Arashakara

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Geography

Arashakara is a major kingdom of the far Southeastern Threshold, in the Great Grass Sea. The lands directly under its control extend in a circle around the kingdom’s capital, the Gates of the Jaguar, a region of fertile soils and short grasses inhabited by herds of horses and Elephants. Much of the population dwells in large towns, tending fields of crops or working in open pit mines to gather small amounts of Iron ore.


Beyond its borders, Arashakara dominates several neighboring states, the largest being Panchanji and Zipekadol, and patrols the major Guild trade routes leading northwest towards the Port of New Hope and Navelborne.


Distant from the Flittering Morass, the kingdom suffers little from the predations of the Fly of Torpid Slumber, though packs of Claw Striders roam the hinterlands.


Population

The majority of Arashakara is inhabited by the Dphon people, with the rest dark-skinned folk. The land is also home to a small but steady numbers of Dmarei, unusual for their absorption into the structures of state.


The population of the kingdom includes a few godblooded and Dragonblooded (usually aspects of Wood), whose skills and powers often see them rise to the highest ranks of government.


Government

Arashakara is governed by a monarch, the Protector of the Jaguar Gates. This monarch is not hereditary, but is nominated from the Sovereign Council, a group consisting of the major military commanders, priests of the state’s patron gods, and government ministers. Relations between the Council and Protector vary depending on the strength and personalities of the individuals involved, with weak rulers dominated by strong councils and vice-versa, though as a general rule a Protector who cannot demonstrate military prowess will be quickly removed.


A Protector holds their post for life, and cannot retire or abdicate. When the Sovereign Council wishes the Protector removed, they present them with a claw strider egg. This is the sign that the Protector has lost the favour of the gods and of the people, and their reign must end. The Protector, their eldest child, and their personal counselor (who holds a seat on the Sovereign Council) must all commit ritual suicide.


The structure of the kingdom’s government is not much concerned with civil institutions, but rather trade and military affairs… and the taxes which come from one to pay for the other. The Protector collects taxes on trade goods and tribute from neighboring states, using these funds to expand town markets and maintain the army. As tax collectors (as well as palace guard and an intelligence service), the Protector employs Dmarei agents, who bear ornate fans decorated with stylized jaguars to denote their status. Against the common view of the Dmarei people as religious figures, those in Arashakara play an entirely secular role. Local rule is undertaken by village chiefs and temples, with a belief that only one who speaks with the gods can properly pass legal judgement. The cults of various spirits each lay claim to particular facets of crime, over which they serve as judiciary.


The emissaries of the Realm once reached Arashakara, but they were rebuffed, and distance meant the Scarlet Empress did not push hard to impose a satrap.


Economy

The economy of Arashakara is generally prosperous. Agricultural productivity keeps the land fed, local iron ore is transformed by Arashakaran smiths into weapons and tools sought across the Southeast. In addition to this, the land exports leather, horses, ivory, and slaves, while it is a major importer of textiles and salt. Goods entering or produced in the land are taxed, but many merchants are willing to pay such a premium in exchange for the security provided by the kingdom’s powerful military.


Military

Arashakara’s army is the most powerful in the local area, based around a large core of cavalry riders, mounted on Dazzling Horses. These consist of heavy lancers geared in metal armour with spears and cutting swords, or light archers with shortbows and minimal armour. The cavalry of Arashakara are highly drilled and trained, according to fragmentary Shogunate tactical manuals, operating as a force that can move across great distances to strike with speed and overwhelming force. The kingdom has logistical difficulty supporting its cavalry far from home, and thus does not extend its domains too far, its tributaries kept in line not by occupation but by the threat of a retaliatory invasion should they stand up in defiance. For defense at home, infantry forces exist to hold the line against invaders until cavalry forces can arrive. These are armed in leather armour, with heavy chopping swords and triple-barbed javelins.


In fashion similar to the Legions of the Realm, the armies of Arashakara sometimes demand military forces rather than goods or silver from their tributaries, using these as skirmishers or to carry out local punitive actions on behalf of the Protector.


Religion

The Immaculate Order has made few inroads in Arashakara, which retains a number of strong local cults. Alaffin of the Jaguar Gates is city god of the capital, and god of Arashakara as a whole, with a large and influential cult that claims judicial jurisdiction over crimes where blood is spilt. Mokohl-Waren, Satrap of Trade, is also worshiped directly by traders, artisans, and tax collectors (who know that if trade is not fair and prosperous, the revenues they collect will evaporate. The cult of Mokohl-Waren claims judicial jurisdiction over matters of property ownership and contractual disputes.


Arashakara worships Sunipa, God of Eastern War, rather than Ahlat, God of Southern War, as their war god. Her cult is particularly widespread amongst the military of the country, who consider her their patron and look down on the surrounding Ahlat-worshipping villages and their small bands of slave raiders. The cult of Sunipa in Arashakara claims judicial authority over crimes against the state, such as treason and desertion, as well as crimes against order such as theft and rape (the military of Arashakara, though not restrained in defeating hostile forces, has a culture of restraint from such crimes even in the chaos of war). The cult of Hiparkes, god of horses and their riders, also has a large presence, though in depictions he is often carved as junior officer serving beside Sunipa on the battlefront, and his cult’s judicial responsibilities are primarily concerned with mistreatment of horses.