself. Alongside this, the Hengther checks and is checked by other political offices to ensure that powers are not overreaching their domains. In total, there are seven so-called "Upper Administrations" of Easthaven, and one acting as an unbiased party to both before reaching the First Magister, essentially the mediator of every party, Pre-Hengther, the Hengther's political partner and second authory, and Hengther.

Every ten years, the Republic of Easthaven hosts a simultaneous vote to vote in the First Magister. These First Magister helps to advise and direct the Hengther in manners pertaining to each region, regardless of where the Hengther is originally from. The First Magister, in turn, elects various officials that govern burgs, cities, and divisions of Easthaven, themselves having power to govern their states as they see fit, with the Hengther ultimately deciding what can and cannot be done.

It is required that only residents of a specific district vote for their representatives.

## Society and Culture

The culture of Easthaven is largely Schungester-derived. Due to the great influxes of other cultures and ethnicities, Easthaven has evolved to include various "westernized" values of the older, western nations of Akilos. Things such as tolerance, justice, and intelligence are prized in Easthaven.

As a highly-changed nation, the original societal and cultural structures brought by the various Schungester cultures has largely faded, with few ancient practices occuring to the modern day. However, a notable rite, the Ravensfall Leap, still occurs to this day, which tasks young individuals to leap from the Crow's Beak in Ravensfall to pass into adulthood.

Easthaven does not have a traditional sense of culture. Despite the drastic ethnic, religious, societal, and species differences, Easthaven itself is largely without conflict of these aspects due to the shared cultural identity crafted over-time and through government programs, which is then used to assimilate citizens as one common identity. Easthaven, alongside Reisen, uses this idea of a national identity regardless of origin to house a secure culture regardless of origin. Naturally, the years have molded a natural Easthaven identity which quantifies what exactly being a Havener is.

With the advent of science and Magicks rapidly evolving, cultural shifted swiftly to focus on these prospects. Magickal or scientific affinity are highly sought and encouraged to develop. Beyond Ravensfall, the capital of Easthaven, the greater need for farmland and capable, reliable workers within these outer districts encourages an agrarian society which values dependability, ingenuity, and the ability to work often. The agrarian districts of Easthaven are just as vast as Ravensfall itself, housing nearly twenty percent of the population.

## Economy

Easthaven boasts one of the largest and consistent economies in Siira.