The Venau Necrocracy

The frigid land of Undead and the best center of magical and mundane knowledge in the world

Map of the Necrocracy

Structure

The Organizational Structure of Venau is a wholly unique thing, completely unlike that of any other country in either Eastern or Western Corexus where power rests in the hands of the working class and the citizenry, and where those who make up the country's majority control and oversee both the means of production and the ways in which to use and utilize it. Contrary to almost all other countries in Corexus which have a central ruler of some kind, or some ruling body that makes the rules and laws and governs the country in its day to day operations, Venau has no such figure, though Barkhan the Eternal serves as the outward face of the organization and the head of its Governmental Bloc.   In the Necrocracy, Society is largely equal and on the same level, and society as a whole as well as the people who make it up is fiercely protective and proud of the equality they foster amongst each other. No person or creature is placed above or below one another in any large decision-making sense; Instead, decision making power rests with the masses, who gather communal into councils made up of Laborer and Consumer to make the decisions for the field they work in and are thus a part of.   As a whole, Venau's society is divided into various "Superblocs" that oversee, organize, and decide upon all matters relating to a certain section vital to the nation's existence, and are subsequently divided down from there for ease of organizational purposes. Within these blocs, are all equal to one another in terms of decision-making power, with the existing heirarchy existing solely based on Technical Expertise and being used only for executing on the decisions made by the communal whole. Each Superbloc is responsible for managing itself and deciding upon the laws and rules that relate to its purview, such that each workplace is self-empowered to handle its own issues, decide upon its own matters, and decide the remuneration and the distribution of resources managed and needed by the Superbloc as a whole.   Below are the five Superblocs that make up Venau and a brief description of their responsibilities.  
  • Governmental Superbloc - Responsible for uniting the individual cities that make up Venau into a cohesive, collective country. They provide unity and direction, and give the various other Superblocs the tools to commune, keep in contact, and operating effectively on the knowledge of how the other cities in the country are doing, what resources they have, etc. They are responsible for keeping detailed records of the country's resources, manpower, and the operations of the other Superblocs as well as investigate and solve discrepancies discovered in those records. They also collate and keep record of all the laws and decisions made by the other Superblocs and ensure there is no overlap or excessive convolution in the laws made by each of the independent Superblocs. They are also responsible for giving direction in times of NATIONAL crisis, and serving as the political and social face of the country. The head of the Superbloc is the closest thing many outsiders comprehend to a "Leader" the country has.
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  • Merchant Superbloc - Responsible for overseeing and managing traders, merchants, and all manners dealing with the selling of goods and services within the country. They buy the goods produced by the other Superblocs and distribute and sell them both within the country and export them as trade. They also manage and oversee all trade and coinflow within the country.
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  • Military Superbloc - Responsible for all manner of national defense, city defense, and all manner of military action in times of both war and peace.
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  • Industrial Superbloc - Responsible for a great multitude of things, from overseeing and managing all the craftsmen in the country, the laborers, farmers, workers, and all menial or industrial operations.
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  • Intellectual Superbloc - Reponsible for all magical matters both arcane and divine, all matters of research or scholarly pursuits, and all other professions who fall in no other category such as librarian, scholar, researcher, etc.
  Below is the organizational structure for the various Superblocs, and how they are divided up:  
Superbloc - The overarching category that spans the entire country, and the largest and broadest level of categorization.   Bloc - The specialization within the Superbloc. Generally more specific as to one's area of focus. For example, an arcane archmage would likely be a member of the Intellectual Superbloc, and the Arcane Bloc.   Division - Generally, the city in which one is based out of.   District - The region within the given city one is based out of.   Lodge - The specific lodge or council one is a part of within the district they live in. All members of a Superbloc are members of a lodge, while the upper levels are simply used for matters of organization. The Lodges are the sole decision making force in the country.  

Public Agenda

The Public Agenda of Venau is first and foremost the protection and defense of all sentient creatures no matter their odd beliefs, and keep them safe from the bigotry that many other nations and religions have towards them. They wish to give all Undead and Outcast a place to call home, free of persecution and judgement, and to put an end to the discrimination and racism often displayed towards Undead. So long as a creature is capable of living outside of those biases and can accept the equality forced upon each of the country's citizens, Venau welcomes all into the country and into the protection of Barkhan the Eternal.   They have frequently in the past gone to war to protect the citizens of other countries from rampant bigotry and persecution, and they place a huge emphasis on equality and acceptance of all races and creatures. They are a heavily egalitarian country zealously proud of and dedicated to protect the socialistic equality they have established for themselves.

Assets

Venau has little fertile land as their country is founded mostly on barren tundra and snowy fields, but they have several central cities, a very powerful military thanks to the myriad Undead and living Creatures who live there having a much higher personal power level compared to the citizens of other countries. Each Undead and citizen is said to be the equal of 10 and even more other normal citizens, due to the immense necromantic power that Barkhan the Eternal wields when making the Undead. The country has many fortresses placed within the snow, and two massive fortresses built into the two mountain passes that allow travel through the Great Obsidian Range, the mountain range that completely barricades the southern border of the country.   Finally, the country is well-known for its use of the metal Kinslayer Steel, which was invented by Barkhan the Eternal and is used exclusively within the country's military for use when hunting other Undead. It does not export this material, and sells it only to trusted people outside of its borders, giving it a nigh-monopoly on the terrifying metal as none but Barkhan the Eternal know how to forge it.

Demography and Population

Due to the blisteringly cold environment in which all of the country's lands are located within, the people of the Necrocracy try to avoid forming small villages wherever possible, as even though a large portion of the country's citizens are Undead and thus immune to cold, the brutal nature of the environment means the small villages will quickly become buried beneath mountains of snow if dozens of laborers do not work around the clock to keep them aboveground. As such, they tend to congregate into large walled cities which fend off the snow and cold, and make it easier to stay above the massive snow drifts that dot the landscape.   As much of the population of the Necrocracy is Undead, they have no lifespan and do not "birth" children in the traditional sense, but they can assemble new bodies which Barkhan the Eternal can place an animating spirit into with his powerful necromantic magic, which they do semi-regularly. Though the Undead citizens do not age, The Soulshivers ensure that many of their number go feral after around 400 years and must be put down.   For the living citizens that call the country home, childbirth is scarce due to the frigid cold and lifespans are very long, with low death rates due to the incredibly high public security and public amenities the nation has built for its citizens such as plumbing, aqueducts, irrigation, and more.   Finally, the dozens of Giant and Barbarian tribes that called the lands of Venau home originally, before Barkhan the Eternal founded the nation, have mostly been accepted by open arms by the country so long as they can coexist peacefully in a civilized setting...and while many Dai-Yukai, Jotun, and other Giant and barbarian tribes have made this transition successful and now live among the walled cities of Venau, even more have refused and still roam the Tundra as marauding vikings, titanesses, and barbarians that pillage and raid any others they can find and attack...making the country's wastelands a very dangerous place outside of the well-protected highway and road networks.

Territories

The lands that Venau occupies are nothing but the frozen, snow-scarred wastelands formerly occupied by the roaming barbaric Giant Tribes such as the Dai-Yukai, Jotun, and other roaming barbarian and wasteland tribes that once called the snowy tundras home. The lands were a no-mans land that most civilized creatures ignored due to the barbarian hordes and Undead masses that gathered there, and it was not until the titanic, overwhelming power of Barkhan the Eternal that the disparate packs of savages and undead were united beneath a single banner, either through his overwhelming power and force or through his incredible charisma.

Military

The Military of Venau is notorious for its power and almost infinite numbers, as the country is inhabited primarily by Undead and other powerful creatures living or dead, its military is a terrifying thing where Graveknights march alongside Ghouls and Mohrgs and other powerful warriors in orderly, rigid military formations of terrifying size and scale. Possessing both power and number, the Venau military is a flexible, loosely organized force that attacks in waves and adapts its own battle tactics and strategies from moment to moment, with regimental commanders being given full autonomy to direct their units as they see fit...as such, the Venau Military has a power that is hard to fight against, and a flexibility that is almost impossible to predict or plan for.   However, all of this becomes moot if Barkhan the Eternal decides takes the field of battle. As a lich beyond compare, the greatest mage in the world, and the single most talented necromancer in history, he alone holds enough power to completely dominate any battlefield he steps onto...raising thousands of battle-hardened and supernaturally gifted undead warriors with sentience and willpower in a matter of minutes, he can single handedly turn the tide of any battle, beat any army, and lay low almost any force arrayed against him, such that the mere suggestion of him taking the field personally is enough to deter entire countries from marching against him.

Religion

The Venau Necrocracy is famously atheistic, and while it allows churches to exist within its borders, the country itself pledges faith to nothing but the ways of science, magic, innovation, and hard work.

Foreign Relations

Venau has been traditionally isolationist in regards to its neighbors on the western continent, generally content to focus on internal affairs and increasing the quality of life for its citizens and let its neighbors handle their own business. This attitude, combined with their notoriously no-nonsense policy on bigotry and prejudice towards Undead and Living alike that has led them to march to war against their neighbors on several occasions, has given them a fearsome reputation as a country to be left alone and to not be provoked at any cost...the terrifying, bottomless power of the country's leader Barkhan the Eternal is something none wish to invoke upon themselves of their country. Coupled with his ability to fuel infinite undead hordes in the name of his country's military, Venau is a force which many prefer to be left alone and carefully not provoked at any cost.   Lately, with the emergence of Kalgar and the formation of the nation of Valgusar in the mountains and land north of Venau, Venau has become increasingly hostile with Valgusar and its leader Kalgar due to its extremely anti-undead policies which see them executed without exemption. Barkhan the Eternal himself has gone to battle with Kalgar himself to kill him personally, but the two beings seem to be equally matched for now.   Finally, though not technically counted as part of the country and has historically been an independent city-state, the underground Dwarven city of Narnarüm beneath the Vaylkrond Mountains has maintained cordial relations and trade agreements with Venau, trading ores, knowledge of the surface, information, ice, and other goods back and forth in a fairly open relationship that has persisted for centuries. Similarly, the two Mountain Dwarven Citadels perched within the Great Obsidian Range which spans Venau's entire southern border, Kavir-Azwyr and Anim-Azwyr, hold very friendly relations with Venau and, while technically independent city-states, often work together as allies of Barkhan the Eternal and Venau itself towards the same goals, supporting each other and themselves alike with promises of mutual defense, trade, and support.

Agriculture & Industry

Venau has little fertile land of its own, and as such has little in the ways of Agriculture...however, it does cultivate many magically created and hardened crops that were created by the country's universities that can grow on blasted tundra and in almost any environment which provide it barely enough food to sustain its living residents and little else. As such, it still imports plenty of food since, while it can subsist on its own proprietary crops that grow within the tundra, eating such for every meal rapidly lowers the morale of its own living citizens who are forced to eat the bland but nutritious food.   Venau does, however, have several booming industries that make it wholly unique among other countries. Due to the unique nature of the Marrowwood which sees trees chopped down reappear some time later, Venau has a booming lumber industry, and though its land is often covered in snow, it also has many many mines that dot the landscape, many of which are famously rich in valuable minerals and ores, most notably Silver, Adamantine, and Gold. Lastly, Venau's greatest industry is its ice-mining industry, which is so lucrative and widespread that should one care to look for them, intricate and large-scale mining operations can be found on almost every iceberg and glacier in the country...not only is it famed the world over for its coldness and purity, but most notably it is sought after by almost every civilized nation in the world for its special Ice which is so durable it is as unyielding as steel, and unmeltable no matter the temperature.

Trade & Transport

Venau has entire engineering corps formed out of entirely Undead which labor around the clock to keep its numerous paved brick roads unburied by snow and free of dangerous beasts or bandits. It is a highly dangerous and well-paying job within these numerous engineering corps, and such jobs are critical for keeping the trade and transportation networks moving smoothly across the country. Outposts along the major highways are frequent and house guards and engineers, and magically produced everburning torches that serve to keep the snow melted near the roads can be found in even increments along all highways and smaller roads. Most commonly the main method of trade and transport are massive wagon caravans pulled by undead horses and other mounts that do not tire or feel cold, or require food.   Outside of these carefully protected roads, it is incredibly dangerous as attacks by Dai-Yukai, Jotun, and other Giant, Monster, and barbarian tribes are commonplace, where they will enslave and capture and kill travelers at their brutal whims, trampling them and killing them and sometimes even enslaving them and working them to death in their villages.

Education

Venau is number one in the world in public education, as its numerous Arcane Colleges and universities provide the absolute best standard of learning for mages of all sorts and walks of life. Its general libraries, colleges, and universities have such a complete and incredible collection of historical, magical, mundane, and other kinds of knowledge that they are famous the world over for being the best places, bar none, to come to learn and better oneself.   Its citizens have open and free access to the basic knowledge available in the Country's famous libraries, almost all can read and write at least one language(many know several), and many are well-versed in history and other topics. Any citizens can strive to better themselves, and given the proper talent they can freely apply to enter the various Arcane Colleges in the country to learn how to be an Alchemist, Mage, or other profession. Even those without arcane talent specifically are free to join the colleges and be taught in a field to earn a living.   While much of the country's knowledge is available to everyone, the highest tiers of it(especially much of its magical and arcane knowledge such as spells) are exclusive to the most trusted members of the country, legitimate citizens, or those that are trusted by the country or a noteworthy member within it.

Infrastructure

Venau has a famously advanced infrastructure, and has things that only The Eastern Imperium can hope to claim to have in equal measure. Aqueducts, Sewage, Primitive Plumbing, Magical Comforts and Technology, Massive Obsidian Walls around every city, bridges, brick roads, castles, road networks, and more.

Equality in Life, Equality in Death

Type
Geopolitical, Country
Alternative Names
The Necrocracy, Venau
Demonym
Venauan
Head of State
Head of Government
Government System
Meritocracy
Power Structure
Federation
Economic System
Market economy
Currency
The official currency of Venau is the simple three-coin system, which has become so universal it has spread throughout the western continent.
Major Exports
Venau exports primarily wood, valuable ores and minerals(Primarily Silver, Adamantine, and Gold), and its famous Glacial Ice and PermaIce, the second of which is said to be as strong as Steel and unable to melt.
Major Imports
Venau's biggest import is food and other luxuries that its living citizens require, but secondarily it often imports building materials it lacks such as stone and marble, as well as a myriad of magical ingredients reagents useful for its arcane colleges and libraries.
Legislative Body
Barkhan the Eternal is the sole entity in the country responsible for writing the laws and rules of the country. None supersede his authority or right to rule.
Judicial Body
Generally Barkhan the Eternal also handles all judicial matters as well, but he does maintain a small council of undead judges he creates himself with necromancy to handle judicial matters when he is not available to do so. This council is referred to as "The Court of Decay", and always contains exactly 13 undead made by Barkhan the Eternal himself.
Official Languages

The People of Venau

The people of Venau are a very communal lot, one defined by the lethal landscape they dwell within that has driven them to adopt a society of socialistic equality, where they communally dictate the laws of the country and decide upon matters of state. They are a people obsessed with equality and egaliatarian lifestyles, and despise other societies for placing others above the rest. They are viciously dedicated to keeping power in their own hands, and hate those who stand out or try to rise above their peers, or even those who try to claim power for themselves.   They are a people of community, togetherness, and greater value the power of teamwork and working together towards a greater whole, and making sacrifices and suffering if it means the whole can prosper. They can be suspicious against outsiders, and can be quite vicious to those who can't adhere to the mould of their society and fit into line to work towards the whole.

Deadly Weather

In Venau, there is nothing that those who dwell there know to fear more than the deadly weather that rips across the countryside. The weather in Venau is wholly unique, and deadly on a scale none can fathom aside from the residents of the country itself, driving those who dwell there to shelter immediately once they know of an impending storm, lest they be torn to shreds by the lethal weather as it rips overhead like a whirling storm of death.   Whether these deadly weather patterns are natural or not is a mystery - perhaps they remain as vestiges of the calamities that once saw the gods themselves fight on the snowy banks of the land there, or perhaps they were some horrible arcane experiment gone wrong in ages past; none can say.   There are two individual types of deadly weather that often rip across Venau and threaten its residents and all who dwell there:  

Razorhail

A relatively straightforward but deadly threat that comes in unpredictable bursts with normally inclement weather. Razorhail can shred through flesh, bone, and even stone and very thin metal given time, and as such its arrival drives all those within its radius indoors or beneath protection, and is the main reason why Venau and those who dwell there build such insanely durable and hardy structures and roadways, lest they be torn apart by razor hail in the span of a few short years.  

The Rotfog

The more insidious threat to Venau and its people, the Rotfog is a fog as black as a nightmare, a roiling bank of fog tinged with obsidian bolts of lightning that not only rots the body, but the very soul, stealing away years of memories and experiences the longer one dwells within it...the living fall into a coma and wither away to nothing in short order, and undead fall into The Soulshivers and then go mad and eventually decay into dust as well. Its arrival drives all creatures indoors, and has forced those who dwell here to develop special methods to seal off their homes and buildings from its insidious touch.

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