March Kingdom of Arashoka (Air-uh-show-kuh)
All selkies rely on the Khilaia for trade guidance and to acquire pelts for their children, but it is the March Kingdom of Arashoka that allows the Khilaia to stand so tall. This is the natural extension of the Khilaia across the land, a hybrid society of selkies and other species in a uniquely plural culture. Arashoka is the workshop and shipyard of the Khilaia, the smith and the carpenter for the great fleets. The invisible, dispersed power of the selkies is made manifest and heavy here, a cudgel and shield for the fleets.
Arashoka is also a populous and bountiful land in its own right. All are welcome here, and all may roam here among the many autonomous local communities. All who find their community and are willing to put in the work can find a home in Arashoka, regardless of their culture or creed. A place for all, bound by secular law and impartial constitutional governance, with room for exceptionally skilled individuals to rise; this is the Arashokan dream. It manifests for some. Others find Arashoka to be cliquey, noisy, confusing, and excessively commercial, a land trying to have everything and losing what it has in the process. Perhaps they are all true at once - that would be the most Arashokan thing at all, in a way.
Structure
Arashoka is led by an autocrat, known as an Exarch, who is chosen by the Khilaia from among a handful of specially privileged elite families. The Exarch obeys the Khilaia on matters of trade and foreign policy, and pays tribute to them in ships and steel, but has free reign over domestic matters. When it comes to those, the Exarch is answerable to the council of nine (representatives from the regional leadership of the nine provinces) and is bound by constitutional law. Generally speaking, the Exarch must get the permission of local elites to do just about anything, from raising taxes or levies to passing new laws. The Exarch can call an Assembly of the Realm, an emergency parliament, to ask for broader temporary powers. Bound by all these restrictions, much of the Exarch's actual power is in their power over the military and transportation bureaucracies.
Beneath the Exarch are the nine Grand Seneschals, who manage the nine regions of Arashoka: Riwem, Ginumoa, Zimaira, Mikiwa, Etanula, Kitkavema, Hukavema, Duakahm, and Diereka. Each Seneschal-ship works differently and is bound by different constitutional roles and bureaucracies, and they can sometimes operate like individual states. Ginumoa and Mikiwa, for example, are essentially bureaucratic feudal states run by hereditary noble houses, with the Seneschals acting as Grand Dukes. Riwem and Diereka are run by oligarchies of merchant families that run their own assemblies mirrored after the Khilaia; Zimaira is essentially a merchant republic, with a more streamlined system. Etanula is hyper-bureaucratic in its government. Duakahm holds its Seneschal title jointly between three representatives of the major plains tribes. And both Kitkavema and Hukavema have complex mixed governments intended to represent their competing religious-ethnic groups.
A number of Kima Cities exist in Hukavema, and operate mostly autonomously.
The current Exarch of Arashoka is Salun Woshalui, a popular and competent selkie from the province of Diereka. Salun is a charismatic and involved leader with close ties to the military. They have been known to push the limits of their regulated power using those military connections, but have yet to do so in a large enough way to provoke significant lashback.
Culture
The People and the Land
Crews, Navs, Individuality
Society and Life
History
Pre-History and the Selkie Union
Early History (275 - 900)
Imperial Fallout (900 - 1100)
New Kavema, Senset, and Autonomy (1100 to 1250)
The New Arashoka Period (1250 - 1571)
The Great Turmoil (1571 - 1731)
Modern History (1731 - 2020)
Demography and Population
Territories
Arashoka's main landmass is 723 miles by 688 miles across. A curving peninsula known as Diereka is 438 miles long and 65 miles across and emerges from the Southern edge of Arashoka. The realm is divided into 9 regions that are geographically (and culturally) distinct as well as political units.
The region of Riwem in the Northwest is mostly flat grassland with forests along the coast and lakes, and patches of forest in the interior. Riwem gets more rain than the interior and isn't particularly dry, but it does see unusually cold winds in the winter and most of the larger forests have long since been cut down.
The region of Ginumoa to the East of that is more lush and forested, though it also is more hilly. It is the most wet and lake-filled part of Arashoka, with the heart of the region occupied by the great Lake Ginumoa, 52 miles across.
Zimaira, to the East of that, is home to a number of dead volcanoes and many verdant islands. It as fertile a region as Ginumoa, but its black beaches and many small lakes are known for their beauty. Mikiwa, in the Northeast corner, has a forested coast that quickly turns to rocky desert in the East. To the South of Mikiwa and Zimaira is Duakahm, a massive open plain.
Etanula, South of Riwem, is a rocky and mountainous region centered around the 108-mile Kevnela river. The region is famous for its canyons and quarries.
significantHukavema, to the East, is even more mountainous, a land of shrubland valleys and sharp peaks. This is the land that many of the Kaveman peoples retreated to, and it has a distinct culture from the rest of Arashoka.
Military
The Arashokan army is a small force of mercenaries and professional soldiers who represent the Exarch's will and who tend to work closely with regional levies and the Seneschals. Beyond its small core, the army relies on the consent and contribution of the regions for mobilizations. The navy is its own beast, led by the Exarch but staffed by many Khilaian admirals and funded by the Khilaia through a set portion of Arashoka's tariffs. Many Exarchs tend to favor the navy over the army or visa versa, but the current Exarch has worked hard to keep the two in harmony.
Arashoka's army is most famous for their weaponization of Karbeetles. Deadly Karbeetle war chariots, often with whirling blades attached to their wheels and small ballistae or mini-cannons mounted on the chariot, act as a kind of flexible heavy/ranged cavalry (and perhaps the last chariots to truly remain relevant in modern war). Heaver Karbeetle warwagons also act as the clunkier alternative, as they tend to be slower and less charge-oriented but can also act as artillery platforms or troop transports. Karbeetles are difficult animals to control and War-Karbeetles have required centuries of careful breeding. They tend to be larger, bulkier, less skittish, and higher off the ground than their wild cousins, and many are bred to sport red carapaces. One breed of Karbeetle, the Runabout Beetle or "Flivver", even sports an unusual piece of carapace on its back that acts as a flattened platform, allowing them to be ridden individually as particularly fast and maneuverable cavalry (as well as beasts of burden) or used as self-contained small-weapons platforms like the chariots.
But Karbeetle war-breeding is a very niche industry, and it would be wrong to characterize all Arashokan cavalry as warbeetles. Traditional horse cavalry is a major part of Arashokan war - light cavalry, heavy cavalry, horse archers, mounted mages, the whole kit and caboodle. Many centuries of access to large amounts of steel have made the tribes of the plains very familiar with training both heavy cavalry and horse archers.
Light infantry and ranged support have traditionally been the other pillars of the Arashokan army, as they can easily be used to guard ships and are more mobile on land. The wars against the Kima Cities forced innovation, though, and now a professional corps of heavy infantry have been added to the bureaucracy. These forces typically wield heavy maces and war-picks.
Another recent innovation are war-bards, which are increasingly popular with the navy. In the 1930s, several Arashokan admirals pooled their funding to found a large academy for the bardic arts in Diereka for military and civic use, and the academy has since taken off in a major way among the officer corps of the navy.
Religion
While Arashoka is theoretically Sumoxan, it has a unique approach to religion that might make it more accurate to describe the country as secular. Rather than being actively encouraged, Sumoxa is seen as a religion of compromise and neutrality that is associated with impartial governance and civil participation. The law is kept detached from religion entirely, and personal religion is not a matter of state interest. Secular law is de-facto shaped by traditional selkie spirituality and worldviews (ie Hamekun), but it tends not to directly step on other religion's toes. Evangelism is fully legal, and cults and heresies are allowed to flourish as they please (again, as long as they follow the law). There is no sanctified freedom to religion, however, and the dominant regional laws and practices do dominate over religious practice.
Pratasam is the most popular religion by far, followed by significant minorities of Sumoxans, Ayshans, and Ruekans. Zihari, Elemeer, Halikvar, Areto, and Ishkibism also have followings of note here. Small outposts of virtually any religion can be found in one town or another - even the distant Nafenan religions have their temples here.
Religious communities can perform public ceremonies as they wish, though they must receive special government permission if they seek to involve public property or want some special allowance (such as having a religious holiday off, or having dietary taboos respected in military service). Typically, getting government permission requires that specific sect or temple to swear eternal loyalty to the Exarch and that they hand over the holiest items as "ransom" to the government. This "ransom" is actually highly sought-after by many, as the idol, text, or artifact is safely guarded and displayed in that region's "Vault of Holies": basically, a museum-temple that shows off of how many gods, ancestors, and spirits back the government, a shrine to the holy artifacts and government power both.
Foreign Relations
The March-Kingdom has very limited diplomacy, as much of their foreign policy is managed by the Khilaia.
Agriculture & Industry
Agriculture, ranching, mining, smelting, and manufacturing are the five cornerstones of the Arashokan economy. The agriculture is overwhelmingly wheat and sorghum farming, along with some gourds, maize, rice, and sunflowers. The more inland one travels, the more ranching takes over from agriculture. Sheep, cattle, and horses are common livestock, but the largest and most unique form of ranching is for Karbeetles, large insects that have valuable shells of steel and rubber. Mines are scattered across the realm, mostly mining tin and quarrying marble. Salt flats in the East are harvested for prism-food and salting.
Wool from sheep, steel and rubber from Karbeetles, and metals from the mines all are funneled to the towns and cities of the riverlands and coast for smelting and processing. Weaving is a major industry, as is smithing and rubbercrafting. Lumber is also funneled from the March Kingdom of Kakoru for shipbuilding purposes, as vast assembly yards produce ships for the Khilaia non-stop along the coast. Khilaian commissions are big here, as they tend to be large enough in scope to provide jobs for millions of laborers for many years.
Small Fire Termite and Sudraco ranches also exist in corners of Arashoka, though the local elites have had difficult expanding these industries.
Trade & Transport
The Khilaian trade commission manages Arashokan trade, granting trade rights and commissions for the assembly. Domestic trade is a free for all, but foreign traders have to go through the selkie treaty-bureaucracy. In terms of labor organization, it is a patchwork mess of guilds and clans.
Shipyard of the Khilaia
Founding Date
1903
Type
Geopolitical, Vicekingdom
Demonym
Arashokan
Government System
Monarchy, Constitutional
Power Structure
Federation
Currency
Ekedian Gold Suns, Silver Moons, and Copper Bats
Major Exports
Karbeetle steel, Karbeetle rubber, Karbeetle eye-"glass", horses, cattle, tin, marble, wool
Major Imports
Lumber, spices, food
Official State Religion
Parent Organization
Location
Official Languages
Neighboring Nations
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