The following six nations are the most powerful of the lands in Haverith.
They alone control the power of the planet, each harnessing the many bounties
their world has to offer.
Zhanthran
Imperium
Located
in Western Nadra, Zhanthran was one of the last countries to emerge during
the Rebirth, the two hundred years after the Purge in which Haverith rebuilt
itself. It was named after the brave warrior whom lead the revolt against
the warlords who occupied the land at the time. He died in the last battle
in which he killed the High Warlord Kurrand. In honor of his deed, the
people there named their new nation Zhanthran after the man who liberated
them. His close friend Karrin was made the first ruler due to his actions
during the war.
After the Dranamoorn invasion, Zhanthran began to build up it's military
under the leadership of Karrin IV, who renamed his country the Zhanthran
Imperium. By 700 AP Zhanthran was the largest, single most powerful empire
in all of Haverith, with a military force of over two hundred thousand
well trained warriors and the magic powers of the infamous Blood Mages.
By 750 AP it was the largest trade center in the world next to Rymist,
exporting more than fifty percent of all the steel and iron in the world.
In 754 AP, Emperor Karrin VIII came to power and Zhanthran prospered like
never before. Two years later his greed led him into declaring war on the
world under the motive of eradicating the impure creatures that inhabited
Haverith and restoring it to the once great glory that legend described.
As for the Zhanthran Monarchy, it consist of ten people who run the country.
First and most important is the Emperor, who has the first and last word
in everything that happens. Second in command is the Chancellor, who advises
the Emperor in all he does. Next comes the War General, responsible for
maintaining the military might of the Imperium. After him comes the High
Lady, concubine to the Emperor, in charge of social affairs. Then comes
the BloodBane, a position filled by the rarest of all people, a Weaver.
The rest are made up of two more military advisors and three public affairs
officers, responsible for making sure that the laws of the land are abided
by.
Korthorian
Empire
The first of the great nations to arise, Korthoris was made up of several
fractions of humans and elves whom tired of war and yearned for peace.
Hence was formed Korthoria, which became renown throughout Haverith for
it's great military and tactical strategies, as well as the prosperity
they were bathing in. They created a Knighthood to protect their vast domain,
a knighthood dedicated to maintaining the peace and upholding the laws
passed down by the Korthorian Government. The Korthorian Guard were also
the first to traverse the lands and create trade routes with other neighboring
nations.
There first display of strength was seen when the Dranamoorn Nations invaded
Nadra. The Korthorian Guard was capable of disbanding over a quarter of
the huge Dranamoorn forces before themselves falling, despite the fact
they were outnumber ten to one. After the Occupation, Korthoris experienced
a short period of social and economic decline, but in the late 600's they
were able to reorganize and reestablish the Guard, as well as even begin
diplomatic relations with over-seas countries like the Dranamoorn Nations
and Paladaar.
When the first waves of the Zhanthran legions rushed into their lands,
the Guards once again were called to duty. Though not able to fend of the
more well trained Zhanthran Elite, they were at least able to keep the
Imperium from reaching Easter Korthoris, were the last of the Korthorian
resistance is based. Now, in 763 AP, they collaborate with Struggle to
deal a blow to Zhanthran and once and for all destroy the greatest threat
that ever faced Haverith.
The Korthoris government is made up of a military bunch. A Lord Warrior
acts as ruler, a High Justice upholds the Korthorian laws, and the Master
Craftsmen (14 in all) head the many guilds that make up Korthoris. There
also also ten Sub-Commanders that command different units of the Korthorian
Guard.
Still
to Come
Athamarium
- Home of the Sunrunners (Elves)
Rymist
- Thri'kin homeland
Dranamoorn
Nations - Collective of barbarian tribes
Arakith
- Turassian homeland
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