New Ceardian Colonies

From MassiveCraft Wiki
Jump to: navigation, search
New Ceardian Colonies
Noimg.png
Nations and States
Full Name New Ceardian Colonies
Pronunciation New See-air-dee-in Col-on-ies
Capital Shifts between Macaron, Charlestown, Charlesburg, Dockfield, and Lexicord
Official Languages Common
Regional Languages Common, Alt-Anglian, Skodje, D’Ithanie
Sovereign State No.
Government Confederation
Current Ruler Alexander I
Population 1,150,000

The New Ceardian Colonies are a collective of regions settled in Essalonia who are devoted to the Regalian Empire. They are the birthplace of the Colonial Culture, an offshoot of the now-dead Ceardian society that existed on Ceardia for centuries before the Destruction. They have been a quiet region for much of their history, but recent events have shaken up their region, however, in the end have left them even more powerful and well-defended than before. Increased involvement of the Regalian Empire is inevitable thanks to this increase of power in the Colonies, but for now a non-intrusive balance remains.

Etymology

The New Ceardian Colonies are named such as they have long been seen as a second Ceardia. Even before the Destruction of Ceardia, those of Ceardian origin saw the wild and untamed lands available to them in Essalonia as a chance for the Ailor Race to start over.

History

The New Ceardian Colonies are an interesting case of obedient independence. When the Regalian Empire began an exploration of Essalonia in the 240s, they found a great swath of the continent empty of any real Ailor presence save for small Velheim settlements clustered in the northwest. Riding high on the excitement of the discoveries, vast tracts of land were put up for sale and thousands of colonists were shipped to the region. Most were Anglians intent on using the terrain to farm, but those of the two Ceardian subcultures, Highland and Heartland, also went. They primarily sought to explore the brave new world and helped to instill the ideas of the land as a new Ceardia. By the 260s, however, it became abundantly clear that the region’s “wealth” was limited. Raw timber could indeed be extracted from the region in vast quantities. The mineral wealth beyond the base earth metals was limited, and the terrain was filled with hostile wildlife. Still, the high times seemed to be continuing, but economic depression started to become obvious in 266 and 267 AC. In a grim way, it may be seen as a boon that the Destruction of Ceardia came to pass in 268 AC.

With the Destruction came thousands of Ceardian refugees who spread across Aloria. A large number went to Essalonia, with the largest percentage settling down in the New Ceardian Colonies. While the Regalian Pessimism raged, the Colonies became heavily insulated with the hostile market forcing them to turn to each other for trade. Through these increased relations and ties also came the birth of Colonial Culture. A unifying force of ideals with Unionism as the common religion, and the shared Language of Common itself. By the 280s, the Colonies again turned outward and ratified in a united action of confederation. However, this brand of confederation was bizarre. They insisted on their loyalty to the Regalian Empire and the Emperor himself, but felt that the “corrupt and deplorable men and women placed in charge of our affairs for us” were a failure that ultimately had them calling for self-representation. To make things even stranger, one of the final acts of the Regalian Senate was to pass this vote. Though it is likely this took place as a result of the support the Colonials had thrown behind the Iron Bulwark, a faction in the Senate only just beginning to wane. The New Ceardian Colonies stayed true to their word however, and even after the Senate collapsed, neither Justinian II nor Moriarty Kade saw any reason to “take back” this territory given their loyalty.

This loyalty has remained over the past two decades despite the recent years seeing the Colonies face some rather disruptive events. First came the First Songaskian War, which forced regional militias to arm and patrol their borders for the first time ever in order to deter Harron raiding. After that came the destruction of nearby Torse and a flood of refugees, followed shortly after by the Bone Horror Crisis which mauled the Colonies and swallowed up many border towns unprepared for the hordes. True disaster was averted when mercenaries loyal to House Howlester showed up and helped defend the Colonies, destroying most of the major Bone Horrors. After this, in 306 and 307 AC, Regalian nobles started a series of wars in the territory near the formal border of the Colonies, which resulted in hundreds of refugees fleeing into the region. While many ultimately returned home, including those from damaged Torse and Arlora (which are now both puppet states of the Regalian Empire), the burden they put on the Colonies was immense. Despite all of this, the New Ceardian Colonies remain healthily populated, and largely quiet aside from the odd story of remaining Bone Horrors lurching out of the dense forests to attack people. Indeed, the land is fairly quiet once again, and most of the population hope it stays that way.

Government

The New Ceardian Colonies is a confederated state that represents the united interests of the five colonial territories (listed north to south), Verwood, East and West Margate, Sonjamb, and Colne. Verwood is the oldest of all the Colonies with a capital at the inland town of Lexicord. East and West Margate were once one but split after the sons the region’s chief landowner (Charles Tiderom) had a falling out. Their capitals are Charlestown for East Margate and Charlesburg for West Margate, and both sit on different areas of the Arnelton River. Sonjamb is the region with the most foreign influence and has its capital being the coastal city of Macaron. Beneath them is the newest region, Colne, established in 289 AC and the smallest of the Colonies. It has a capital named Dockfield on Kade Bay, the same location Macaron sits on. The Colonies are governed by a body known as the Colonial Legislature and is essentially a more complex mirror of the Noble Assembly system that grew out of the collapse of the Regalian Senate. Each Colony gets to send six representatives, as the six counties within each Colony elect one man to go serve their interests. These men are often owners of property and could generally be considered local nobility, except that they lack formal aristocratic titles. Their power base is largely derived from the people back home who elect them into their position. Some are not though, and are instead local clergymen elected to their positions by the belief in their virtuous nature. These 30 men from the Colonies are joined by five Imperial Representatives who are elected by the Emperor to be his voice in the affairs of the Colonial Legislature. While they do hold the power to keep order and call for recess in the Legislature, they are largely just diplomats and work to implement Imperial policy whenever the need should arise, and to ensure that the laws of the nation do not break or contend with the laws of the Regalian Empire. The Legislature moves around between the different capitals of the Colonies and meets once a year for a solid month in April, though emergency sessions can and have been called. Additionally, each representative is elected for three years and can run for re-election indefinitely.

List of Rulers

  • 290 AC to Present - The Emperor of the Regalian Empire

Law

The laws of the New Ceardian Colonies heavily reflect those of the Regalian Empire, especially with regards to the Canon Laws of Unionism. However, local laws within the Colonies expand on the Canon Laws and uses their language to interpret judgements for others, though similar scenarios are not directly mentioned. Some of these laws can be absurd and strange, and are done to ensure that nothing like it can ever happen again without punishment. In addition to this, there are several different property and inheritance laws depending on the area of the Colonies being referred to. Given that large sections of land were at one time owned by a single individual, land contracts and their stipulations are a key part of the region’s laws which is also why they are so diverse across the Colonies. Additionally, considering they are colonies of the Regalian Empire, there a number of trade and tax laws on the books which while a touch overbearing, are generally accepted as the will of the Spirit and those he deems worthy (aka the Emperor and his government).

Foreign Relations

Generally, the allies and enemies of the Regalian Empire are those of the New Ceardian Colonies given their loyalty to that state. Local to Essalonia, however, they had a cool relationship with Arlora and Torse before their destruction, which has now warmed since their reformation into Regalian puppet states. As for more northern-located states, they have long had a cool relationship with Østryll though some Colonials plot on how to conquer the territory and thus spread Unionism up to the rural, Old Faiths dominated region. The final nation of any real importance to them is the mysterious state of Vhelon and their outright loathing of it. With their embrace of Magic, their population including long-held enemy Races to Ailor-kind (and the deceptive method in which they arrived in the Colonies) has made them a permanent enemy of all Colonials. The region’s resistance to the Regalian Empire is also seen with disgust by the Colonies and absolutely no trade takes place between the two nations, thus veiling Vhelon in an air of mystery and menace.

Military

The New Ceardian Colonies, as a possession of the Regalian Empire, technically rely on the Regalians for their protection. However, their independent spirit has often meant that such forces are not needed. Local militias are common in the region, as the Colonials are a hardy and fierce lot, well-tempered to survive their surroundings. These militias are never called up except in cases of absolute necessity, and thus are fairly disorganized as well, without unified outfits or weaponry. In recent years though, there has been a massive increase in the security of the region. After the Bone Horrors were dealt with, a number of Silverwolf Mercenaries remained in the Colonies for several months. Ultimately helping train and establish new groups of mercenaries into the region before the majority of them were shipped off. Some remained, their service bought by the colony of Sonjamb, but overall new and better-trained militias have now risen to prominent across the nation. In addition, the Regalian Empire has stationed troops in the major port cities and capitals of each Colony as insurance and protection from possible Bone Horror attacks. Overall, a new militaristic edge has fallen over the Colonies, but the effects of this are likely slow to manifest, at least for now.

Economy

The economy of the New Ceardian Colonies is not very robust, though it is rather diverse. Many primary goods such as raw lumber, quarried stone, and other materials are taken and shipped to the Regalian Archipelago, but also to areas deemed requiring of it by the Regalian Empire. In return, the Colonies are often given completed or processed goods made from raw materials as their region lacks the heavy industry of the wider Regalian Empire. However, on the local level some goods are still made at home. The constant expansion of the frontier demands that supplies must be acquired locally, especially in the case of food. Farms, both of grain and animals (particularly cattle) do not commonly export their supplies, instead keeping it at home for sale locally. In fact, foreign food produce is a common import to the region, and although Colonial Culture thrives, people love the taste of their original home or that of their ancestors. Additionally, there is one final major piece of the economy in the Colonies: slaves. Found only within the bounds of Sonjamb, this small population of slaves was first brought by Ithanians in the early days of colonization. It has since expanded, and when the Colonies were founded, Sonjamb made slavery legal and thus birthed a low-key plantation society in those regions that cling particularly hard to their Ithanian roots.

Demographics

Religion

The New Ceardian Colonies are devoutly Unionist and follow a strict conservative interpretation of the faith thanks to the major impact of the Fathers of Piety. The Fathers are no longer there, but the seminaries they established in the Colonies help to propagate and maintain the ideals of Unionism, demanding service to the Empire in all sorts of ways, as well as demanding the spreading of the faith over physical miles and not just through existing populations.

Symbols

Each of the New Ceardian Colonies has a different flag that represents their cultural origins. Verwood shows a bear with an axe at its feet and trees in the background on a field of dark green that often matches the color of the tree greenery. West Margate has a flag with white on the top half while pale yellow covers the lower half with a black bull standing defiant in the middle. East Margate meanwhile has a flag with pale yellow on the top, white on the bottom, and a pair of heraldic grey wolves supporting a black shield. Sonjamb has a white circle, crescent and then star descending vertically from the top of the image on a field of dark blue, sometimes with a pair of arcing birds in the lower corners above a yellow line that borders the bottom. Finally, Colne features an Imperial Eye in splendor on a green field. Despite these various designs, the Colonies as a whole have agreed on a united flag as recently as 303 AC. The image is a quadrisection of purple and yellow, with a white Imperial Eye in the middle, thought to represent the religious purity of the devout Colonial people in service to a wider and large Regalian Empire (the backdrop to the eye).

Trivia

  • There is talk of another new Colony emerging shortly, in territory shared by East and West Margate. However, the process for statehood within the confederation is lengthy and so for now, such talk remains just that, talk, until the population grows to the appropriate number.
  • While Sonjamb is the only area of the Colonies that allows slavery, there is talk of East Margate possibly accepting the practice, and Colne in the south also feels pressued to compete economically with its sister state.

Accreditation
Writers HydraLana
Processors Lord_Immortal, Nesstro, FireFan96
Last Editor HydraLana on 10/26/2019.

» Read more