Post by Mana on Dec 13, 2017 15:26:10 GMT
Asnor
The Oligarchy
Quick Facts:
Capital: Valla
Location: Northern Ciredia
Neighbors: Medina and Gardenia
Size: Second Largest
Age: 1,000+ Years[/ul]
Summary:
A country of fighters located in the frozen north of Ciredia. There the mentality is that if you cannot fight, you will not survive. However, Asnor’s people have taken this to mean different things. Some take it literally, becoming warriors and fighting for a living. Some live their lives mining ores or crafting. Others become merchants, and fight with their wallets. Those that do not fight on are left on the wayside. In the mostly hostile environment, they will freeze or starve or be forgotten.
Asnor is based on norse mythology. You might only see a few norse references. That’s because I am not fluent in norse mythology. It is also because we want to give people room to make their own stories and world building. The merchant parts might not be norse-like, but that was added to help give Asnor its political system (which would have just been a warrior ladder otherwise).
History:
Asnor is as old as the dwarven that have settled in its lands. How old is that? They themselves do not know. Their literature dates back 1,000 years. Their stories go back much further than that. Then before writing and language, it is believed that the dwarves were around too. It is believed they are one of the oldest, if not the oldest, race in Ciredia.
That might have been so. Before the many lively races were created in Ciredia, there would have been a race that was not so intelligent. It was a race that had more brawn than personality. The muscular dwarves might be an intelligent race today, but years ago they were nothing more than brutes that spent their days wrestling.
It is believed that the merchant traits of the dwarves were born about 800 years ago. At that time the dwarves became invested in finding and sculpting metal from the land. That allowed them to create weapons that they could do battle with. The dwarves began manufacturing weapons. This led to some dwarves becoming miners, some becoming crafters and others becoming traders.
It was not until 500 years ago that the dwarves established a currency. This was the merchant’s first step to power. By holding the weapons over the warriors’ heads they could prove that they could be just as powerful.
Asnor almost always appeared in world maps. Its capital, Valla, has always been the capital. The Gates of Valla have always stood behind the capital. What has changed over the years is the establishing of a council that dictates the laws of Asnor. That is only 200 years old.
Today Asnor’s warriors fight in the arena while the merchants do business. There is plenty of strife between the two groups, but not enough for there to be any bloodshed. Yet.
Geography:
Asnor’s land consists of mountains, tundras and forests During the winter the snow almost never ends. During the summer there might be some patches of land without snow, but do not count your blessings. This is not to say that there are no green lands in Asnor, but you will only find it near Asnor’s southern border.
There are a few dormant volcanoes in northwestern Asnor, but even the people that live that tend to forget that they are there.
Politics:
Asni politics has four groups: the warriors, the merchants, the workers, and the others. The warriors fight in the arena. The merchants peddle their wares to other Asni or to other countries. The workers, they gather resources and craft those resources. Each of these three group have representatives in Asnor’s political council, called the Senate.
There is no limit to the number of seats in this senate. Theoretically, every Asni could end up a part of it. However, what decides who will be on the Senate is a person’s influence. The more influential a person is, the more likely they will be summoned to join the Senate. That is because it is those on the Senate that decide who else will join the Senate. The Senate can also decide to remove others from the Senate.
It is in the best interest of each of these groups that they have strong representatives on the Senate. Sometimes it also helps to have strong representatives from the other groups on the Senate. Each group tries not to step on the others’ toes in order to avoid unnecessary conflict. However, each individual aims to increase their power and influence, and their decisions will ultimately reflect that.
As for that fourth group, the others, they do not get any representatives. The Senate will not acknowledge that they exist. Those that do not fight do not live in Asnor -- that is the philosophy that all three groups follow. Those that do not battle, do not gather, do not craft and do not sell are left to their own devices and forgotten. Some will live Asnor and travel the world. Others will be left to their own devices.
Common Classes:
The dwarves are ultimately a warrior race. Most look forward to fighting stronger foes to become stronger themselves.
Hunters exist in Asnor as well. Some beasts have adapted to the frozen environment, and these hunters set their eyes on them.
Common Professions:
Every crafting profession has a presence in Asnor. Mining is a major industry here as well. Botany, not so much.
Places of Interest:
The Gates of Valla are sacred to the dwarven. Located within the walls a mountain behind Valla, noone has ever seen what is through the gates. Most Asni are taught that through the gates is a paradise. When a strong child of Asnor passes on they will be brought to the Gates and live in paradise for the rest of their existence. While the people of Asnor have their differences, every one of them will fight to protect these sacred gates. Any should try to mess with them, friend or foe, will be dealt with.
Races and Species:
The Dwarven make up most of Asnor's population. They are a stoutly, yet muscular race. Every dwarven is quick to temper and easily frustrated. As a race they are sarcastic and easily riled up. At the same time they will drink until the world is spinning around them, and become wild whenever they get a chance to have fun. Dwarvens are the embodiment of unrestrained emotion. Most dwarvens become fighters and take part in Valla's arena. Others become miners or merchants. Arena participants live 15 - 25 years. Other dwarven live as long as 60 years.
Asni Elves are much more muscular than their cousins. The harsh landscape of Asnor has chiseled their bodies enough that they almost look like a different race from the Noble Elves and Kagani Elves. They have large muscular bodies, sharp teeth and nails and much pointier ears. While they are no taller than the average human, they are certainly bulkier compared to one. These elves participate in the arena with the dwarves. Others are involved in the mining and crafting industries. Asni Elves live 50 - 70 years.
Orcs, Ogres, Goblins, etc. Dwarven philosophy is not limited to dwarvens. Those who do not fight do not live in Asnor. The dwarven will accept any race that will. Lesser races help with mining and enter the arena from time to time. Some also become merchants.
Site Updates:
If there are any major Asni updates, they will be placed here.
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