The Scar
The anarchic lands formed by survivors of unending war
Map of The Scar
Structure
The Scar, while technically considered a country for ease of reference's sake by other civilized lands such as The Empire of Draconia, The Inhuman Coalition, and The Venau Necrocracy, is hardly a united land. It is an anarchic place made up of six smaller territories that each ascribe to their own ruler and system of governance that do not ally with each other nor get along...however, The Scar is loosely organized insofar as its six territories have agreed to mutually resist attempts by other, larger nations that border them to conquer them. This ensures that while it stays an anarchic, constantly warring land, The Scar remains independent as it temporarily unites against those that try to invade or claim it.
Additionally, while not technically part of the six nations of The Scar, a group known only as the "Order of the Eternal Burden" is an organization that exists within the Scar that brutally and lethally enforces the ways of the "Onus Tokens", the currency of the scar, as well as the disjointed unity that demand all nations band together to defend it from invasion. They are the brutal, hidden hand that keeps the Scar together and enforces just enough order to keep it from collapsing, but not to make it anything but an anarchy.
There are six territories that make up the scar. They are listed below, along with the name of their leader and their capital city:
The Free City of Morghul
Ruler: Morghul, The Sorcerer-King. Capital: MorghulThe Marquisate of Salizzi
Ruler: Marchioness Adélaïde Salizzi. Capital: AgriniThe Barony of Langile
Ruler: Baron Giancarlo Langile. Capital: TreneauThe Viscounty of Xath
Ruler: Viscountess Auda Xath. Capital: DeveraadThe Barony of Detniv
Ruler: Baron Lorenzo Detniv. Capital: RessettaThe City-State of Ilios
Ruler: High King Leander Themistus Ilios. Capital: Ilios
Public Agenda
As an anarchy, the Scar has little in the war of a unified public agenda, but the one thing all nations within it agree on is protecting the freedom and independence of The Scar as a whole. They will do anything to keep themselves and their nations and territories theirs and free from any outside influence.
Assets
Each nation in the scar has its own series of assets, and do not share them among each other...these assets vary from nation to nation, but generally include castles, roads, fortresses, weapons, animals and horses, troops, and materials.
History
The Scar was formed naturally, over time, as a result of the repeated and notoriously violent wars between The Empire of Draconia, The Inhuman Coalition, and the Orcs of the Wild Lands...the land where The Scar stands now was the most common site of conflict between these three powerhouse nations, and as the conflicts repeated and intensified many of the soldiers, knights, mercenaries, mages, generals, and more that served those armies became disillusioned with the conflicts they were participating in, and the countries they served. Over time, these dregs and outcasts and survivors from these unending conflicts accumulated within the lands the once fought in...over time, they banded together into several nations and declared themselves independent of all other nations.
After its founding, there were a couple of Draconian noble houses that were exiled from their country for one reason or another...these exiled houses ended up taking residence in The Scar, thus adding more warring powers to the anarchic nation.
Disbandment
Though the Scar's 'formation' was hardly an official act and more a marker of when the first of the rogue kingdoms formed within the land it would eventually come to occupy as a whole, the Scar's collapse came rather suddenly and went almost entirely unnoticed during the utter chaos of the Age of Troubles(Which you can read more about in the 'Disbandment' section of The Empire of Draconia) - a scant few decades after the bombing which destroyed the capital of The Inhuman Coalition, the Scar had fallen into utter chaos; the detonation of a hidden magitech reactor from the era of The Aurelian Hegemony of Man had plunged the area into utter chaos, and the various nations of the Scar had completely abandoned any semblance of civility or peace to ruthlessly attack one another for the scant little livable land that remained in the area that had not been rendered lifeless by the detonation of the aforementioned reactor.
The one bastion of normality during this time, as it had always been, was the city-state of Morghul - led by the mysterious Wizard-King of the same name, the City-State weathered the chaos of the time and had managed to remain so far unbothered by the anarchy of the scar at large. However, that rapidly changed as, Morghul himself, leader of his city-state, is believed to have used the detonated and smouldering magitech reactor to weave a magical invocation of such unfathomable size, scale, and scope that, by the time the other collapsing nations of The Scar realized what Morghul had done, it was far too late - every last scrap of corrupted soil and magitech ruin that had been wrought upon the soil flowed upwards, reversing and rejuvenating the land as it flowed into Morghul himself; the armies of The Scar's collapsing nations melting upon the battlefields as their life force fueled Morghul's transformation into a being of such unfathomable power that, practically overnight, Morghul used his new power to solidify his domain and form a country of his own to give his people stability and safety.
Demography and Population
The Scar's population is incredibly diverse and numerous, with dozens of races, cultures, ethnicities, and peoples living within it...creatures from all walks of life, all species, and all cultures and ethnicities are welcome there so long as they are capable of living within the anarchic lands and various countries that exist within The Scar, and are capable of accepting the shared brotherhood that exists to keep The Scar disjointed but anarchic at the same time.
The people of The Scar are a brutal lot, who treasure their personal freedoms above all else and only loosely organize into nations to protect themselves...oftentimes, the citizens of The Scar are hardened criminals, veteran soldiers that fled their armies, outcasts, those who wish to avoid the public eye, and more...none come to The Scar for a good reason, and almost all who dwell here are dangerous or seek to hide something in some way. It is a land in which only the most brutal, self-sufficient, and tough people can hope to survive and thrive...while each individual nation differs slightly, each nation has citizens fiercely protective of that nation's ideals that gave them refuge from their former lives, duties, or whatever they came to escape from. Whether it be the soldier-like camaraderie, efficient brutality, and unity of Ilios or even the paranoia-wracked, secretive, and personal nature of Morghul, all nations are formed out of a shared central desire to escape the burdens of the rest of the world, and live comfortably and according to one's own ideals, free of bureaucracy and strict rule where only one's own dedication, drive to succeed, and personal power is needed to thrive.
The population is evenly split across the six nations that make up the scar as well as the deadly wasteland that makes up the center of the country, and birth and death rates can vary wildly from country to country.
Territories
The Scar occupies the lands that were once the central hotbed for the unending battles between the nations and countries of the Western Continent during the Age of Warring States, where battles fought and armies clashed unending for supremacy, land, resources, and more for the sake of their lords and countries...these lands were so soaked with blood and conflict that they were considered uninhabitable and not worth the effort of holding until the first warriors, knights, and soldiers abandoned their countrymen, disillusioned with their lords and causes, and began to band together to form a land where they could exist free of outside influence. The lands until then were uncared for and unheld by anyone but barbarians, rogues, outcasts, wanderers, and criminals, and were conquered or united by the rogue knights and soldiers that decided to make it their new home.
The center of the Scar is a deadly and terrifying place known as the Forsaken Fields, where the ground is not green grassland but charred obsidian sand that covers miles of land in the center of The Scar...it is a deadly place where lethal magical storms wrack the landscape and ominous blackstone spires rise for hundreds of feet into the air, seemingly indestructible to all forms of attack and magic as they leak deadly magic into the air and cause the everlasting magic storms that the Fields are known for which see terrifying magical bolts of electricity strike down to the ground and crash into the obsidian sand that makes the area up to create fantastical looming spires of Fulgurite that remain at the point of impact, spires of glass obsidian sand fused with thousands of volts that strike it.
These ominous spires are unique to this center area, and are a thing of mystery that none can figure out or study, and most leave alone...even the Blackstone that they are made of is an unknown thing, a material unknown and unseen by all who find it.
Military
The Scar has no centralized military force other than perhaps The Order of the Eternal Burden, but it serves as more of a shadowy underworld group dedicated to keeping the few traditions the country has to keep it from total collapse rather than a true military, as it almost never operates in the open.
Instead, each of the individual nations that make up the scar have varying military forces of their own, ranging from magically focused bombardment units to veteran steel legions of deadly ground troops, and more.
Religion
The Scar has no central religion, and each individual nation that makes it up can be varying degrees of religious...ranging from atheism to devout faith.
Foreign Relations
The Scar universally refuses relations with every foreign power they encounter or are near, in almost every way. The nations that make it up are fierce and often violently protective of their independence and freedom, often to the point of resisting even aid and assistance as equally as they do hostile incursions and threats. They refuse every offer for negotiation and diplomacy in favor of taking what they want, and are disliked by most every nation they neighbor. It is only their combined power and ability to pass themselves off as a mere annoyance that goes beneath the notice of larger empires that surround them that allows them to continue to survive as a country.
Agriculture & Industry
The Scar has a large variety of resources available within its borders, from the Fulgurite spires in the Forsaken Fields to the ores and gemstones and minerals within the region's caverns and mines, to the verdant fields and forests within its grasslands. However, these resources are divided up among the nations that make it up, with some being Agricultural and Woodland Powers, to some being Mining and Industrial Powers, to some even being magic or alchemical powers...things can vary from nation to nation, and are described more in their individual entries.
Trade & Transport
The Scar does maintain a series of central roads to allow for traffic to move through it relatively unhindered to keep itself out of the sight of larger countries, each of which are kept up to a bare minimum acceptable standard by the individual nations they pass through within The Scar, out of fear of being targeted by outside forces if they do not or accost the foreign caravans passing through their borders.
The roads are not fancy, well-made, or even well-protected, but they are serviceable and functional so long as those who pass over them understand they must provide and protect for themselves.
Education
The education of The Scar is wildly inconsistent, and varies wildly from nation to nation within it. In some places, the citizens might be mostly illiterate, yet in others they might be wholly literate and fluent in many languages.
DISBANDED/DISSOLVED
Masters of our own destiny.
1479 - 2079 AF
Type
Geopolitical, Country
Alternative Names
The Cut
Successor Organization
Demonym
Scarred, Cutter
Government System
Anarchy
Power Structure
Autonomous area
Economic System
Barter system
Currency
There is no universal currency in The Scar, as the disparate nations that make it up are too varied and different to hold a central form of currency, and none are foolish enough to mint a local currency and expect it to hold its value among the other nations of the scar. Instead, the main currency in the scar is barter, and small metallic tokens called "Onus Token". These medals are small and palm-sized, and contain the names and blood of the two involved parties in any given "deal" or "barter"...these are considered sacred, and to refuse an Onus Token is a crime of the highest order often punished with lethal efficiency by the Order of the Eternal Burden, the omnipresent shadow organization of The Scar.
Major Exports
Each of the nations of the scar exports various goods and services, but generally tend to export ores, minerals, gemstones, Fulgurite, weapons, manpower, and other material goods.
Major Imports
Each of the nations of the scar imports various goods and services, but generally tend to import food and other exotic goods such as silk, pearls, and other cultural and skilled goods and workers.
Legislative Body
The Scar has no centralized legislative body, and each of the six individual territories has their own power structure and governing bodies.
Judicial Body
The Scar has no centralized judicial body, and each of the six individual territories has their own power structure and governing bodies.
Neighboring Nations
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