Wyrmhold Politics: Difference between revisions
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Politics in [[Wyrmhold]] is anything but subtle. Not so much because orcs, goblins, and dragonborn are incapable of subtlety, but because 95 years of constant warfare against an existential threat (the [[Hungering Frost]]) has left its mark on the culture there. Nationalism, cultural paranoia, glorification of armed struggle and physical strength are the mainstays of mainstream [[Wyrmhold]er culture. Discussions are loud and often physical, although rarely more than just a fist fight. Protests, demonstrations, and other public displays of factional strength are a regular part of politics, especially during the spring session of the Queen's Council, when the budgets and tax allocations are set for the upcoming seasons. | Politics in [[Wyrmhold]] is anything but subtle. Not so much because orcs, goblins, and dragonborn are incapable of subtlety, but because 95 years of constant warfare against an existential threat (the [[Hungering Frost]]) has left its mark on the culture there. Nationalism, cultural paranoia, glorification of armed struggle and physical strength are the mainstays of mainstream [[Wyrmhold]]er culture. Discussions are loud and often physical, although rarely more than just a fist fight. Protests, demonstrations, and other public displays of factional strength are a regular part of politics, especially during the spring session of the Queen's Council, when the budgets and tax allocations are set for the upcoming seasons. | ||
==Broad Factions, Factional Struggle== | ==Broad Factions, Factional Struggle== | ||
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[[Category:Politics]] | [[Category:Politics]] | ||
== Political Ranks == | |||
This mostly applies to the [[dragonborn]] nobility. | |||
* Laird. Head of a clan. Not hereditary, although the children of competent lairds are often chosen by the Knazai. Usually the first among equals. | |||
* Knaz (pl Knazai). "Prince". Usually 3-5 per clan. The functional rulers of the clan. Equivalent to a Duke in other nations. | |||
* Graf (pl Grafai): "Count". 3-5 per Knaz, and are accountable to them. Clan [[Anu]] does not have any graphai | |||
* Rytsar (pl Rystari). "knight". Ruler over a town and the surrounding villages. | |||
Each of these and their extended families (out one generation) are entitled to use the infix "ka". Everyone else is a commoner. By Wyrmhold law, the local clan lord is the political ruler of the area and has final say...unless the locality has decided otherwise. The knazai of the clans, along with the shamans of the tribes and representatives from the goblins, form the Council of Clans that advises the queen. Anyone, commoner or not, can appeal to the Crown. | |||
Orc tribes tend to have little hierarchy, with the shaman, the Elder Mother, and the Warleader all playing roles. Each of which are chosen from among the people of the tribe, and each local branch of each tribe picking their local people. Goblins have no local organization--the roles of shaman and "chief" are passed around like hats in many cases. |
Latest revision as of 03:30, 29 August 2022
Politics in Wyrmhold is anything but subtle. Not so much because orcs, goblins, and dragonborn are incapable of subtlety, but because 95 years of constant warfare against an existential threat (the Hungering Frost) has left its mark on the culture there. Nationalism, cultural paranoia, glorification of armed struggle and physical strength are the mainstays of mainstream Wyrmholder culture. Discussions are loud and often physical, although rarely more than just a fist fight. Protests, demonstrations, and other public displays of factional strength are a regular part of politics, especially during the spring session of the Queen's Council, when the budgets and tax allocations are set for the upcoming seasons.
Broad Factions, Factional Struggle
Two major factions or political coalitions dominate the landscape. Known as the War Party and the Peace Party, they represent fundamentally opposed visions of the future for Wyrmhold. But these parties are anything but unified internally. While the members of each coalition agree on the broad ends, they disagree about the means and many of the smaller goals.
As of 250 AC, the War Party is dominant throughout most of the nation. Only the more rural parts of Safehold are dominated by the Peace Party, although the city of Byarmarsh is fairly evenly balanced.
One growing phenomenon is the Clanless--those who no longer identify with clans or tribes and instead identify with cities, families, or ideologies. This is especially prevalent among the dragonborn, although the more urbanized orc tribes are losing members as well. This phenomenon cuts across political lines, but is very much more common in the major cities than in the countryside.
War Party
The War Party believes that the future of Wyrmhold is in expansion and military conquest. Knowing that overt expansion into area claimed by the members of the Federated Nations would draw resistance from the Adventurer's Guild and other powers, they are focused primarily on expanding into Fiach Wood and into the Nocthian Caldera, although they have attempted subtle (for Wyrmhold) attempts at creating excuses to claim border towns with some semblance of international cover.
Sub-factions
- Crown Loyalists
- These are the staunch believers in the monarchy and the aristocracy. A small faction, but with substantial name recognition and acceptance.
- Sons of the Wyrm
- The Wyrmsons are a primarily dragonborn faction that are among the most aggressive proponents of expansion. Not particularly racially-exclusive, however. Heavily supported from Gal and Anu, as well as the professional officer families. Very nationalistic, but less monarchic and more military-oriented. Balthazaar is one of their open supporters, and the Dragonslayers favor them.
- Blood of Heroes
- This is a racial faction, led by orcs who wish to separate Baile Duchas from the nation and unite the orcish tribes of Fiach Wood. Somewhat openly, but pragmatically racist, they tolerate non-orcs as long as they're useful and can fight. Bloodstand, while not formally allied, is at least sympathetic.
- Byarmarsh Munitions Coalition
- This group of weapons developers, manufacturers, and mercenaries is mostly in it for the money. They know that if peace were to break out, they'd have to find other occupations. They'll support anyone who funnels money their way.
- Breath of the Sun
- This religious group is pushing for a theocracy and for expansion through military conquest.
Peace Party
Believing that it is time to refocus from war to peace and trade, the Peace Party is opposed to military expansionism and especially the high taxes and conscription associated with Wyrmhold's large standing army. Composed of farmers, tradesmen, and others outside the core of the nation, they mainly want to make accommodations with other nations and have Wyrmhold become a prosperous nation with all the benefits of international cooperation. Even less unified than the War Party, they disagree strongly on how this is to happen or what it would look like.
Sub-factions
- Trade Collective
- This union of traders, merchants, and non-military manufacturers cares about low taxes and free trade. They especially dislike the diversion of labor and taxes into "wasteful" military spending and construction. They support free trade agreements with the neighboring states and lower import duties. They don't care about the structure of government as long as the military isn't in command. They are the most wealthy of the sub-factions, but are frequently seen as cowardly and greedy.
- People's Faction
- This is an upstart group of democracy-advocates and pacifists who want to convert Wyrmhold into a constitutional monarchy with strongly restricted powers for the nobility, with the aim of eventually abolishing those titles. They want a separation of church and state and advocate stronger ties with other nations, especially Byssia.
- Children of the Soil
- A group advocating a return to agrarian fundamentals, living close to the land. Strongly opposes conscription and taxes on farmers, especially labor taxes. They dislike the urbanization and industrialization associated with warfare, as well as the maiming and death of their sons and daughters. Low in funding and status, but well liked among Syra and the more rural parts of Tabar.
Political Ranks
This mostly applies to the dragonborn nobility.
- Laird. Head of a clan. Not hereditary, although the children of competent lairds are often chosen by the Knazai. Usually the first among equals.
- Knaz (pl Knazai). "Prince". Usually 3-5 per clan. The functional rulers of the clan. Equivalent to a Duke in other nations.
- Graf (pl Grafai): "Count". 3-5 per Knaz, and are accountable to them. Clan Anu does not have any graphai
- Rytsar (pl Rystari). "knight". Ruler over a town and the surrounding villages.
Each of these and their extended families (out one generation) are entitled to use the infix "ka". Everyone else is a commoner. By Wyrmhold law, the local clan lord is the political ruler of the area and has final say...unless the locality has decided otherwise. The knazai of the clans, along with the shamans of the tribes and representatives from the goblins, form the Council of Clans that advises the queen. Anyone, commoner or not, can appeal to the Crown.
Orc tribes tend to have little hierarchy, with the shaman, the Elder Mother, and the Warleader all playing roles. Each of which are chosen from among the people of the tribe, and each local branch of each tribe picking their local people. Goblins have no local organization--the roles of shaman and "chief" are passed around like hats in many cases.