Latashu Sovereignty (Lah-tah-shoo)
The Latashu Sovereignty is the sharp sword and golden crown of the Keveket Hierarchy, the prodigal child who has inherited the responsibility of Head Office and the power that comes with it. Latashu is deeply Keveket, in all the best and worst ways: it has achieved some of the greatest standards of living and architectural wonders the world over, but it still treats its common people with a level of callous disposability that shocks even Zeruans.
Once, Latashu was the innovative firebrand of the Keveket offices; now, it is a model of conservative overlordship that may be drawing its last breath. It has grown large, perhaps too large to control. It has grown too calcified and reactionary, and has so deeply alienated its rural populace that they may as well be a foreign country. It has grown so developed that local ecological collapse is imminent, and no one in power has even noticed.
The people of Latashu have spoken up against their militaristic rulers for so long that their voices are hoarse. The last century has been one of class warfare, where unions, mystics, clans, and foreign cults have banded together to try and wrench the system away from elites who obviously could not care less about their lives. Latashu sees itself as the heir of Agamine and the destined vessel for Keveket to reclaim its continent - but whether it can survive itself is a different matter.
Structure
Latashu is a hyper-bureaucratic state, where all power is mediated by formal hierarchies with elaborate paperwork and etiquette. There are three main branches of the bureaucracy: the State branch, the Martial branch, and the Commercial branch. At the top of this bureaucracy is the Sovereign, the supreme executive who marries the three branches together and manages the budgetary distribution between them. The Sovereign's power is immense (theoretically limitless), but relies on an elaborate bureaucratic court to get anything done. The Sovereign must also answer to the power above them for any major decisions: the Arbiter of the Palamun Office, the priest-manager who runs the Keveket hierarchy in Latashu. The Arbiter picks the Sovereign from among the upper bureaucracy, can replace the Sovereign at any time, must be asked permission from for any formal military conflict, and reviews the Sovereign's decisions and regimes in a job performance review every ten years. Of course, the Arbiter isn't the top of the ladder of absurd power structures: above the Palamun Arbiter is the Highest Order of Keveket, an insular oligarchy of supreme priests who lead the religion of Keveket and who have absolute power over the Arbiter. They rarely get involved in local affairs unless something goes terribly wrong.
The Latashan bureaucracy is theoretically a meritocracy where any person of talent and virtue can advance to become Sovereign. In practice, Latashu is led by an aristocracy of great houses who are heavily involved in land management, local affairs of trade, and government. The children of the great houses can afford superior education, are raised with the right etiquette, and mobilize more influential connections to give an illusion of superior competence, and the system is stacked in their favor at every turn. Nonetheless, not ever elite child can rise to power - there is a basic standard of mediocrity that not every heir can pass, and the system does favor competent elites - and some middle (even lower!) class children have risen to positions of power over time. The truly lucky and skilled can even enter the circle of elite families, just as unlucky streaks can knock dynasties out of power.
City and regional governments are appointed within the bureaucracy: Sovereigns appoint Governors, who appoint Mayors and Aedels (municipal rulers who manage local lands), who manage local affairs. Powerful landowners and business-owners assemble in small councils to act as "advisors" for the local Mayor or Aedel, and typically interweave themselves with the government. Commoner communities outside of the major cities and seats of power are either ruled by landlords or manage themselves with informal leaders (typically elders or elected community leaders).
The current Sovereign is a prism by the name of Beleris Airawor. Beleris is a man of firm conviction, orderly and hierarchical in as many facets of life as possible. He is the model Keveket bureaucrat-lord, if perhaps a little too firm and callous; he cares little for personal concerns (including his own at times), and is personally polite and generous even while he openly reduces everyone around him to disposable and impersonal numbers. He is well liked among the cityfolk for his zealous conviction to the Hierarchy and his competent administration, and the blame for his draconian rebel suppression campaigns is often shifted to the lower bureaucrats. Beleris has little patience for foreigners, "layabouts", or "parasites", and those labor groups who do not accept his mediation are shown no mercy. Beleris is very popular among the military for this reason and for his military background and role suppressing the infamous 1953 revolution (he is unwilling to prosecute war criminals, being a war criminal himself).
The current Arbiter is Eprinem Palanevin, a prism with a perpetual bad attitude boiling beneath his soft and stoic exterior. Eprinem is a gentleman's rogue, an aristocratic scion who has been chasing power from a young age through a ludicrous chain of plots-within-plots. Is he well-learned? Yes. Is he competent as an administrator? Enough to have the position without getting scoured from above. Does he have blackmail on every elite family in Latashu? Absolutely. Eprinem is walking a tightrope into the Highest Order, balancing appearances with ill-gotten power, and despite many near-falls he somehow keeps on climbing. His ambition has consumed much of his life, and little is known of who he really is beneath all the formalities and layers of power.
The Current Leaders
Culture
Permissions, Status, and Piety
Class War!
Culture Culture
History
Before the Sovereignty
Early History (410 - 1200)
Maradian Hegemony (1200 - 1456)
Imperial Latashu (1451 - 1780)
The Reforms of the 1800s
The Modern Class Crisis
Demography and Population
Over 12 million humanoids live in Latashu. About 30% are humans, 30% are dryads, 30% are prisms, and 10% are hybrids or choricals.
Territories
Latashu is 486 miles West-East and 130 miles North-South. The Eastern half of Latashu is mostly flat farmlands, forests, and drained marshland, while the Western half is more mountainous. A large string of islands known as Kilem's Ring spans the coast of the Eastern half, insulating the bay to the South from the more intense storms and winds of the North.
The capital of Latashu is Palamun, a metropolis that spans the Northern interior of Kilem's Ring and controls most traffic in or out of the bay.
Military
Latashu depends on a robust, merchant-affiliated navy, and a standing professional army. Levies are mustered from the vagabond communities as well, but are not considered reliable and are mostly used as meat shields. Some commanders have realized that vagabond auxiliaries are useful beyond being bodies in the way, but this is a minority viewpoint. What the main force can't do, mercenaries are typically brought in for.
The Latashan military sees war as composed of two basic parts: overwhelming ranged firepower, and a strong wall of armored and shielded people to protect that firepower. Elite warriors, such as cavalry or construct-armor infantry, are used to mop up whatever remains, and are mostly optional components for harder foes. Most human or hybrid warriors are pushed towards sharpshooting and artillery, while most prisms and dryads tend towards line warriors or engineering.
The core weapon of the Latashan arsenal is the crossbow (and ballista), which they have perfected to an extent found nowhere else on the planet. These are the people who invented the hand-crossbow, and Latashu is where you are most likely to find really good miniaturized crossbows for espionage or battle. But the core of the firepower is in the repeating crossbow, the repeating ballistae, and the Masterwork latchet versions of both.
Repeating crossbows/ballistae come in two varieties: standard lever-press versions, which require the bow to be re-primed after each shot by pumping the lever (removing the need for the lengthy reload process and quick-repeaters, which allow for multiple bolts to be shot in quick succession. Quick-repeaters (especially skillfully made large-capacity ones) can be quite scary, but they lose force after each shot and all shots after the first are easily nullified by medium or heavy armor (or even good light armor) - they are actually not very useful at fighting professional warriors on a battlefield, but are perhaps the best weapon at cutting down large numbers of unarmored opponents if the bolts are dipped in poison. Unfortunately, quick-repeaters are mostly thought of as rebel-suppression weapons for this reason.
Latchet crossbows or ballistae are harder to mass produce, but are considered one of the finest ranged weapons on the market. They use springing bolt mechanisms to quickly load in bolts from the side of the weapon (akin to a bolt-action rifle), freeing the wielder to focus entirely on priming the bow. Combined with mechanisms for faster priming and quick reloading, and you've got a weapon that can fire as fast as a bow but with much more power. Latashan snipers wielding these masterwork latchet crossbows can fire quickly, accurately, and dangerously, dispatching enemy officers and cavalry with ease.
Backing up this hellfire of crossbows and ballistae is a mix of magic and trebuchets. And guarding them are the Line Warriors: known for their broad shields and often-hooked spears, the warriors of the line are respected for their unshakable courage and ability to lock down the enemy for extended periods while the bowmen take potshots. Warriors of the line also fight with kukris and swords or axes, to provide the most flexibility.
Elite warriors in Latashu can be quite memorable to outsiders. On top of traditional cavalry, which often wields sabres and hand crossbows, you've got the Automaton Cavalry. An Automaton is traditionally the name for a construct possessed by some kind of magically-transplanted soul to make it autonomous; in the ancient days, this was done by coercing ghosts into constructs. This is a banned practice, but the Latashans have a workaround: take a cat, magically or materially compel it to fight for you, then load it into the machine to act as a pilot no one can see. Then people will think it is autonomous, with none of the sin! The military even has its own secret division of Keve-cats ready to mech some people to death. These cat-mech cavalry constructs are nasty things built to look kind of like either horses or big cats, with whirling attached blades, that push a construct's speed and durability to their ordinary limits.
On top of Automaton cavalry, you also have Construct-Armor Warriors: humanoids that wear Empty units designed to wrap around and mimic the wearer, providing protection and added strength.
Both of these weapons are considered just barely legal by Keveket standards because the construct isn't actually killing anyone itself - they are just worn by someone inside of them, who is doing the actual killing (in the case of the cavalry, by setting off the clockwork blades). It is a flimsy excuse, but accepted if used against Keveket's enemies.
What's in a Crossbow, really?
Hand to Hand
Technological Level
The tech level of Latashu is simultaneously futuristic and deeply ancient. While it is better about implementing advancements than, say, neighboring Kurtarsa, you still see mass-produced constructs using very old means of artisanal creation in assembly lines. That the spinning wheel, a technology that has become commonplace the world around, is still considered somewhat controversial and cutting-edge here while the Maradian Enforcers basically drive motorcycles and the soldiers have power armor shows just how weirdly mishmashed Latashan technology is.
As a rule of thumb, Latashu's education and scholarship prioritizes engineering, physics, math, and architecture over studies such as biology, medicine, or chemistry - Latashans can't make gunpowder, but they do have crossbows that do their best to compete. And inventions that look amazing or benefit individuals in some miraculous way tend to get more attention than the more-important inventions that intersect more with the lives of commonfolk - more elites daydream about the snazzy automatic arcane typewriters of Kelula or the mythic gyrocopter than something that could automate a mill or a foundry. Tinkerers and arcane engineers are funded and revered, but their arts depend heavily on access to constructs - their zaniest inventions require masterwork constructs to function, and are so expensive and hard to make that their raw power doesn't much matter.
Religion
Latashu is aggressively Keveket: the faith dictates law, the Hierarchy chooses the government, and citizenship is tied to religious practice. Foreign religion is tolerated among visitors, but land purchase requires being Keveket and land rights depend on not being a heathen. All rights depend on not being a heathen, thinking about it.
That doesn't stop people from converting anyways; other religions offer a framework of resistance for those who already feel deprived of their rights. The Final Choir of Vetevism and The Singing Church of Orisha are growing minorities in the countryside, along with Ishkibism.
These examples of wrong-thought are not just punished with neglect, but active violence. Latashu's legal code is very harsh, and the legal system allow people to be prosecuted for crimes they are simply likely to do. The most common punishment for wrong thought is corrective conditioning, where conditioning tactics are mixed in with religious mantras and hard labor to break the will and identity of the wrongdoer.
While the rural communities are mostly insulated from the harshness of the legal system, there is a rising star of infamy in the last fifty years that has reached out beyond the traditions of the law: the Monasteries of Spiritual Renewal, built and used to provide refuge and re-integration for Dhampires and to provide medical care for all. These monasteries, which have been used as anti-bandit deterrents since they were founded in the 1830s, have also been turned on those suspected of Nafenan cult worship.
Foreign Relations
Latashu is so deeply tied to the Hierarchy of Keveket that their foreign policy has become hopelessly entangled. Keveket nations generally are treated as allies (if perhaps imperiously), while threats to the Hierarchy are enemies. Some Keveket states are seen more favorably than others; the Kingdom of Arvema, to the West, is treated with some leniency in enforcement and a lot of close support, while Latashu's traditional rival (Kurtarsa, to the East) is treated imperiously as a rightful vassal. Latashu treats the island nations to the North with favorable apathy, and tries to maintain relations with the Keveket colonies of Esedeta and Novosem. Latashu also tries to act nicely with the undersea states, which they have been courting towards Keveket. The states to the Southwest (Parpala, Lorteshu, and Renrusa) are all essentially Latashan vassals, and stand on the verge of annexation.
Here's a map, to clarify:
Agriculture & Industry
Latashu is a mix of manufacturing and agricultural production, a whirlwind of economic activity plugged into the international network of trade. Large, centralized, government-supported businesses manage most of this; very little production is done by individuals or small family groups. This is partially because of the incredibly centralized state apparatus, but it is also thanks to the way work is done: as much by the Empty as by common laborers. Latashu has the most constructs of any country on the planet, the product of two millennia of focused toil and imperial gains; they of any country can simply send in the robots to do whatever job needs doing, and most of those robots are state property.
Massive estate farms produce rice, corn, cotton, cinnamon, cardamom, saffron, mustard, flax, and pepper across the central flatlands of Latashu. Huge quantities of Giant Lobsters and chickens are also farmed and bred for food. The food, spice, and cotton industries have the most active non-construct workforce of the "unskilled" industries - some tasks, like managing animals or removing cotton seeds, are just not within the abilities of basic Empty constructs to do.
Latashu may have an ideal climate for forests, but the country has had to import lumber periodically to prevent the floodplain forests from being entirely destroyed. So the lumber business tends to fluctuate a great deal depending on the health of the forests being harvested. Mining is the far larger industry; iron, coal, salt, oxides, gold, silver, and useful stone are all dragged from the earth in vast amounts. Latashu also has stumbled into a lot of petroleum, which it uses for oil lamps and cooking.
The massive metropoles (administrative cities) then alchemize all this iron and spice and everything nice into manufactured products. One might consider Latashu a place of 'domestic mercantilism', as rural towns are barred from producing their own local goods if it can be manufactured in a metropole, to better feed those city's industries. Huge weaving workshops produce textiles from harvested cotton, and make up a significant portion of urban jobs; metals are smelted and crafted; stones and precious ores are hustled into Arcane Factories to produce new constructs. Jobs are often "semi-automated", where constructs are incorporated into the workplace to make work go faster, but are often mixed with humanoid workers when convenient. Workplaces vary on just how automated they are, but the biggest workshops have figured out how to make the constructs do the lion's share - they work tirelessly and endlessly, so those who can afford to just cut out the humanoid component have long ago.
These huge cities also support huge service industries: retail workers, decorators, chefs, stylists, nurses, teachers, and domestic servants all have sizable guilds and big commercial weight.
'Vagabond communities', unincorporated populations who live in the land that isn't profitable to mass-harvest for some resource or another, live their own lives of subsistence agriculture and low-level artisanal manufacturing. These populations often drift between total subsistence living and temporary employment in some workshop, mine, or estate farm or another; they make for useful seasonal workers, emergency labor conscripts, strikebreakers, or cheap labor for startups that haven't gotten constructs yet.
Trade & Transport
Latashan merchants are a free-for-all of petty captains, peddlers, and trading families. Commerce is considered an honorable and worthy endeavor in Latashu, and many elite families set spare children up with trading caravans or ships to get into business with. Business is a common aspiration among middling classes, and startups are extremely common. Merchants or startups that gain enough traction or are noticed by some high-up person in the trade commission can receive government backing - robots, gold, and trade protections that can allow that business to flourish. Merchant corporations aren't very common, as small businesses are seen as personal or family affairs.
Artisans organize themselves into guilds, which are also private institutions that can receive government legitimacy if they reach sufficient size or social importance. Guilds that 'go public' are expected to have democratic elections amongst the tradesmen, as well as hired lawyer-clerks to represent the guild in the bureaucracy - lobbying against job-killing technologies and for more trade protections. These guilds are limited entirely to metropoles and are barred from operating outside of them.
Education
Metropoles have public education systems in the form of state-sponsored neighborhood schools, with three layers: primary education, from ages 6 through 14; secondary education for those who test upwards, from ages 14 to 18; and tertiary education from ages 18 to 22 for those who test upwards yet again. Only primary education is mandatory for all families, though education is extremely important for social mobility so most families prefer more if they can. Private academies and tutors exist as a parallel system for wealthier families, which tend to streamline children through the system without having to worry about failing the testing.
Additional advanced colleges exist for specialist educations in law, mechanical engineering, architecture, social engineering, religion, accounting, bardic magic, rhetoric, and now in wizardry (thanks to a donation of specialists and materials from the Darzan University )
Infrastructure
Latashu is basically a terraformed landscape, warped by relentless industry and unsleeping hands over 2000 years. The cities have pushed back the sea and risen in great layers of stonework. Irrigation canals cut deep into the flattened hinterlands. Huge dams and reservoirs control the waters in an intricate network, killing forests and draining swamps. Mountains and hills have been deleted from the world, and old strip mines are now artificial reservoirs or sunken villages. Wherever the gaze of the state falls upon the land, it is consumed so utterly that it will never recover; only the wild lands, the unprofitable spots not yet devoured, have not been choked by development. One day, Latashu's infrastructure promises to turn the country into a metropole of living stone and whirring clockwork, but the work is not yet done.
Agamine's Glory Reborn
Founding Date
410 ME
Type
Geopolitical, Country
Demonym
Latashan
Government System
Theocracy
Power Structure
Unitary state
Currency
Maradian coinage: Gold Pieces, Silver Pieces, and Copper Bits
Major Exports
Rice, steel, spices, textiles
Major Imports
Copper, tar, precious metals, lumber
Official State Religion
Location
Official Languages
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