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Kingdom of Druvavarbia

Druvavarbia is an absolute monarchy, with the King of Tides holding supreme power over the entire nation. The King has the authority to make laws, enforce them, and interpret them. The King is advised by the Voice of the Tides, which is comprised of the mayors of the six cities that make up the kingdom. The Voice of the Tides can make proposals and serve as advisors to the King, but they do not have the power to create laws.

Local law enforcement is handled by the mayors and their appointed magistrates and judges. There is no separate military or police force, as the nation maintains a strict policy of neutrality. The majority of the military is geared towards protecting the kingdom's shipping lanes and is comprised of naval units. There is virtually no ability for Druvavarbia to put troops on foreign soil.

The kingdom is divided into six cities, each with its own mayor who is responsible for local governance. Trade and transportation are managed by the Trade Council, which oversees the kingdom's near monopoly on intercontinental trade and travel. The council works closely with the King and the mayors to ensure that the kingdom's ports and shipping lanes are secure and efficient.

Education in Druvavarbia is managed by the Ministry of Knowledge, which oversees the kingdom's schools and universities. There is a strong focus on science and technology, as well as maritime skills such as navigation and shipbuilding. The kingdom has a highly skilled workforce in these areas, which contributes to their dominance in intercontinental trade and shipping. The Ministry of Knowledge also conducts research and development in various fields, contributing to the kingdom's technological advancement.

The flag of Druvavarbia features a deep blue background with a golden trident, with three prongs symbolizing the three main aspects of the kingdom: navy, fishing, and commerce. The trident is placed in the center of the flag, with its base touching the bottom of the flag, and its prongs reaching towards the top. The golden color of the trident is said to represent the kingdom's wealth and prosperity, as well as the shining sun that often graces its shores. The deep blue color of the flag represents the vastness of the ocean that surrounds the islands, and the importance of the sea to the people of Druvavarbia.

Culture

Druvavarbia is a maritime nation, and its culture is heavily influenced by the sea. The Triton and Sea Elf inhabitants of the kingdom have a deep reverence for the ocean and the creatures that call it home, and their way of life reflects this. Fishing, aquaculture, and seafaring are all highly valued, and many of the kingdom's traditions and festivals revolve around the sea.

Druvavarbian culture also places a strong emphasis on loyalty and duty. The people of the kingdom are fiercely devoted to their families, their communities, and their king, and they take great pride in fulfilling their responsibilities and obligations. They value hard work, self-discipline, and order, and they expect the same from others.

Religion is also an important part of Druvavarbian culture. While the kingdom does not have an official state religion, many of its people follow the teachings of the Sea Gods, a pantheon of deities associated with the ocean and its creatures. Religious ceremonies and rituals are a regular part of life, and the sea is often viewed as a source of divine power and inspiration.

Public Agenda

The public agenda of Druvavarbia is primarily focused on maintaining its status as a neutral power in the region, protecting its trade routes and borders, and promoting the well-being and prosperity of its citizens. The King of Tides and the Voice of the Tides work together to ensure that the kingdom's laws and policies serve the interests of the people while maintaining stability and security. Additionally, there is a strong emphasis on preserving the kingdom's cultural heritage and promoting the arts, including music, dance, and literature. The kingdom also places a high value on education and innovation, with a focus on advancing the fields of shipbuilding, aquaculture, and agriculture.

Assets

Druvavarbia's primary assets include its strategic location on the sea routes connecting different continents, its skilled and experienced sailors, its advanced shipbuilding technology, and its natural resources such as fisheries and fertile land. The Kingdom's control of intercontinental trade and travel also gives it a significant economic advantage. In addition, Druvavarbia's neutrality policy and strong defense system make it a stable and secure nation, which further enhances its appeal as a trade partner and potential ally. Finally, the Kingdom's rich cultural heritage and the deep sense of community among its citizens are also assets that contribute to its overall strength and resilience.

Demography and Population

131,000 people, mostly Tritons and Sea Elves, except in the great city of Marate, which had some of everything.

Territories

The islands of Marate, Andavum, Agrovionimb, and Porduroria made up the entirety of the nation's land mass, above sea level. Those islands were accessible to trade and travelers from any city that had a port.

It is said that there are whole Druvavarbian cities under the ocean that don't allow outsiders, but this has never been confirmed.

The underwater cities of Druvavarbia are shrouded in mystery, and little is known about them. It is believed that they were built by the Triton and Sea Elf inhabitants of the kingdom, who have adapted to living underwater. These underwater cities are said to be completely self-sufficient, with their own sources of food, water, and oxygen.

It is rumored that the underwater cities are protected by powerful magic that prevents outsiders from entering, and that they are home to some of the most skilled and powerful wizards in the kingdom. Some even claim that these underwater cities are the true seat of power in Druvavarbia, and that the King of Tides is merely a figurehead.

However, as these cities are closed to outsiders, there is no way to confirm or deny these rumors.

The four islands of Druvavarbia are: Agrovionimb, Andavum, Marate and Porduroria.

Agrovionimb: This island is 2,500 square miles in size and is known for its fertile land and forests in the north. The central part of the island is a swamp. It is located near the southern Dragon's Maw. The island's main city is Agrovionimb, a port city with a population of 2,200 that is primarily inhabited by tritons and sea elves.

Andavum: This island is 2,600 square miles in size and is mostly rocky and non-fertile, with a harsh landscape. It is located near the southern Dragon's Maw. The island's main city is Andavum, a port city with a population of 6,500.

Marate: This island is 2,400 square miles in size and is known for its fertile land, with a large, lonely mountain in the middle. It is located near the northern Dragon's Maw. Marate is the capital city of Druvavarbia, with a population of 42,000, and is the most cosmopolitan city in the world.

Porduroria: This is the largest island in Druvavarbia, with a size of 8,400 square miles. It is characterized by rolling hills and grasslands and is located near the central Giant's Hammer. There are three port cities on Porduroria: Mandum, with a population of 7,800; Corvia, with a population of 7,800; and Eurivis, with a population of 4,600.

Military

As a maritime nation, Druvavarbia placed great emphasis on naval power and its navy was well-trained and well-equipped to protect its interests in the seas. In addition to its regular naval forces, the kingdom also maintained a special naval force known as the "Deep Divers" which was composed of highly skilled Triton and Sea Elf soldiers. The Deep Divers were tasked with carrying out underwater operations, such as protecting Druvavarbia's underwater assets and carrying out covert missions against enemy naval forces.

Since the kingdom had a strict policy of neutrality, its naval forces primarily focused on protecting its own shipping lanes from piracy and other threats. In times of war, Druvavarbia's navy was geared toward defense rather than offense, as the kingdom lacked the capability to put troops on foreign soil. Despite its limited expeditionary capacity, the kingdom's naval power allowed it to project influence and protect its interests in the surrounding waters.

Due to their reliance on naval power, the Druvavarbian military has developed several specialized units and ships that are optimized for their specific roles. Here are some examples:

  • Stormseekers: A group of highly-trained Storm Sorcerers who specialize in manipulating weather patterns to create favorable winds and calm seas for the Druvavarbian fleet. They also have the ability to summon powerful storms to disrupt enemy ships.
  • Sea Drakes: These are heavily-armed warships that are crewed by Triton marines. They are designed to engage enemy vessels in close combat and are equipped with ballistae, harpoons, and other weapons that can pierce through enemy armor.
  • Coral Knights: These are elite soldiers who are trained in both naval and land combat. They wear suits of enchanted coral armor that provide excellent protection against both physical and magical attacks. They are armed with tridents and nets, and are also capable of casting powerful spells that can manipulate water and summon sea creatures.
  • Leviathan-class Ships: These massive warships are the flagship of the Druvavarbian fleet. They are crewed by hundreds of sailors and Triton marines, and are equipped with dozens of ballistae and harpoons, as well as several catapults and trebuchets. They are also capable of summoning powerful water elementals to aid in battle.
  • Sea Serpents: These are fast, agile ships that are used for reconnaissance and hit-and-run attacks. They are crewed by Sea Elf archers and sorcerers, and are equipped with enchanted crossbows that can fire bolts of magical energy. They are also capable of using powerful illusion spells to confuse and disorient their enemies.

Technological Level

Druvavarbia has a moderate level of technological and scientific advancement, with a particular focus on naval technology and engineering due to their maritime nature. They have developed advanced shipbuilding techniques and have a reputation for building some of the fastest and most seaworthy vessels in the world.

In terms of scientific research, they have made significant progress in the study of oceanography, marine biology, and weather patterns, which have contributed to the safety and success of their sea-based industries. However, their overall scientific research is limited by their relatively small population and resources, compared to larger land-based nations.

Religion

As a maritime nation, Druvavarbia has a diverse population with a variety of religious beliefs. The government does not officially endorse or promote any specific religion, but it recognizes the importance of religion in its citizens' lives and guarantees freedom of worship.

Religion is generally practiced in private or in small communities, with larger religious gatherings taking place in designated places of worship such as temples, shrines, or churches. Many sailors and fishermen offer prayers and make offerings to the sea gods for a safe journey or a bountiful catch.

There is also a small but influential group of Storm Sorcerers who worship the god of the sea, Sedarr. They believe that by mastering the power of storms, they can better serve their country as sailors and protectors of Druvavarbia's shipping lanes. They often gather in secluded places near the coast to hold rituals and ceremonies to honor Sedarr and other sea deities.

Foreign Relations

Druvavarbia maintained a policy of neutrality with anybody who made no direct threat against them. At no point did they formalize an alliance with any other nation or independent city state, nor did they declare war on any.

They were known to violate other land's sovereign waters if they felt that those waters were harboring pirates.

Laws

The laws of Druvavarbia are primarily concerned with maintaining the nation's neutrality and protecting its citizens and resources. Some of the key laws include:

  • Neutrality: Druvavarbia maintains a strict policy of neutrality, and it is illegal for anyone to engage in acts of aggression against other nations or city-states.
  • Protection of resources: It is illegal to damage or destroy any of the nation's resources, including fisheries and coral reefs. Heavy fines and imprisonment can be imposed for violations.
  • Maritime law: Druvavarbia follows a strict code of maritime law to protect its shipping lanes and prevent piracy. It is illegal to engage in piracy or any other act that disrupts the nation's shipping.
  • Environmental protection: The nation has strict laws to protect the environment and prevent pollution of the ocean. Anybody found guilty of polluting the ocean can face severe penalties.
  • Trade regulations: Druvavarbia has regulations governing the import and export of goods, which are enforced by its navy. Any violation of these regulations can lead to fines or imprisonment.

Agriculture & Industry

As a nation of islands, Druvavarbia heavily relies on aquaculture and fishing for food production. The country has developed advanced techniques in aquaculture, such as building coral reefs for breeding and growing various types of seaweeds for food and industrial purposes.

Apart from fishing, Druvavarbia also has a small-scale agriculture industry, mostly focused on subsistence farming to support local populations. The land on the islands is not very fertile, so the crops are limited to what can grow in such environments, such as various types of root vegetables, fruits, and herbs.

In terms of industry, Druvavarbia's primary focus is shipbuilding and related trades, such as sailmaking and rope production. The nation's highly skilled sailors and shipbuilders have a reputation for producing some of the most seaworthy and efficient vessels in the world, which are highly sought after for their durability and speed. Additionally, Druvavarbia has a small but growing tourism industry, which is centered around the natural beauty of its islands and the unique underwater habitats.

Trade & Transport

Druvavarbia had a near monopoly on intercontinental trade and travel. Their Triton and Sea Elf inhabitants were the best line of defense against ocean-based shipping threats like Sahuagin, Kuo-toa, and Merfolk. In addition to those advantages, the nation put significantly more research and development efforts into ships and shipping than their more land-based neighbors did, generally leaving them far ahead in both knowledge and quality.

The King of Tides and his council oversee trade and transportation in Druvavarbia. As the nation relies heavily on its trade and shipping industry, it is considered a matter of great importance and is closely monitored and regulated by the government. The kingdom maintains a large fleet of ships and employs skilled sailors and merchants to conduct and manage its trade operations. The King of Tides also negotiates and establishes trade agreements with other nations and city-states.

Education

The education system in Druvavarbia is primarily focused on practical skills and knowledge, particularly those related to maritime activities. Children typically attend school from the age of six to sixteen, with a focus on subjects such as seamanship, navigation, marine biology, and oceanography.

There are also schools that specialize in teaching magic related to the sea, such as storm magic and water manipulation. These schools are typically reserved for those with innate magical abilities, particularly storm sorcerers.

After completing their education, many Druvavarbians go on to work in the shipping industry or other maritime-related professions. There are also opportunities for further education and research in areas such as marine biology and oceanography, particularly at universities located in the larger cities like Marate.

Infrastructure

As a maritime nation, Druvavarbia's infrastructure is centered around its ports and shipping lanes. The nation has invested heavily in building and maintaining a network of well-equipped ports, with the largest being in the capital city of Marate.

The kingdom has also built an extensive network of lighthouses and other navigational aids to help guide ships safely through its waters. This network is maintained by the kingdom's navy and coastal patrol, who work to ensure that shipping lanes remain clear and safe for all vessels.

In terms of land-based infrastructure, Druvavarbia has built roads and bridges to connect its cities and towns on the islands. While these roads are not as extensive as those found in some other nations, they are well-maintained and serve as important transportation links for the kingdom's inhabitants.

Druvavarbia also has a number of aqueducts and irrigation systems that provide fresh water to its inhabitants, as well as support agriculture and aquaculture. These systems are vital for the kingdom's survival, given the scarcity of fresh water sources on the islands.

By the Sea's Grace, We Thrive

Dissolution Date

11 Rainmoot, 1 AoD

Type

Geopolitical, State

Alternative Names

The Salt Throne

Demonym

Druvavarians

Government System

Monarchy, Absolute

Power Structure

Federation

Economic System

Traditional

Currency

The official currency of Druvavarbia is the "Tide Jewel", a small, intricately crafted gemstone found only in the deep sea caverns near the kingdom's shores. These jewels come in different colors and sizes, each denoting a different value, and are highly valued as a currency and for their use in jewelry and other decorative purposes.

Major Exports

Druvavarbia primarily trades in fish and seafood products, as well as pearls and other items harvested from the sea. The kingdom's Triton and Sea Elf inhabitants are skilled fishermen and divers, allowing them to provide high-quality seafood products to their trading partners. In addition, Druvavarbia also exports ships and naval technology, which are highly valued by other maritime nations.

Major Imports

Druvavarbia, being a maritime nation with a strong emphasis on trade, engages in the import and export of a variety of goods. Some of its primary imports include exotic woods, fine fabrics, spices, and rare metals. These goods are used in the production of luxury goods and to support the kingdom's industry.

Legislative Body

The Voice of the Tides was comprised of the elected mayors of the six cities that made up the Kingdom. They made proposals and served as advisors to the King of Tides; but in the end they could not create laws, only the King had that power.

Judicial Body

The members of the Voice of the Tides presided over legal matters in their cities. They had the power to appoint magistrates and judges as needed, and generally only carried out the most important trials directly.

Executive Body

The King of Tides was the head of all executive functions, and was the commander of the nation's law enforcement services. While each city in the Kingdom had an elected mayor, the town defense forces reported to the King.

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