The Realm of Alera

Alera is the land and nation of the Alerans, it constitutes most of a continent, ending at the coast to the south, east and west and to the north with the great Shieldwall.

The country is parted into six satrapies, each governed by a High Lord seated in the province's prominent cities. Inside these satrapies exist various towns and steadholts where the majority of the population live.

Each High Lord fields two Legions (2x5000 legionnaires), which, with all twelve assembled, makes up the military force of Alera.

The polulation of Alera consists mainly of humans, but other races do thrive (see **City demographics**).

Though internal disputes between prominent cities are common, the empire, as a whole, is, at large, at war with three races; the Marat, the Icemen and the Canim.

### **Time Period**

Currently the country resides in the third age, with the first being the intertwined planes and second being the rule of the witchborn.

This age is marked with the diversion of species and the struggle of the people. Some cope with this through banding together, sharing resources and huddle for warmth. Others seek new living accommodations in the mountains or invent new ways of solving everyday problems.

The technology resembles what we would attribute to start-19'th century - sewer systems and effective farming has allowed the country to prosper and cities to grow. The largest of which are the 'prominent cities', one located in each of the six ranges. Technology is rising while magic is dwindling. Crude batteries, steam power, DC current, the printing press and rubber vulcanization are some of the technological advanced wonders that some of the most prominent cities rejoice in while the rest still squabble by with their whale oil lanterns and donkey driven flour mills.

## **Prominent Cities and their Ranges**

Alera is divided into six partially self-governing ranges. Each with a prominent city, from which a high lord rules. These cities also represent the biggest settlements in each of their respective ranges.

### **Earth Ranges:**

* Prominent city: **Antillvs**
* Ruled by: High Lord Attis

Known for its mountain ranges and rocky fields. A tough people, used to surviving on boiled roots and dried fish. Holds the most naturally defensive city of the Realm 'Antillivs', surrounded by sharp rocks, winds strong enough to put a grown man on his back and a sea cluttered with deadly rocks and poisonous corals, ready to tear up any approaching ship. Main export consists of exotic minerals, gems and rocks. Meanwhile, the range's livelihood comes primarily from the Realms taxes as it is charged with fielding the army who defends the Shieldwall against the northern Icemen.

### **Fire Ranges:**

* Prominent city: **Kalare**
* Ruled by: High Lord Kalarus

Known for its slavery, corruption and ruthlessness. In contrast to most other ranges, the political control here resembles more of a dictatorship than the somewhat democratic oligarchy seen in the rest of the union. - A criminal is seldom found guilty, but merely executed in the streets if so deemed by the city guards. The Fire Ranges is the only range that openly condone slavery, which, as a result is extremely prominent in these regions.

The earth here is very hard and hot due to volcanic activity. The land is scarce in minerals in addition to holding volatile gasses. However, with the overabundance of slaves, the mining corporations thrive. These are, for the same reasons, also seen as a death sentence for any slave sold to work there. These mines are collectively referred to as the 'Hemamines' or blood mines.

The range thrive due to its export of perishables, such as food, from its northern green fields, fertile from the volcanic soil. Other incomes include black market trades of exotic wares and taxes from the national bank, which lies in the heart of Kalare.

### **Water Ranges:**

* Prominent city: **Parcia**
* Ruled by: High Lord Antillus

Holds the largest seaport in Alera, a central transport and trading port, which often presents the fastest way to the capitol. The range may not hold the hardiest sailors on the continent, but it definetly has the most experienced ones, and the only ones generally trusted to get you to another continent in one piece. A range rich in natural beauty, but poor in natural wealth. However, despite this, is triving on its gains from trades, transport and shipment taxes.

A great gambling range, said to be the origin of the national sport 'Ironforge'. Also known for its annual sea race 'Annui Navis Genus Volare' in Parcia.

### **Forest Ranges:**

* Prominent city: **Rhodes**
* Ruled by: High Lord Dorothe

One of the few ranges where an elf is an everyday sight and trees are in abundance wherever you might look. Is a range bent on long term growth, with little to no imports and a lively export in wines, art, seasoned wood for ship making and exotic materials such as the iron-wood.

A range that, much like the Water Ranges, keep to themselves and remain passive in times of conflict.

### **Metal Ranges:**

* Prominent city: **Aqvitaine**
* Ruled by: High Lord Invidiana

Known for its rich mineral and iron deposits in addition to its thriving gnomish tinker community. A range on the forefront of technology, and one of the very few with a trading alliance with the dwarves in the Redhill Heights.

Holds one of the strictest and most convoluted judiciary systems in Alera in addition to having one of the most fortified cities in the Realm 'Riva', where the Black Tower holds the worst criminals of the continent.

### **Air Ranges:**

* Prominent city: **Alera Imperial** (capitol of Alera)
* Ruled by:High LordGaius Sextus (The First Lord and ruler of Alera)

The realms capitol and trading center, known for its scholars and knowledge. Many uses their entire family fortune to send scholars to the city to be schooled in economics, geology, metalwork or other specialized fields. Also one of the few places that teaches Chromaturgy as well as Fury-crafting at a higher level.

## **Political Ranks of the People**

In Alera, most often political rank and actual strength (political, physical, economical or otherwise) goes hand in hand, making for the rise in ranks hard if not impossible for the average commoner.

**Non-Citizen or 'Freemen'**

* Slaves and commoners, these people have no greater rights and officially no prosecution can follow a citizen who has been wronged by a non-citizen and therefore chooses to harm the person in retaliation.

**Citizen**

* Steadholders (when within their own steadholt boundaries) and higher standing citizens.
* This title can be claimed by you and your family if you can trace back your family line 10 generations and have no deserters/oath-breakers or similar in the line
	+ Alternatively it can be claimed by serving a number of years in the military (most often between 4 and 15) / acquiring a high rank therein - this title however does not pass on to your children

**Knight**

* More a title of honor than anything else. Either gained through the process of being knighted by a grand duke, or by achieving the title of knight in the military ranks, denoting the deadly skills one wield.
* Often denoted by the symbol of the imperial eagle, branded onto the skin.
* This title also compels you to take action in time of peril and makes you swear fealty to the nobility of the land.

**Baron**

* The baron is the bottom of the totem pole, the lowest rank of the Aleran nobility. Any citizen above this is considered a lord.
* These often act as the city officials in small to medium towns - more to ensure that no lower standing citizen would harm the political structure of the town, than due to the person in question's competence.
* The title confers no official power or authority outside the city-limits of the station.
* The title is not hereditary, meaning it cannot be passed to an heir, but is instead appointed by a superseding earl, viscount or count.

**Earl**

* A position refereeing to the status of 'chieftain'. Often a higher-standing legislation official or politically ruling head of an area or city. Is seldom active in anything but political disputes, but is often the swing votes bargained for in the higher political scheme, resulting in it being a lucrative position at times.
* The title is passed through succession or transferal, but can also be stripped by a superseding count or above.

**Viscount**

* Viscounts are appointed to assist the counts in their running of the province, and often take on administrative or judicial responsibilities.
* The title is not hereditary, but is instead appointed by the superseding count, who the viscount serves.

**Count**

* A military commanding citizen sworn to their respective duke and often acts as a protector stationed in larger towns in which they rule. The wives of counts are referred to as countesses.
* The title is not hereditary, but is instead appointed by the superseding duke, who the count serves. This is done in order to consolidate the dukes position and limit the chances of rebellion.

**Duke**

* The duke is a monarch, a sovereign head-of-state of an area and among the wealthiest, most powerful or influential people on the continent. The wives of dukes are referred to as duchesses.
* The title is hereditary, passing from one heir to the next.

**Grand Duke**

* Particularly mighty duke playing a central political, military and/or economic role for a particular range or the entire realm. Most often a position held solely by the six governing High Lords

**Senate**

* A group of the brightest minds in each their own field. An opposition to the force consisting of the six High Lords. The senate holds command over a 'token' legion, which is rarely, if ever, used, but is meant to balance the military scales of the empire.

**High Lord**

* Highest standing citizens (most often Dukes or Grand Dukes), who cannot be prosecuted unless accused by another High Lord. Most often disputes are settled with *Juris Macto* - "Justice of the fists", a duel to the death. However, the person challenged may choose a champion to fight in their place, while the challenger may not.
	+ One can choose to forfeit or surrender a *Juris Macto,* even if the match has started. However, this is seen as extremely cowardly if the match is already under way, in this case the opposing party is not obligated to abide by the request.
	+ *Juris Macto* can also be issued by a non-citizen to a citizen. If accepted and the non-citizen wins, he or she is pronounced a citizen. Nonetheless, this is obscenely rare as there often is a large gap in strength, as well as, the citizen would need something of equal value to gain to accept, which a non-citizen seldom possesses.
* Each High Lord is allowed to command up to two legions with a supportive number of knights.

**The First Lord**

* The present ruler of the empire, Gaius Sextus.

## **Politics:**

The Union (generally simply referred to as 'Alera') is a federated realm by the consolidation of the six ranges that make up the southern part of the continent Alera. In practice it is an oligarchy controlled by the nobility. On paper it is a republic.

Each range has an independant legislative and judicial branch, but larger matters goes to the Union Senate, where the two brances become one (meaning that they can vote on both laws and sentencing). The Senate is divided into two halfs;

1. The Open Council, of 221 members, made up of a mix of all social positions across the entire continent. Some ranges have seats specifically earmarked for guilds, insitutions (scholarly or similar), and the clergy, while other others have instated laws allocating the seats only to people of high social stature (e.g. barons or above).
2. The Closed Council, also referred to as the Lord's Rounds, consisting of 13 members, appointed through social stature or achievements (academic or otherwise). Two lords of war, two lords of lore, two lords of economics, and one lord appointed by each ranges' High Lord, plus an additional from the First Lord. These two councils are meant to balance out one another, inferring that each vote on the Closed Council is directly equivalent to 17 on the Open Council.

In times of crysis, the power of the republic falls back to the First Lord, a hereditary title, who takes up the position of monarch/the full executive branch of government, until the crysis has been resolved. Through this, the executive branch can also be the source of certain types of laws, such as a decree or executive order.

executive (enforces the law), a legislative (government), and a judicial branch (courts)

## **The Currency:**

The currency of the Aleran people is in large based on three different coins - the copper rams, the silver bulls and the golden crowns, all of which are marked accordingly. Their value is one tenth of each other respectively.

A copper ram buys a candle, a torch or a piece of chalk.

A silver bull buys a laborers work for a day, a flask of lamp oil or a night at a poor inn for an adventurer.

A golden crown buys 50ft (~15m) of rope, a belt pouch or a goat.

Other trades can also be made based on exchange of gemstones, trade goods, animals, the occasional magical item - however rare they are, or even people.

### **A Days Pay:**

A laborer earns a silver to two a day. - Menial work such as trench digging.

A legionnaire earns anywhere from a few silver to several crowns a day depending on rank.

A skilled artisan earns a crown or two a day.