Ashiakin
02-18-07, 04:37 PM
Salvar is the northernmost known country in Althanas. It borders the dark elven nation of Alerar to the south, the frozen wasteland of Berevar to the north, and vast oceans to the east and west. The ancient, sprawling city of Knife's Edge is the capital.
Although a mighty civilization ruled the landmass now known as Salvar over ten thousand years ago, it was eviscerated during the Wars of the Tap and little is known about it today. Salvar, as it exists currently, began to emerge around four thousand years ago and has been a vibrant and important part of Althanas ever since. The nation is currently ruled by a near-absolute monarch, but the government contains some feudal and theocratic aspects.
Almanac Entry
Name: Kingdom of Salvar
Capital: Knife's Edge
Government: Monarchy
Ruler: King of Salvar
Races: 92% humans, 4% dark elves, 3% dwarves, 1% others
Language: Salvic
Nationality: Salvaran
Adjective: Salvic
Religion: The Church of the Ethereal Sway
Legal System: Mix of religious and civil law
Technology: Late medieval with nascent industry
Major Exports: Raw materials, lumber, skins and furs
Natural Resources: Timber, metals, beasts
Terrain: Farmlands, pine forests, tall mountains, frozen lakes, snowy plains
Climate and Seasons: Long, harsh winters with modest growing seasons
Natural Hazards: Avalanches, landslides, blizzards, floods, earthquakes
Government
The most powerful figure in Salvar’s government is the monarch, who has near-autocratic control over the country, directing the military, foreign policy, and domestic policy with absolute power. Additionally, he has much influence over the powerful state religion, the Church of the Ethereal Sway. All the nobles who rule the myriad fiefdoms that make up Salvar are sworn to carry out the monarch’s will.
The monarch of Salvar rules from Knife’s Edge, one of the realm's few large cities. In addition to acting to as King or Queen of Salvar, the monarch also rules as the Grand Duke/Duchess of Knife’s Edge, which puts him or her in direct control of much of the populous, prosperous river-lands around the Ahyark Mountains.
Law and justice in the kingdom are overseen and carried out by the noble rulers of individual fiefdoms and by the officials of the Church of the Ethereal Sway. While the nobles may try and punish criminals for any petty crimes (theft, rape, murder) that occur on their lands, it is the Church of the Ethereal Sway that deals with crimes against the state (treason, assassination, conspiracy.) The noble rulers of the fiefdoms that make up Salvar may rule as they please over their territory, as long as they obey the orders of the King and the Church of the Ethereal Sway.
Religion
The Church of the Ethereal Sway is the only church that is legally allowed to operate within Salvar’s borders. It dominates most aspects of Salvic government and daily life. Every fiefdom in Salvar is required to have a Church on its ground, as much to provide religious services as it is for the monarchy and the Church hierarchy to be able to keep a watchful eye on the activities of the local governments.
The religion itself is centered on the worship of spirit-beings known as the Ethereal Sway, who were said to have traveled to Salvar from another world and guided its leader so as to lead the nation to greatness. After leading Salvar to a golden age, the Sway vanished and no one has had contact with them for a thousand years. The Church was created to bring the Sway back to Salvar by ensuring that the government enacts the proper laws and that citizens follow the correct practices in their daily lives.
This has lead to a church that is authoritarian and invasive. Its legal powers allow it to detain, torture, and execute those they feel are preventing Salvar from attaining its religious goals. While the Church has objectives of its own, the King is allowed to appoint the Church’s leader, the Justice, and so maintains a strong hand on it.
Geography
While a foreigner’s stereotypical view of Salvar is that it is a frozen, snow-laden wasteland, this view does not hold true for much of the country. Southern Salvar, which runs along the wide river that marks the border with Alerar, has a mild climate and is dominated by rolling hills and agreeable farmlands. The valleys around the capital city of Knife’s Edge are particularly fertile.
It is when traveling further north that the weather becomes harsher, with the landscape dominated by chilly pine forests and jagged hills. Further north of even that are lands that the government only nominally lays claims to—snowy plains, towering mountains, and dense forests, all dominated by tribal bands, giants, and many dangerous creatures. Berevar, a mysterious and uncharted arctic area, lies beyond that, though few have ever seen it and returned to tell of it.
Although a mighty civilization ruled the landmass now known as Salvar over ten thousand years ago, it was eviscerated during the Wars of the Tap and little is known about it today. Salvar, as it exists currently, began to emerge around four thousand years ago and has been a vibrant and important part of Althanas ever since. The nation is currently ruled by a near-absolute monarch, but the government contains some feudal and theocratic aspects.
Almanac Entry
Name: Kingdom of Salvar
Capital: Knife's Edge
Government: Monarchy
Ruler: King of Salvar
Races: 92% humans, 4% dark elves, 3% dwarves, 1% others
Language: Salvic
Nationality: Salvaran
Adjective: Salvic
Religion: The Church of the Ethereal Sway
Legal System: Mix of religious and civil law
Technology: Late medieval with nascent industry
Major Exports: Raw materials, lumber, skins and furs
Natural Resources: Timber, metals, beasts
Terrain: Farmlands, pine forests, tall mountains, frozen lakes, snowy plains
Climate and Seasons: Long, harsh winters with modest growing seasons
Natural Hazards: Avalanches, landslides, blizzards, floods, earthquakes
Government
The most powerful figure in Salvar’s government is the monarch, who has near-autocratic control over the country, directing the military, foreign policy, and domestic policy with absolute power. Additionally, he has much influence over the powerful state religion, the Church of the Ethereal Sway. All the nobles who rule the myriad fiefdoms that make up Salvar are sworn to carry out the monarch’s will.
The monarch of Salvar rules from Knife’s Edge, one of the realm's few large cities. In addition to acting to as King or Queen of Salvar, the monarch also rules as the Grand Duke/Duchess of Knife’s Edge, which puts him or her in direct control of much of the populous, prosperous river-lands around the Ahyark Mountains.
Law and justice in the kingdom are overseen and carried out by the noble rulers of individual fiefdoms and by the officials of the Church of the Ethereal Sway. While the nobles may try and punish criminals for any petty crimes (theft, rape, murder) that occur on their lands, it is the Church of the Ethereal Sway that deals with crimes against the state (treason, assassination, conspiracy.) The noble rulers of the fiefdoms that make up Salvar may rule as they please over their territory, as long as they obey the orders of the King and the Church of the Ethereal Sway.
Religion
The Church of the Ethereal Sway is the only church that is legally allowed to operate within Salvar’s borders. It dominates most aspects of Salvic government and daily life. Every fiefdom in Salvar is required to have a Church on its ground, as much to provide religious services as it is for the monarchy and the Church hierarchy to be able to keep a watchful eye on the activities of the local governments.
The religion itself is centered on the worship of spirit-beings known as the Ethereal Sway, who were said to have traveled to Salvar from another world and guided its leader so as to lead the nation to greatness. After leading Salvar to a golden age, the Sway vanished and no one has had contact with them for a thousand years. The Church was created to bring the Sway back to Salvar by ensuring that the government enacts the proper laws and that citizens follow the correct practices in their daily lives.
This has lead to a church that is authoritarian and invasive. Its legal powers allow it to detain, torture, and execute those they feel are preventing Salvar from attaining its religious goals. While the Church has objectives of its own, the King is allowed to appoint the Church’s leader, the Justice, and so maintains a strong hand on it.
Geography
While a foreigner’s stereotypical view of Salvar is that it is a frozen, snow-laden wasteland, this view does not hold true for much of the country. Southern Salvar, which runs along the wide river that marks the border with Alerar, has a mild climate and is dominated by rolling hills and agreeable farmlands. The valleys around the capital city of Knife’s Edge are particularly fertile.
It is when traveling further north that the weather becomes harsher, with the landscape dominated by chilly pine forests and jagged hills. Further north of even that are lands that the government only nominally lays claims to—snowy plains, towering mountains, and dense forests, all dominated by tribal bands, giants, and many dangerous creatures. Berevar, a mysterious and uncharted arctic area, lies beyond that, though few have ever seen it and returned to tell of it.