Tsardom of Fyrmána
|The Tsardom of Fyrmána|
The Tsardom of Fyrmána has been the pinnacle of the Northern Nations, with it large defensive walls and beautiful ports. Its people pride themselves on their knowledge, strength and unity that flourished after the calamity. The northern races united under the Fyrmáni banner, led by their Tsarina, Katerina Dragić. It's loud and diverse population are welcoming to almost any of the people that can be found in Enarion. It's streets are filled with humans, dwarves, elves and hybrids of varying statuses and occupations. Opportunity is always around the corner, and the ever-developing technology of the nation never seems to halt, even in the harsh winters.
- 1 Hierarchy
- 1.1 Head of State
- 1.2 Legislative System
- 1.3 Judicial System
- 2 Culture
- 3 Beliefs
- 4 Innovation
- 5 History
As a preface, the matriarchal hierarchy below is simply the societal expectations and stereotypes applied to the masculine and feminine members of Fyrmáni society. There are many who openly bend or outright defy the norms outlined below, and doing so isn’t frowned upon in the slightest. However, these are the old traditions of Fyrmáni society, highlighting what might be viewed as conservative social thought in the Tsardom.
Fyrmana, arguably, is a matriarchal society in which women are the leading figures in society. This is not to say there are not men in leadership positions, no, but many of the households in Fyrmáni society are heavily focused around the female head. A great example of this would be the current ruler, Katerina Dragić.
The society is split into a somewhat class system that does not necessarily look up or down on each other. At the top would be the Royal Family, followed by nobles in government positions, then regular nobles, government officials who are not nobles, base citizens and then the poor. This pyramid is based on power and sway, less than on outlook. Due to the fact that Fyrmáni people are so focused on compassion and unity, it’s often you will see food being passed out to the poor, education and otherwise.
However, as matriarchal as Fyrmáni families are, they host a unique naming convention. Although the ‘masculine’ parent is typically the ones who adopt their feminine partner’s surnames, Fyrmáni children adopt their father’s names as well. A masculine child would have their second name be their father’s name, followed by an -ovich or -evich. Likewise, a feminine child would have their second name be their father’s name, followed by an -ovna or -evna. In the case of a child without a masculine parent, they typically adopt their feminine parent’s name instead, though more conservative Fyrmáni might frown upon single-parent families.
In the case of non-heterosexual relationships, a partner is elected as the masculine or feminine parent during their marriage ceremony. This is typically influenced by their status in society, though is mainly decided by the parents of their own volition.
Head of State
The Autocrat is head of state and presides over all affairs of the government with absolute and supreme authority. The decisions they make are final, and has the power to overrule any decision made by the ministers. Their focus, however, is on the general affairs of the nation, passing laws and other decrees to help the nation as a whole.
The laws in Fyrmana are suggested by members of their respective ministry. It will then be moved on up to the Minister of said ministry to be reviewed, before finally reaching the Autocrat. If the law in question is signed by both the Minister and Autocrat, it will be passed. If the law is suggested by the minister, it must be signed by another minister before reaching the Autocrat. If the Autocrat is to reject a law, it must go back to the writing board, or be entirely scrapped. The laws are then added to the Nation’s archives, and spread amongst the appropriate courts.
Ministry of Research and Education
The Ministry of Research and Education specialize in furthering the understanding around magic, science, and technology. It also assists in providing education for the population, writing archives of major political events and keeping libraries and other educational buildings in check. The Ministry is run by the Minister of said Ministry, Leon Dragic.
Ministry of Commerce
The Ministry of Commerce regulates trade, be it internal markets or the foreign trade with other nations. It will manage all of the different commercial needs of citizens, while introducing laws around trade, embargos, sales-tax, tariffs and other financial systems. The Minister of Commerce is Zuriel Vitally.
Ministry of Quarterage
The Ministry of Quarterage manages all real estate within the nation's borders. It will manage any space a house may have, where it can expand, new infrastructure and new housing. It works with the Ministry of Commerce on the taxes set in each district of Nyrodal. Both of them help oversee the office of the Tax Commissioner. The laws it creates are focused around how much a house can be expanded, what can be kept within a home and how many people can live within a space. The Minister of Quarterage is Ralia Rosen.
Ministry of Internal Affairs
The Ministry of Internal Affairs deals with the stability of the nation, the law enforcement, guilds, companies and any other organization or criminal activity within Fyrmana’s borders. It will create laws to help dissuade criminals, while controlling and overseeing any law enforcement agents such as the Free Company and delegate their pay. The Ministry will also create laws on the organization of companies and guilds, how big they can get and their overall power. The Minister of Internal Affairs is Elouise Vitally.
Ministry of Foreign Affairs
The Ministry of Foreign affairs is the presiding ministry over any foreign relations in world politics and the local sphere of influence. It will create different laws, treaties and decrees involving any other nation. This includes trade agreements, defensive pacts, research agreements and other such foreign affairs. The Minister of Foreign Affairs will periodically inform the current Autocraft of the nation’s position in the world, while also assigning ambassadors and diplomats to various nations. The Minister of Foreign Affairs is Klaus Monroe.
For Fyrmana’s judicial proponents, the Tsardom has appointed Magistrates of Law, leaders of the court who oversee and preside over given trials and verdicts. This comprises three key individuals:
The High Magistrate
The ring leader for their fellow Magistrates and Ministries. They hold a presiding over general cases in all Ministry affairs should such a need arise. Along with that, they also oversee appeal verdicts and given surprise, short-coming issues.
The Magistrate for Inner and Foreign Affairs
The leader for trials and issues residing in internal Tsardom affairs or regarding any foreign entity within the Tsardom’s walls. Specifically for a Foreign Affairs trial, should the defendant belong to another nation, they may call upon a representative of their own to aid their defense. If the given defendant does not belong to a nation, Fyrmana shall provide said defendant with an aid representative should they desire one.
The Magistrate for Commerce, Research, and Quaterage Affairs
The leader for trials and issues residing in Fyrmana’s economics, education, and housing. Similar concepts/scenarios are applied within the responsibilities listed above for the Inner and Foreign Affairs Magistrate.
All claims/charges, evidence, and other means of discussion for the given trial must be submitted towards the given Magistrate before the trial date. And once the trial commences, any further alterations towards charges or evidence submissions will not be processed. As the case progresses, both sides may reiterate their sayings for the attending audience. In terms of said audience, while spectators are allowed entry into the given court hall, a separate jury consisting of either fellow Ministry officials, Fyrmani citizens, or a mix of both, will also be a component for the trial.
Once both sides have finished their arguments, the Magistrate shall hear the collected voices of the assembled jury. After these reasons have been heard, the Magistrate shall make their own official verdict and close the case. Besides the appeal process should it be necessary, the Autocrat may also override the trial’s verdict should they be present for the trial. It may also be noted that the Autocrat may participate or take over as a Magistrate in any trial of their choosing.
A trial may be appealed to the High Magistrate if the representative of either the prosecution or defense believes that evidence was overlooked and the trail was unjust. The representatives must provide evidence to the High Magistrate for the appeal to be considered. They will then begin to look over the court hearing and the evidence provided and determine if an appeal is adequate.
If it is determined that an appeal is needed, the High Magistrate will call upon both Magistrates, including the one who originally heard the hearing and re-do the case. A new Jury will be found, who will help in the determination of the trial. The Magistrates will both overlook the trial and assist in its final verdict. For a successful overturn of a court hearing, the jury must have a coinciding decision with the majority vote of Magistrates. For example, if the Jury finds the defendant guilty, and the Magistrates vote Two to One that he is guilty, the case will be overturned. If the Jury does not agree, the case is not overturned. If there is not a majority vote of two to one amongst the Magistrates, the case will be overturned.
In the ages before the great exile of the mortal races, the Fyrmáni were renowned as a proud and powerful kingdom. A great human kingdom, with its own unique faith centered on astrology and the weather, it exerted great influence and prestige across Enarion. This was all destroyed with the Calamity. One of the first victims of the calamity, the coastal Fyrmáni were largely decimated, scattered across the surviving territories and separated into disparate dimensional realms in the great exile.
For centuries, the Fyrmáni lived separate and divided in the portals. The Dragić dynasty lived on in isolation from most of the Fyrmáni, with most people forgetting and losing their practices and beliefs. When the portals reopened and the mortal races spilled back to Enarion once more, the people who still practiced even some bare semblance of Pyrzahalism and Fyrmáni traditions had dwindled down to under a hundred, with many Fyrmáni heralding from the races of elves and dwarves as well due to centuries of interbreeding and homogenization.
The Fyrmáni culture, since the Calamity and the great exile, has become largely focused on the cultural diaspora and divide they had suffered. The once-literal deification of the sun, moon, and stars had shifted over the centuries into a greater conflict between stability, change, and corruption. Many of their holidays have become largely centered around these pivotal moments of tragedy. The three-day long holiday of Bol’shanil is a mourning of the three days of death that the Kingdom of Fyrmáni had suffered by the hands of the Calamity; the two-day holiday of Poletsgo is both a celebration of the escape from the Calamity and a memorial of the great diaspora that had shattered the people and their culture. Likewise, some older holidays had managed to survive, but in largely transformed shapes among different cultures.
By the time of the reopening of the portals, most of the population of the Fyrmáni were either humans or elves, with a minority of dwarves. In 19 A.C., a sizable collection of Fyrmáni reunited, electing the current heir of the Dragić’s, Katerina Dragić, as their Tsarina.
Even before the Calamity had destroyed much of the Fyrmáni culture, their faith was already unique and rarely spread outside of the kingdom. With the population as reduced as it is now, the next High Wixen should be able to exert a large amount of influence on the future development of Pyrzahalism, should they be able to receive the approval of both the Tsarina and the goodwill of the gods.
The average Fyrmáni citizen usually wears a thick sort of wool and cloth due to the colder nature of the city and the surrounding area. In the warmer seasons, they of course switched to much lighter clothing. The outfits that were often in style among civilians included bright reds, greens, blues and whites. It was seens as fashionable amongst the populus, and usually peasants used it as a formal wear but tried to get bright outfits as often as they could. These kinds of outfits become more common the higher up you go in society, with high-level bureaucrats and nobility often wearing nearly gaudy levels of color. Government officials tended to wear clothing representing the ministry they were involved with. Royal, military and other groups wore darker colors, including a black and gold combination.
Bótrannil, which is a three-day holiday. It's a day of mourning and remembrance for the horrors of the Calamity, as well as a universal mourning for those who have passed on from the world. First night is mourning for the Calamity, the second night is for the ones who recently passed, and the third is a celebration for the future.
Jájifiko, the celebration of the reunion of the Fyrmáni. Basically a big party for an entire day and an entire night.
Summer Solstice Holiday that is based around the praise and worship of the sun father. The festivals include feasts, worship and a drinking party in his name.
The Winter Solstice Holiday based on the moon mother which is similar to the sun father’s however instead of drinking they perform ceremonial dances to represent her.
Almazuka: A monstrous waterfowl covered in impenetrable feathers made of mithril. According to The Právdak, the book of faith, it was a child of Taluz, and grew to be the size of a small dragon. It terrorized a village, demanding a sacrifice of a virgin girl every full moon. It grew fat on its victims until Sudezhva, the human hero who would become known as Valyrija, confronted it. Sudezhva could not defeat the beast in combat, due to its impenetrable feathers, but used their intellect to attempt to trick it. On the next full moon, Sudezhva stuffed a doll with monkshood, eel’s blood, and vodka, which the villagers offered to Almazuka. Almazuka had grown dull from his decades of decadence, and as such, consumed the foul concoction. He grew incredibly ill, leading to him molting his impenetrable feathers, allowing Sudezhva to slay the beast. Sudezhva plucked the sharpest quill from the beast and offered it to the dwarves, who would smith the feather into Právolar, the legendary scimitar of Valyrija. The children of Almazuka were thus hunted down by the villagers, with the most wicked of them being hunted, killed, and cooked in a grand festival every full moon. Over time, all of the wicked waterfowl were killed, and that’s why the zéfittoh waterfowl are so kind and innocent today.
Ura is a Fyrmáni drinking game based around the Fyrmáni Cry. It’s often done in taverns with people from varying classes. The game involves several competitors, at the very least two, lining up with a drink of their choice (usually vodka). A sober patreon or bartender will commence the game by starting with their hand above their head, then throwing it down to signify the game has started. Competitors will then drink as fast as they can to finish the bottle, shout ‘URA!’ and finish by slamming the bottle into the ground first. Rounds can be done as many times as the person wishes. Editor’s Note: to perform in roleplay, use the D20 to determine speed, and for the drunkenness of a character, that is to the players’ discretion.
The music played during festivals and dances can range in both instrument and style. Fancy balls tend to be more orchestral, with a wide range of instruments and experienced musicians playing long ballads and fugues. Fyrmáni waltzes and symphonies are especially famous, world-renowned for their sweeping melodies.
The more common music that one might hear during festivals involve drums made with cow, deer or moose hide, along with wooden string instruments such as a lute, Gusli or Gudok. Singing was very common with tunes, with some of the slower ballads telling tales of the Great Calamity that split the people apart, while more joyous ones celebrated the union of the people, and their victories in later wars. This music was used to tell stories. Example: https://www.youtube.com/watch?v=JV33kbknfWU&ab_channel=Naptengeri
Ballroom Dances were much more elegant and formal compared to the festival dances. These dances were between two partners, usually to show that they were friends, co-workers or even lovers depending on the song that played. To accept a ballroom dance from someone in Fyrmana is to trust in them. The dance in question involved the two partners essentially holding each other, slowly dancing as they moved about the room.
Festival Dances told stories, much like the music sung with them. This consisted of marches, twirls, and large groups of people. Depending on the event, the movements could be considered simplistic so many people could perform them, while other dances were much more complex and reserved for special ceremonies to commemorate or celebrate a deity or holiday.
Homemade alcohol brewing is also incredibly important to Fyrmáni culture. Homemade vodka, or nastoiki, is central to a Fyrmáni household, with many families boasting their own unique recipe. More is detailed in the Food section.
Within the Northern Kingdom, there is a large array of food that is served amongst the people. Stew’s are often common, along with beef-based soup. Some examples of this are Vegetable Stew, Beef Stew, Fish Soup, and etc. Of course, soups and stews are not the only kind of food found within Fyrmana’s borders. Steak with potatoes is another common dish, along with various fish platters. That is generally the more common dishes, but more can be added based on the crops, fishing and livestock within Fyrmana. Traditional dishes include, but are not limited to:
- Akdrindot Bread. A black sourdough rye bread, baked with seeds of coriander. It’s typically served at funerals, and represents the souls of the dead passing on to the stars in the night sky.
- Pirozhki. A fried pastry stuffed with potatoes, cheese, cabbage, and meat, typically beef or duck. They’re bite sized, and served piping hot. Delicious, but can be painful if you eat them too soon, so be careful.
- Jinnbyét. A hot stew made of beets, cabbage, onion, dill, and a whole salmon. A traditional and homey meal for the winter season.
- Borscht. A cold stew made of beets, cabbages, carrots, onion, and chunks of beef. Can be topped with cream. Like how Jinnbyét is consumed in the winter, borscht is commonly eaten during the summer.
- The Soothing Queen cake is masterfully composed of a hazel and coffee mousse, praline crumble, almond meringue and a dark icing.
- Fyrmánian Fire Log is a chocolate-caramel log, a real treat for every sweet tooth. Composed of a hazelnut biscuit, a salted soft caramel, a chocolate mousse and coated with roasted almonds.The subtle taste and amazing texture of the hazelnut dacquoise, combined with the sweet, yet dark ruby chocolate foundation.
As for drinks, it’s a rather straightforward concept. They have a lot of potatoes, so they make a lot of vodka. Vodka is the most common alcoholic beverage, but isn’t the only beverage in the nation. Homemade vodka (nastoiki) is also quite popular, though it is typically infused with other flavors and spices, such as pepper, honey, horseradish, lemon, and assorted fruits. This is done to cover up the imperfections of homemade vodka, but has long since established numerous family recipes and traditions amongst the Fyrmáni. It’s a good rule of thumb not to compare the nastoiki of two or more families -- it typically ends in a brawl. Some homemade nastoiki have become famous in their own right; pepper and honey nastoiki, also known as pertsovka, is a common sight in many taverns.
Teas are also common, which are made of the more sturdy herbs from the north. Thanks to expanded trade relations, it has become an increasingly popular drink, especially amongst the middle and upper classes. Fyrmáni being Fyrmáni, they have begun to popularize a brand of tea of their own -- namely, alcoholic yarrow tea, brewed with yarrow, vodka, and snowberries.
Fyrmáni Drinking Culture is a foundation of many celebrations, games and just general past time. After a long day of work in the fields, mines or fishing, a citizen might go into a bar to drink some Vodka and chat with his or her friends. Nearing the holidays, taverns will be full of people from all walks of life, playing drinking games such as Ura, and singing tavern songs! The taverns, bars and inns are all incredibly lively because of the social foundations that they hold within society.
There are two main things to look into when considering the beliefs of a culture. The first being religion, which in the case of Fyrmana is Pyrzahal, a pantheon based around Astrology and deities associated with such.
On the other hand, there are the actual values that the Fyrmáni people believe in. Fyrmáni people tend to value loyalty, compassion, bravery and intelligence due to how badly the nation was affected during the Great Calamity. The pursuit of knowledge actually plays a much larger role in Fyrmáni society due to its ties with the god Valyrija, who is the deity of harmony and knowledge. Things such as magic and alchemy are treated with respect in both a religious and scientific point of view. This is, once again, connected to Valyrija who ascended to godhood through enlightenment and the mastery of magic.
Relationships with Races
The people of Fyrmana have differing opinions of all the different races found in Enarion. None of these views are inherently negative, and largely stem from the cultural foundation of the city and their people.
With the relative vicinity to the Air Rune, Fyrmáni Scholars have become fascinated with magic and the associated technologies. Many of its scholars are attempting to push the boundaries of magic and elixirs, with their research in alchemy and chemistry quickly becoming one of the most advanced in the world. This is supported by the large drive for knowledge and the value of it in their society, which is detailed more in Beliefs.
The military technology of Fyrmána lags behind its main competitor, the Kingdom of Calendale, but is still a force to be reckoned with across the continent. Its soldiers are typically well-armed with steel weaponry, but the Tsardom simply lacks the population and farmland to push forward the same rates of military innovation as the southern kingdoms.
Considering the fact that the nation borders the ocean, Fyrmana has a large fishing industry. The fishing industry helps produce large portions of the food within the nation. It’s resulted in a large amount of the cuisine and festivals being centered around fish, the ocean and the water fowl that are often used while fishing.
There is also a growing mining industry, but it’s growth is stunted due to the competition between Vetroy-Zapad and the Collective. Most of the mining involved stone quarries used to make the large, expansive brick buildings found in the Capital. If any ore is found while mining, it is, of course, sold to blacksmiths who will forge it into weapons and other useful items.
Logging is another common industry within the nation, due to the large coniferous forests nearby. The wood gathered from the lumberjacks is converted into planks, furniture or otherwise by carpenters. It is also commonly used in the buildings and for firewood during the cold winters.
Agriculture, of course, is another major industry. It’s what supplies all of the crops and food to the nation, along with the livestock used for animal products and work. The farmer and their crop is probably one of the more underrated, but important industries of the nation.
Fyrmáni have multiple jobs based on the industries, studies and government structure of the nation. A lot of the lower class jobs are focused on the harvesting of resources in their respective industries. This includes fishermen, lumberjacks, miners and farmers.
The middle class consists of jobs that tend to either process the raw resources collected by the previous class, or trading the raw and processed goods across Enarion. Alchemists will take herbs that farmers get and make them into alchemical potions. Carpenters take the wood collected by Lumberjacks and make it into furniture. Butchers and cooks will take the meats and foods from the farmers and fisherman to make them into delicious food to be given out to people. Blacksmiths and stonemasons will take the stone and ore collected by the miners and convert it into the corresponding tools. All of these products may then be given to a trader to ship to another region of the world, to the duchy or sold at local stands.
Higher class citizens tend to be scholars, government officials and guild leaders. Their income comes from research funds, government payments and profits from their respective companies. They are the ones who will pay the middle and lower class for their products, create laws based on these industries, and so on.
Due to its location, the Fyrmáni military mainly focuses on combat that is defensive. Axes, warhammers, and polearms are common for the base footsoldier. Swords are carried by nearly every footsoldier, thanks to their general versatility in combat. Many soldiers, especially the levymen and volunteers, bring their own weapons; these weapons are typically family heirlooms, cared for and utilized by the family for decades, if not for longer. In comparison to other nations, they are armored in lighter clothing. Heavy plate armor weighs down the soldier, and in a land decorated with ice, deep snow, and rocky mountains, it serves more as a death sentence than proper protection. Padded cloth and chainmail are the most common forms of protection for a soldier, able to protect them from most attacks.
Fyrmáni horses are renowned for their stamina and bulkiness, allowing for their cavalry to be particularly effective on the rough and snowy terrain of the north. Fyrmáni cavalry units typically wield polearms and swords, the latter of which are easily recognizable by their curved, almost crescent shaped edge, designed to cut through flesh and padded armor like butter.
However, the greatest weapon the Fyrmáni have is their terrain. The mountains, hills, and snow help to deter most attackers, or at least slow them down enough for Fyrmáni archers to do their job. The Stenypetra, or the Walls Of Pyotr, deserve their own mention. These gargantuan walls, named after the first Tsar of Fyrmána and designed by Vyronika Ruslana, surround the capital of Fyrmána, are designed to absorb impact from siege weaponry and to deter scaling. These factors make the Tsardom one of the more defensible nations in Enarion.
As it is also on the coast, with a natural port, it is not too surprising that these people will have a large and efficient navy. The ships in the Fyrmáni navy are a combination of trade galleons and swift long boats. A basic trade convoy would consist of one or two galleons, flanked by four or six long boats.
The force is a mix of professional soldiers and volunteer troops, with the occasional mercenary depending on the occasion in which the military is needed. However, due to the limited arable land and cold temperatures, Fyrmána finds it more difficult to support the massive armies of Calendale or Aellen. Although the armies of Fyrmána make up for their lack of numbers with their incredible morale and great military organization, they simply do not have as much experience as their most powerful rivals and allies.