Havril
Havril is not only one of the oldest human nations currently in existence but has been one of the most powerful and influential since Fall of the Titans.
One of the oldest continuous human civilizations on Gradus is steeped in the legacy of its past. Though the era of Ancient Havril is long gone, and the magical god-kings who once commanded armies of bound outsiders have been laid to rest in treasure-filled tombs across the nation, its legends continue to inspire and influence its modern incarnation. Not even millennia in decline could quash the traditions and stories of the ancient civilization. Since overthrowing Rovian occupation
pride and a renewed connection to the lost kings through the guidance of the powerful Sahba dynasty.
Havril’s settlements have always relied on the annual flooding of its rivers, to refresh its plains with life-giving soil. Located at the
convergence of the Burte and Duznika rivers, the nation’s capital, Duzgat, is the center of trade in the region. Despite the nation’s bustling industries and magical and military might, Havrilians are constantly reminded that they live in the shadow of their former glory, and Havril’s landscape is thick with the ruins of the past. Here, the Slave Trenches of Raalanki recently revealed to be a vast elemental engine.
Structure
Government
The Scarlet Regent, Izzar III rules as the divine monarch of the re-emerging nation. His chief advisor is the invisible fire elemental Helliax. Some fear that Izzar is becoming embroiled in the complex politics of the savage elemental clans that inhabit Havril's regions. Izzar and his family are protected by an elite unit known as the Risen Guard.Culture
Havrilians are wise people who look deep into the past for answers to present troubles. Their sense of history gives them a unique perspective on the ebb and flow of power in the political landscape of Gradus . Many folk of Havril are of old Guant blood, bronze-skinned, and gifted with noble bearing.
Technological Level
Magic
Spellcasters in Havril have access to some unique spells and abilities. Those practiced in metamagic can convert a spell into a Thanatopic Spell, which can pierce wards against negative energy or use negative energy effects to destroy undead, or a Threnodic Spell, which can convert mind-affecting spells into effects capable of influencing or controlling Undead. The country's most infamous tome of Necromancy are the papyrus scrolls known as the Ptakler Havril, the Book of the Dead, found in the collections of Havrilian Archmages. Several uncommon spells are familiar to Havrilian magicians, including boneshatter, Canopic Conversion, Sands of Time, Spectral Saluqi, and Tomb Legion.Religion
The most common religions are those of Andreus , Spraev, Marapha, and the other major gods of Havril, but the country has several unique faiths, including the twin serpent cults of Duzia and Burtet and the dung beetle Khepri, a cult for peasants. Despite the efforts of the Eurabi rulers, the worship of Havril's native beast-headed gods has continued to the present. The shaven-headed Havrilian priests usually wear white robes with fringed kirtles, and sometimes ornate pectorals or headscarves, veils, or metal or leather masks.
The churches of Taura, Spraev , and Marapha have played a particularly prominent role in Havrilian history. Havrilian worshippers of Khelit tend to cluster in isolated communities.
Type
Geopolitical, Kingdom
Capital
Legislative Body
While Izzar's rule is absolute, the day-to-day administration of Havril is handled by the Council of Ankhist. In theory, the Council is an independent body, but most Havrilians realize the true power is held by the Scarlet Regent.
Location
Related Ethnicities
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Comments
Author's Notes
Adapted From pathfinderwiki- Osirion