The Ragged Edges of the Republic
The Republic of Delphi
The Republic of Delphi
(also known as the Most Serene Republic of Delphi or the Mighty/Great Republic of Delphi)
Sigil – Golden Dolphin on a field of blue waves
Favored Gods – Delphinius, Fraviel, Glaysa
Motto – “As Expansive and Mighty as the Waters” (classical), “Through Trade, Growth. Through Growth, Strength” (economists expression)
Centered on a chain of heavily-developed islands in the center of an inland sea, the Great Republic of Delphi is the favored kingdom of the god Delphinius (for which the kingdom is named) and the most powerful kingdom in the known world. The ruler, King Primus, bears a powerful artifact called the “Ocean’s Eye”, handed down from the god himself, and, with it, and the guidance of the Priesthood of Delphi (experts in divining naval navigation) the Republic has established a massive trade empire.
The Primus family controls much of the power at the top of the Republic, though a Senate does exist to report on the conditions of the various lands under Republic rule and advise the Primuses in how best to serve these areas. Senators are sent from ruling families and tribes of Republic lands and are well respected by the Primus family.
The Republic values infrastructure and trade above all else. Republic lands are overseen by Republic Magistrates who tax roads and ports in order to fund their construction and maintenance, though local governance is left to area rulers. The Republic generally only seizes control from locals in times of invasion or rebellion.
As Republic presence is required in every acquired province, but primarily for reasons based on trade, there is usually a difference between the “Local Capital” and the “Republic Capital”, for example, the historical and cultural capital of Cera has always been Dyndra for the Ceran people, but the Republic built the trade-port city of Statius to accommodate their ambitious shipping demands and dubbed it their capital for Republic operations in Cera.
The people of the Republic are of diverse origin, but are, on the whole, united in their belief of the greater good of the Most Serene Republic of Delphi. The combination of Delphinian islanders and the Drudwar created a culture combined of the free-spirited, uninhibited nature of the Delphinians and the meticulous, logical ways of the Drudwar. The result is a people who value logic and reason, yet also art and exploration. They hold a quiet pride, and a smug sense of superiority, yet they are regarded as the smartest, wealthiest and most enlightened of the Republic – so that may all be justified.
Those known now as the Primuses were originally born as the Drudwar clan of the Eastern Reaches. The Eastern Reaches are a desolate, dry, unwelcoming place, and the Drudwar were forced to become tough and resourceful to survive in such a land. The Drudwar were early adopters of reverence to the deity Fraviel (god of Magic, Time, Learning, etc.) and they were gifted with understanding of magic, and ideas of leadership of civilization.
The Drudwar developed into a powerful and prosperous nation, uniting or conquering all the other peoples of the Eastern Reaches. The Drudwar were then guided to the Isles of Delphi by Fraviel’s son, Delphinius, who led the ships of the Drudwar with pods of dolphins. The island’s locals were already followers of Delphinius, but were quick to adopt Fraviel and the ways of the Drudwar.
The Drudwar adopted the name Primus to better assimilate with the peoples of the Delphi islands, which the Drudwar now called home. In an effort to maintain harmony, the largest three islands of the Delphinian Archipelago were named Kaseo, Appius and Messor, after the local tribes.
The Eastern Reaches remained under the control of the Drudwar people, though the capitol of the growing empire moved to their newest acquisition – the Isles of Delphi.
The pattern of acquisition followed as the Primuses, under the new mantle “The Collective of Delphi” sailed to the tribal, southern lands of Rym, the next to be brought into the fold of the Republic. Though once poor and disorganized, the lands of Rym proved sustainable after adopting Delphinian farming and infrastructure methods, and even proved profitable- rife with salt, ivory, gemstones and other luxuries.
Exploration and mapping of the remaining lands around the inland sea followed the colonization of Rym.
The Kingdom of Eessa, discovered to the Southeast of the Isles, has resisted joining the Republic, yet maintains a tentatively peaceful trade relationship with them.
However, historically, Eessa was originally birthed from Rym tribes, mostly through subjugation, and is not well liked by the people of Rym.
After the realization of established nations bordering the inland sea, a great age of advancement and exploration began to map the entirety of the sea’s coastline.
Post-Establishment of the Republic:
To the West was the realm of Ceran, a rich, fertile land of lush, rolling grasslands and verdant forests. Ceran was eager to join with the Primuses to help protect them from the raiders of the Fraydlands, their northern neighbors. The presence of the Delphian Army stopped further raids from the northerners, allowed for a system of roads and river-ports to be built and created a viable trade infrastructure in Ceran for the first time in history. The Republic was also key in transforming Ceran’s empty, (previously unnamed) eastern barrier isle into a thriving seaport, connecting the rich lands to the rest of the Republic.
After Ceran was connected, it became the breadbasket of the Collective of Delphi and allowed for the rapid growth of the isles, transforming them into one great metropolitan city, a mecca for culture, learning, art and governing. To maintain the spirits of their newest addition, the newly re-named Republic of Delphi redesigned their system of governance and adopted a senate made from appointed members of ruling families from Ceran. The senate act as advisors to the crown, and are treated as valuable consul.
In colonized lands, the local lords maintain order, keep their own justice and collect their taxes. The Republic builds and maintains infrastructure, collecting taxes from usage of said infrastructure.
After the Era of Exploration:
During the development of the Isles of Delphi, grand temples to Delphinius, Fraviel, Ocawyn, Gani and Glaysa were established, as well as the University of Delphi and the Wizard’s College of Fravielium. The establishment of these institutions allowed the collective construction and spread of knowledge throughout the isles and the entire republic. This system of education, coupled with advanced cartography, history-keeping and experimentation led to an explosion in exploration.
North of the Drudwar homeland, northeast of the Isles of Delphi is the land of Elykwend, a cold, dangerous land settled by a nomadic, hard people. A single Republic port was established, Coldhelm, which establishes a Republic presence, albeit tenuous, over the area.
In the northwest, the violent, storm-god worshipping men of the Fraydlands were given significant leniency to maintain their rather barbaric way of life, though not allowed to continue plundering as a source of income. Conversion into a resource-driven economy of logging, trapping and fishing proved difficult but took root.
To the southwest, the steamy jungles of Vor-Rak were found to be rich in timber, spices, silkworms, dyes, and other exotic luxuries, though the land proved to be incredibly perilous, and while the small colony of Primus-Rak was established to maintain republic presence, the post proved to be unpopular and unprofitable.
The Fraydman Rebellion:
The barbarians of the Fraydlands were quick to begin an armed conflict with the Republic troops occupying the Fraydlands, particularly given the Ceran soldiers in their ranks. The Fraydmen quickly pushed the Republic forces down to the northernmost branch of the Trident River, reclaiming over two-thirds of their lands back. The reinforced Republic troops established a number of forts to maintain the safety of the Ceran region and began a series of armed incursions into Frayd territory, to limited avail.
The development of the wizard’s college led to more advanced battle-mages being send to the front lines, and while this proved to be a successful more than formidable for the Fraydman armies, large-scale incursions into the northwest regions never occurred.
The war continues – the fortified border is maintained by both sides (and at sea via the Republic’s navy, though the myriad fjords are difficult to patrol). Peace talks are non-existent.
Currently – Vor-Rak, Kesowan and The Wilds:
The development of greater Magi under the control of the Republic led to greater expansion in the previously deemed “uncolonizable” zones in Vor-Rak and Rym. The expansion into Vor-Rak has led to a large amount of fighting with indigenous tribes of humans that are unwilling to conform to the Republic as well as sizable contingents of orcs, lizardmen, and other undesirable creatures.
Beyond the western borders of Ceran and the Fraydlands is a region known only as “The Wilds”. This region is home to utter chaos and features no formal body that governs or unifies the scattered peoples that live here. The peoples are thought to be a combination of ancient locals and fugitives from the Republic or the Fraydlands. What people that survive in these places are at constant peril as The Wilds are roamed by terrifying creatures as well as those who worship Voriphorr and the four gods of evil (Kele, Scyarr, Mol & Brevia).
The Wilds of the West are connected to the Wilds of Vor-Rak, and the Wilds of the South (South of Rym). The Wilds are considered potential areas for expansion, though Republic citizens are discouraged from settling in these regions, as there is absolutely no guarantee of safety.
To the east of birthlands of the Drudwar, over the mighty mountain range of Thardot’s Back, lies the mysterious lands of Kesowan. With a unique language, differing belief structure and peculiar customs, Kesowan is a collection of independent nations all with their own history and politics, largely unknown to even the most learned within the Republic. Only a handful of travelers have traversed the perilous mountains that separate the Republic from Kesowan, and it’s unknown if any political dealings have ever occurred. Given the geographical distance and cultural distance between the Republic and Kesowan, it is not expected that bridging the gap between nations will be easy, if it is even being undertaken at all.
South of Thardot’s Back (and Kesowan) and east of Eessa, is another patch of Wilds (though unconnected to the Western Wilds/Vol-Rak Wilds and Southern Wilds) composed of an unforgiving desert. Very little is known about this harsh place. No plans for this region have ever been discussed openly by the Republic.
The Republic lies in a state of introspection, developing more magical and technological prowess while their empire grows slowly around the outer borders of Vor-Rak, Rym and Elykwend.