1.5 Systems of Government

During the Thyrellan Empire

The Thyrellan empire was the first power since the Ancients to enact a continent-wide government. In the early days of the empire under Gaedan II, Hauther suffered under a rule nearing tyranny. When Gaedan III took the throne, he took a markedly different approach to rulership, transforming the empire into something closer to a feudal monarchy, albeit with dictatorial tendencies. While there was still significant resistance to the authority of the throne, particularly in Casperia, the populace embraced the respite. However, with Gaedan III’s assassination and Argus Cainon’s subsequent appointment to Regent, the trend shifted back toward tyranny. Had Cainon succeeded with his coup attempt, historians are almost certain he would have been a harsher ruler than Gaedan II.

After the Plague War

Since the fall of the empire and the lull in the Plague War, the scattered nature of settlements across the outlands means there is currently no single dominant form of government. Even so, humans still dominate the politics of Hauther everywhere except the Hirols, where the Nokhen reign.

Casperia

Soon after the Plague War waned, Casperia’s feudal lords, who were appointed by the Thyrellans, were removed from power to the cheers of the citizenry and replaced by the noble families who could trace their ancestry back to a time before Casperia was sacked by the Thyrellans. Since then, Casperia’s legacy of citizen representation has re-emerged, albeit it nominally, giving the common citizen a sense of power through the election of a Prime Minister. Presently only the city’s lords can be considered for the position of Prime Minister every four years, resulting in a system that is essentially an oligarchy with a Prime Minister that is somewhat accountable to the citizenry if he or she wants to be re-elected. Each lord is required to supply soldiers and knights for defense of the city, and although the knights and soldiers owe their allegiance to their respective lords, they are commanded by the Prime Minister.

Dussleholm

Dussleholm took the idea of citizen representation a step further, electing aldermen every three years to six-year terms. Anyone who can prove residence of at least 3 years can run to be an alderman. Every three years, the aldermen elect a Premier Alderman, who manages the city and commands the military. The city supports its own military through tax on trade, though more often the tax comes in the form of goods instead of coin. The military owes its allegiance to the city and remains neutral in matters of politics.

The Silver Order

The Silver Order is in a peculiar situation. Primarily, it is an independent military with the self-imposed duty to protect the remnants of civilization. It operates along a hierarchical chain of command, with the top position being the High Marshal. Because of the magnitude of its task, the order has had to establish strongholds throughout the outlands, giving them the range and influence of a nation.

However, the organization’s resources are quite limited because it must rely primarily on donations from Casperia, Dussleholm, and a number of other settlements it protects across the outlands. This puts them into an unusual symbiosis of protecting a populace that it neither answers to nor rules over.

The Jovar and the Outlands

Obviously, there is no rule of law in the outlands. It is a wild and dangerous region where the only unifying ideology is “Might makes right.” Such an ideal is attractive to the Jovar, who roam the outlands in bands. Aside from the perpetual formation and reformation of these and other outlander bands, only the Silver Order has shown to be capable enough to have an enduring presence in the outlands.

The Nokh Clans

The Nokh dwarves believe they all share a common ancestor, Lars No, the supposed father of all dwarves in the Hirols. The stories say that over the years, the family split into clans derived from the “original children” of Lars. Whether or not the truth is as simple as tomes explain, the Nokhen believe they are essentially all family, which explains their patriarchal attitude toward governing their affairs.

As with any extended family, there are different attitudes or outlooks in practically all matters, but they each operate similarly. Each clan is typically led by the eldest male, known as the Clan Elder, most directly related to the original child of their clan. The Clan Elder then chooses his advisors, usually from his most immediate family, but occasionally from extended family. As necessary, he typically appoints positions and offices to the extended family on outward until each family line has a position of responsibility of some kind. This system has led to a longstanding tradition where a particular responsibility or position stays within a particular family line for generations.

The Nokhen like to believe that such a system draws the clan together, like a family where each member has a role and works together for their mutual survival and benefit. However, it is often the case that those who aren’t happy with their lot in the clan tend to seethe with the chance to change their circumstances. As a result, some clans suffer from political infighting over status and position.

The Elves

The Krendiri

Generally speaking, before the imperialistic expansion of Thyrell, the Krendiri were known to live as separate tribes, each led by either a matriarch or patriarch who held a seat on the Council of Tribes. This council performed many duties, such as establishing universal codes and laws, coordinating the defense of the woodlands, settling disputes between tribes, and representing the Krendiri’s interests to outside entities. Aside from this, little is known about how the council conducted its duties or how individual tribes governed their internal affairs.

The Errow

Like the Krendiri, the Errow were also grouped into tribes before the Thyrellan Empire. However, they did not work collectively like their woodland brethren. The Errow tribes made their separate ways, roaming  the plains, following herd animals, and mostly keeping to themselves. If a particular tribe ever made contact with others, be they Errow or otherwise, their reaction would depend on the disposition of the tribe and the circumstances of the encounter. The internal politics of each tribe varied, but generally speaking, each tribe was lead by a charismatic male who kept a council of hunters and shamans.

Today, the Errow essentially follow the form of government of the settlement in which they live. However, in Casperia, there are enough Errow living in the city who long for their old ways and have consequently formed a brotherhood, referred to as the “tribe.” This brotherhood works to protect the interests of the Errow within the city and to preserve the old ways, including their shamanic tradition without the interference or intrusion of humans.

 

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