Kingdom of Ashakahd (Ah-shaw-kaw-d)
Ashakahd is the black sheep of the Halikvar world. They are the one large state that embraces the Asavari sect, surrounded by religious rivals. They see themselves as an island of truth in an otherwise sinful world, and so arm themselves to the teeth. Their steel is superior, and their cannons famous across the continent. Less than a century ago, they waged a war on the rest of the continent, surviving in a lone battle against the rest of the Halikvar world. And yet, Ashakahd survived. And it now knows peace, which it has slowly embraced.
Now, Ashakahd is enjoying a renaissance of sorts. It has made great coin on the spice and steel trades. It has opened itself up to exploring broader trade and diplomacy with the world beyond its immediate neighbors. It has rebuilt its cities and canals, and the soil has given in abundance. Many look forward towards a bright and prosperous future, though some others are hoarding in preparation for the next war. Whether Ashakahd is only beginning its era of peace, or whether this is a respite between terrible wars is anyone's guess.
Structure
Ashakahd is a monarchy supported by a large bureaucracy. There are three branches to the bureaucracy here: the Ashakahdan Temple, the army, and the governors. There are thirteen governors, each appointed by the monarch for a term of five years. Each governor has a corresponding 'Archdruids' chosen by the priesthood and a corresponding garrison captain. While there is no technical landed nobility, there are fifteen powerful clans that hold immense land, wealth, and privilege - and they tend to hold many of the top clerical, government, and military positions.
Generally speaking, leading positions in Prisev, Arnimet, Emarna, Kokahl, and Olwa tend to be the most important. The military garrison captain of Gelwa is also a very powerful and prestigious position, as the standing army is headquartered there. The provinces of Kobeer, Lonko, Esimav, Gorobet, and Sisara also come with a unique element of Kima City management; a number of prism communities, ranging from "Kimas in name only" to full traditional Kima Cities operate in these provinces under Ashakahdan rule. The prism communities in Atabar and Edshala are not really under crown control at all; Sisara also has to deal with various prism clan raids. The hills in these regions also allow for various highland tribes to continue living outside of standard government control, making for all sorts of complications.
The religious branch of the government is run by a small Asavari Council of Archdruids.
While much discretion is given to the governors and military officers, the monarch still holds great power here and has few direct limits on what they can do. The current monarch is King Ambali I Nonawara, an old dryad druid and spouse of the last monarch (Queen Sapatwa II Nonawara). Ambali is best understood as personally humble but royally ambitious; he is deeply devoted to what he imagines Sapatwa would want, even now that he has outlived her by ten years. He emerged from the Asavari priesthood, and he is often characterized by outsiders as a zealot of that sect; he has certainly pushed away from the Dakavari Halikvar more than any other monarch of this dynasty, and has fostered alternative relationships with religious outsiders. He is a great steward and an unmatched spellcaster (if he hadn't married Sapatwa, he would likely be on the council of archdruids).
The crown heir, Princess Heskeba Nonawara, has been a topic of great courtly gossip. She has the most skill as an administrator of any in the crown lineup, making her an ideal next pick; her mother felt very strongly that she was destined to rule. After her mother's death, Heskeba rejected the crown and tried to run away to find a life on her own; a mixture of grief and panic saw her turn from golden child to burnout in mere weeks. Ambali has refused to disobey his late wife's wishes, and has kept the pressure of succession on Heskeba, dragging her back whenever she tries to run. Heskeba dislikes authority, dislikes materialism, and has become increasingly eccentric and anti-social over the last few years. Troublingly, she has a history of refusing to learn the arts of war (and has instead just focused on her own ability with a sword) - an important skill for an Ashakahdan monarch. The fact that Ambali is not her biological father (her own father is Sapatwa's first husband) has provided plenty of grist for the rumor mill: most of the court is waiting with baited breath for Ambali to name his own daughter, Sinoja, as heir to the throne.
The Monarchs
Culture
West and East
The East
In the east, in Inner Ashakahd, personal interactions default to a calm, serious demeanor; seriousness and a kind of "buttoned up" stoicism are considered standard adult social behavior. This seriousness is all about being careful and deliberate; statements of extreme emotion or word choice are considered un-social except in extreme circumstances. To get along with mainstream Inner Ashakahdan society, one must avoid hyperbole or charged word choice. Similarly, one should use committed phrases only if one has serious faith that a thing is true; "I have been told", "it is spoken", and other weaker word choices are actually looked upon positively in Inner Ashakahd, as sophisticated and careful ways to communicate something. Drinking alone in this culture is considered antisocial. Smoking is a more acceptable break activity, though it also tends to be more social. Smoking should only be done when not around children, pregnant people, or the elderly; in those circumstances, smoking is firmly off limits.
Movement is a common trend in Inner Ashakahdan culture. Most people seasonally migrate between the ages of 18 and 60, moving between villages and cities according to seasonal labor demands. This undermines the boundaries between the urban and the rural; rural nature cult plays a large role in cities, while urban ideas and trends work their way out into the countryside. This makes many Ashakahdans religiously flexible, as they move across spaces with different religious rituals and religious laws. In terms of art and culture, the East is fond of romance stories and cliches around underdog characters - many an Ashakahdan joke or story ends with the powerless on top.
The West
The Western regions of Kokahl are the stereotyped as the loud, emotional counterpart to the East's stoicism. Certainly, non-committal statements are not looked upon well in the West, and there is no mandatory sense of calm. Kokahl does appreciate the art of gab; chatting to pass the time is considered an important social trait in adults here. A good sense of storytelling is essential for full acceptance here. That said, it isn't a perfect inverse of the East; many Kokahlans still appreciate calm, and the upper and middle classes certainly have a sense of seriousness.
Kokahl has a larger class divide than Inner Ashakahd. There is a sense of fatalism here, and a pressure to accept the duties of one's hereditary station. Some have compared it to the prism caste system, given how much Kokahlan society intermingles with their prism communities. Upper and middle classes segregate themselves from each other and the poor. The upper classes in particular are extremely finely divided into hierarchies, with strict moderating rules. Even though there isn't technically feudalism in Kokahl, every village or town has their ruling elite families that are set in stone. Similarly, the divide between rural and urban is stronger in Kokahl; staying in one place all of one's life is considered natural and responsible, and cities are considered very different spaces. Kokahl also has a sense of asceticism. Excessive attachment to material things (other than the strictly necessary) is considered publicly embarassing.
General Culture
History
Early History (-800 to 359)
The Post-Dawaran Period (359 to 612)
Divine Guidance (612 to 930)
The Izekran Turn (930 to 1510)
Centuries of Steel (1510 to 1720)
Wars of Religion (1720 to 1945)
Modern History
Demography and Population
Around 30 million people live in Ashakahd. They are 50% Dryad, 35% Human, 10% Prism, and about 5% are Hybrids.
Ashakahd's capital and administrative center, Mikaval, has only very recently become the largest city in Ashakahd. Much of the rest of the urban population orbits the traditional big cities of Ashakahd: Chamandra (in the province of Olwa), Tekeli (in the province of Prisev), and Chira (in the province of Emarna).
Territories
Ashakahd is roughly 700 by 661 miles across. Generally speaking, the country is divided into two parts: the Southwestern portion, Kokahl, and the Northeastern portion, Inner Ashakahd. Inner Ashakahd is mostly verdant flatland, especially around its central lakes. The Northern lakelands are known as Arnimet; the Southern are known as Prisev. These regions are intensely arable, full of lush forests, and generally perfect for dryad and human life (if a bit swampy at parts). Moving North and East of these heartlands, the land slowly becomes hillier and hillier. The east quickly rises into the Rejvala mountains - contested ground known for their radical Kima Cities and independent warbands. On the other side of these mountain kingdoms is the Kingdom of Siashi.
The North, however, opens up into fertile river valleys. These valleys are abundant lands, not fully part of the heartlands but not entirely isolated either. Eventually, the lands become drier, the hills turn into great mountains, and the meaningful control of the kingdom stops - these are the Voshkivar mountains, the wall that divides Ashakahd from the Empire of Shenerem. These mountains are difficult enough to navigate that few merchants cross here - and it is said that the prism clans here are highly isolationist and violent towards outsiders. Both Shenerem and Ashakahd are happy to have a wall between them, anyways.
Kokahl, meanwhile, is a bit more rugged than Ashakahd; the mountains don't mark the edges of region, but wind their way throughout. The river is easy to navigate and keeps the land united, but abundant flatlands are much more of a limited resource in Kokahl. The Southern part of Kokahl, moving away from the river, is a jumble of mountain valleys that can be difficult to move through during the rainy season (thanks to mudslides). These eventually become the unclaimed Gekrev mountains.
To the East of both regions are the Southern Rejvalas - smaller continuations of the Northern mountains that theoretically mark the "original" border of Ashakahd and the Kingdom of Kiami. This is not actually a very clear border, though - these hills can be basically nonexistent at parts. Politically, the official border is Angita river.
Military
The military of Ashakahd is known for its flexibility and heavy armor. The guiding philosophy of Ashakahd is that an army must be prepared for any threat, and that all regiments must be valued if they fulfill their niche - infantry can hold great honor as well as cavalry. Ashakahd also a fine assortment of archers, druids, spearmen, heavily armored swordsmen, artillery, and even handgunners (though these basic firearms are hardly what you'd see in the Suneka ). A handful of war elephants support the cavalry, which all tends to be heavy cavalry - warhorses are expensive enough to be worth armoring. Many cavalry warriors tend to be paladins, which are trained in special academies. If Ashakahd were to have a "specialty", it would probably be artillery; the engineers here are known for their extremely high-quality (if excessively large and heavy) cannons.
The military is a standing army managed by the military bureaucracy of the imperial court and augmented with mercenaries. The Great houses also train their spare children and the children of their client families to fight as professional elite warriors.
Religion
Ashakahd is the Asavari Halikvar kingdom - that religious sect defines the kingdom in the eyes of many. For several centuries, Asavar was the law of the land; to hold land or operate in society, one had to be of the Asavari sect, and that sect ruled the courts and defined the laws. That changed in the late 1940s and 1950s, as the kingdom opened to the other Halikvar sect (Dakavar). For a time, the two were equally privileged by the law, but that changed again in the 1980s. Now, Asavari Halikvar is on the rise again as the unambiguous ruling religion. Being Dakavar doesn't disqualify you from owning land or even holding lesser titles, but the court has become hostile to them holding upper administrative titles openly and as of 2008 only the Asavari temples and priestly schools received government funding. Asavari interpretations of the kifa, or religious law/custom, have been privleged over Dakaviri ones again.
Non-Halikvar people can visit here but are not welcome as long-term residents; heathen evangelism and "cultism" are both illegal, and some interpretations of these laws can be used by local priests to ban any kind of foreign religion. This doesn't mean that the country is totally religiously homogenous; some Aretans live here in small numbers, driven into Ashakahd along with the Asavari refugees of the Kingdom of Siashi in the 1700s. These communities even won formal legal protection in the late 1950s, but some question whether renewed legal efforts would still turn out in their favor today. As these Aretan communities do not evangelize, there is little public fear around them. Ashakahd's lack of sea ports or significant access to non-Halikvar countries has not exposed the land to many evangelizing missions. The largest religious minority, the Akadists of the underground, are safely underground and largely autonomous. Now that there is a trade route to the Kingdom of Ashavat, though, some have started to grow anxious about the possibility of increased religious "contamination" - only time will tell whether this will make the country more pluralistic, or more religiously xenophobic.
Asavari Halikvar is a decentralized sect of Halikvar that rejects a monolithic interpretation of the kifa and embraces local traditions. There is an obsession with place in Asavari; delineated space is a major part of navigating the world in Eastern Samvaran cultures, and Asavari takes that to its theological extreme. Essentially, different interpretations of the Kifa are all true in different places. A town that traditionally sees blood law, or horoscopes, or customs about animal fat in certain ways has a right to continue that interpretation as long as it is not a specifically corrupt tradition - as long as a place seeks unity with the broader community of Lily and is not excommunicated, its customs are valid even if they contradict with another dominant custom. The regional divisions are sacralized, and boundaries between places become sites where reality itself transforms. Rather than being flexible, bureaucratic constructs (such as in Dakavar), divisions between districts are sacred lands that tend to be centered around specific holy sites (like a sacred spring, grove, shrine, or mountain). These holy sites are regarded as the source of power of the local Su-Alkoa (or regional chief druid Su-Alkoas must seek forgiveness from Halcyon if they leave their site for more than one year, unless it is for a God-given quest of immense importance (like a holy war).
The Su-Alkoa, or Elder Druids, hold most of the power in Asavari Halikvar. There are also Archdruids, a recent construct, but these are just those Su-Alkoa who are put in charge of leading the others by the crown - it is more of a government position than a religious one in the eyes of the people and clergy. The government is a holy thing in Asavar, but there is a divide between secular and religious power.
Another religious quirk of Ashakahd is the role of village government and nature cult. Village councils have their own special power and role in religion apart from druids. According to Ashakahdan tradition, villages decide what resources are acceptable to exploit and which are not by consensus; to participate in that consensus, one must play an active role in the annual cycles of nature cult. A local druid or Su-Alkoa can intervene if a village makes a radical choice that breaks with tradition, but all power is not in the hands of the druidic elite; for a druid to lock down or open up a resource (say, a forest for lumbering), they must court the community or risk a minor revolt. This tradition is seen as a virtuous way to share druidism with the broader populace, involving them in a relationship with nature and inviting them to help navigate that relationship together. In practice, this has had mixed (but not necessarily net negative) results; some villages have been hijacked by over-ambitious minds or commercial con-artists into losing their community pasturelands or common-woods. Others have used this tradition as a way to resist short-sighted military officers. Some communities have embraced a democratic goal of equity, others have centered power into the hands of a few landowners. Either way, this village nature cult is a unique institution of Ashakahd that holds center-stage in religious and national (more accurately proto-national) identity.
Asavari Halikvar
Foreign Relations
Ashakahd is a kingdom at a crossroads. One the one hand, it could choose to further develop its relationships with its fellow Halikvar countries; the Grand Kingdom of Severesh has put effort into building relations, after all. This would bring the two sects of Halikvar together again, to face the outside world as they once did.
On the other hand, Ashakahd could move away from their co-religionists and towards closer relations with the Empire of Shenerem and other outside powers. This would make distance between the two sects of Halikvar, and put Ashakahd at odds with all of their neighbors.
Ashakahd currently holds a policy of quietly doing both at once; better to be friendly when possible than provoke conflict before they are ready. There have been some trade disputes with the Kingdom of Kiami, but these haven't escalated to a point where it has impacted other relationships. That said, it seems inevitable that some day soon Ashakahd will have to pick a side.
Agriculture & Industry
Ashakahd is a country used to self-reliant production; it has great manufacturing abilities as well as agricultural abundance. The Eastern half grows large amounts of maize, cotton, flax, and rice; the West primarily grows potatoes, squash, and rice. Large mining operations dot the Western regions, while the East harvests lumber. In the East, people seasonally move between the countryside and the manufacturing centers, creating a mixture of rural and urban. In the West, cities are smaller and more clearly separated from rural life, with a more firmly distinct specialist classes.
The land of Ashakahd is most famous for its smiths and furnaces. Many use incredibly hot coal-burning furnaces that combine the best of the surface and underground world's technologies, and there is a large amount of iron and coal in the Western mountains to create quite a lot of steel. To process all this, many towns and cities have robust smithing guilds (even schools!) that have great influence and are unusually large. Ashakahdan steel has a reputation for reliable quality, and steel manufacturing has skyrocketed as global markets have become more accessible. While Ashakahdan steel is unlikely to play a substantial role in something like a duel (unless it is worked by a master smith), it makes a great difference on an army-wide or society-wide scale; Ashakahdan armor can deflect most bullets, is surprisingly affordable within the country, and has helped turn many a battle. Ashakahdan steel has also helped increase agricultural and manufacturing yields - easy access to fine tools will do that.
Since the end of the Halikvar wars of religion, Ashakahd has become more and more commercial - selling steel abroad and growing cash crops. These crops are Suntail Grass, black pepper, cardamom, tobacco, and even some Flowyrms. Black pepper in particular has become a favorite for village councils, who now grow massive amounts for the global spice trade - ground pepper on a meal is practically an upper-lower class symbol of pride now.
Trade & Transport
Much trade tends to be government led and tied up in military contracts, though petty merchants do operate in their own guilds as well. Petty merchants often have to seek protection from military-led merchants, as the trade caravans must travel through the Kingdom of Kiami to reach the sea; and Kiami is fond of taxing or confiscating trade goods that they would rather sell. This process has been steadily centralizing trade around a handful of military officers, who are slowly becoming merchant princes of sorts.
An alternative trade route is emerging in the Northwest, as the Kima City of Parokma has recently helped build a path through the mountains to the Kingdom of Ashavat. Petty merchants have flooded through, though the greater kingdom doesn't quite seem to know what to do about this.
Artisan production is largely led by guilds. Banking has increasingly spread as a service that some Kima cities specialize in.
By Lily and the Land
Founding Date
1945 ME
Type
Geopolitical, Country
Alternative Names
Ashakaad, Kokal
Demonym
Ashakadan
Government System
Monarchy, Theocratic
Power Structure
Feudal state
Currency
Ekedian Gold Suns, Silver Moons, and Copper Bats
Major Exports
Steel, Suntail Grass extract, tobacco, spices, lumber
Major Imports
Precious metals, textiles, horses
Official State Religion
Location
Neighboring Nations
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