Politics: Chronotopia
Politics: Chronotopia

  • 1.0 Overview
  • 2.0 Major Locations
  • 2.1 Blitzheim
  • 2.1.1 Great Gretchen
  • 2.1.2 Cathedral of Precision
  • 2.2 Gutenburg
  • 2.3 Auschlander Keeps
  • 2.4 Celestial Monastery
  • 2.5 Bosch
  • 3.0 Major Species
  • 3.1 Cervani
  • 3.2 Human
  • 3.3 Khatta
  • 3.4 Korv
  • 3.5 Rhian
  • 4.0 Major Languages
  • 4.1 Bosch
  • 4.2 Rephidim Standard
  • 4.3 Sylvanian
  • 5.0 Religion
  • 6.0 Technology
  • 6.1 Air Rifle
  • 6.2 Chronotopian Egg
  • 6.3 Drokarless Carriage
  • 6.4 Juggernaut
  • 6.5 Quantometer
  • 6.6 Shekelodeon
  • 6.7 Steam Train
  • 6.8 Zeppelin
  • 7.0 International Relations
  • 7.1 Ashdod
  • 7.2 Gallis
  • 7.3 Khattan Emirate
  • 7.4 Nagai
  • 7.5 Rephidim
  • 7.6 Sylvania
  • 7.7 Titania
  • 8.0 Government, Military and Law
  • 8.1 Kaizer
  • 8.2 Parliament
  • 8.3 Landsknechts
  • 8.4 Luftrittern
  • 8.5 Commisars
  • 9.0 Trade and Economy
  • 9.1 Currency
  • 9.2 Exports
  • 9.3 Imports
  • 10.0 Education

  • 1.0 Overview

    Chronotopia is an industrial nation in Nordika built in the foothills and mountains neighboring the mountainous Forbidden Zone known as Bosch, and next to the chaotic lands of Sylvania, Titania and the Vykarin Wastes. Chronotopians religiously devote themselves toward order in the face of chaos, and this is symbolized by the ever-present Chronotopian clock to be found on most any building of note, carefully kept in sync with the standard set by "Great Gretchen" in the capitol of Blitzheim.

    Chronotopia lives in the shadow of the madness of Bosch, and with the threat of invasion by raiders from Titania or its other neighbors. Out of necessity, it is a very military-oriented culture, and many of their mechanical inventions are of martial design. Still, Chronotopia produces a great number of mechanical gadgets for trade with the other nations, even though it is a nation on the surface. Wind-up toys, musicboxes, shekelodeons and pocket watches ("Chronotopian eggs") are pretty much given to be of Chronotopian origin.


    2.0 Major Locations

    Chronotopia is located in the region known as Nordika, on the northern part of the continent of Ai. It is north of Bosch, bordered on the east by Titania, on the north by the Vykarin Wastes, and on the west by Gallis/Sylvania. It is geographically close to Kroz and Olympia, though the fact that Bosch cannot be safely travelled over serves to isolate Chronotopia from casual exchanges with those countries. Chronotopia is particularly mountainous where it is closest to Bosch, toward the south, though it levels out toward the north.


    2.1 Blitzheim

    Blitzheim is the capitol of Chronotopia, home of the Kaizer and of the Parliament, and also the largest city of Chronotopia. Curiously, it also happens to have the highest yearly incidence of lightning strikes in all Chronotopia, and quite possibly in all of Sinai outside of a Forbidden Zone. Storms are very frequent here.

    This is a city of clocks, of steam-powered or clockwork contraptions, and all sorts of mechanical wonders. It's also a place where there are frequently boiler explosions or other accidents, and it's therefore home to what is probably the best non-magical fire response system on all of Sinai.


    2.1.1 Great Gretchen

    Towering above all else in Blitzheim (and consequently drawing a lot of the lightning strikes that hit the city) is a great symbol of national pride, and hope for order against chaos: Great Gretchen. This is the largest of the clock towers that rise from the Chronotopian Parliament Building, and is the standard against which all other clocks in Chronotopia are set. Given that it is a symbol of national pride (and thus a frequent target of those who would wish to strike a blow against the status quo), it is a fairly durable structure, and furthermore under heavy guard.


    2.1.2 Cathedral of Precision

    This is the greatest cathedral dedicated to the Great Gear to be found in all Chronotopia, its interior a mass of ornately-decorated clockwork that is incorporated into the woodwork, metalwork and stained glass of the cathedral walls. It is a blending of architecture and mechanical engineering, tended to by a mechanically-inclined order of monks.

    Leaders are sworn into office, Landsknechts are knighted, and many other ceremonies and functions of state as well as church are held in these hallowed halls.


    2.2 Gutenburg

    Gutenburg is a city located on the eastern side of Chronotopia, built within a ravine in mountains that are dangerously close to the barbarian lands of Titania and the Forbidden Zone of Bosch. Nonetheless, this ancient tear in the earth has laid bare many veins of valuable minerals, and the river cutting through the ravine is often panned by prospectors. A mining town has grown into a city here, connected to Blitzheim by means of a steam-train railroad system. Furthermore, the ravine offers a natural shelter from storms and strong winds, and an airport has been built there as well, opening up the possibility of trade with Rephidim and the other nations of Sinai.


    2.3 Auschlander Keeps

    These fortresses and watch posts are stationed at the far fringes of Chronotopian lands, and their positions describe the border of the nation. Those in less contentious spots exist largely for the purpose of symbolic claiming of lands, but most of them have a very real chance of conflict with invaders, or else see some "action" as a stopping point for those who wish to enter Chronotopia by land. (Since Chronotopia will not permit slavery in its borders, it will go so far as to insist that an airship with so much as a single slave on board must land outside Chronotopia's borders, and that the slaves must be left on board, if the ship is to do any business in Chronotopia. Therefore, some makeshift airfields have sprung up just beyond the border, within a bowshot of the nearest Auschlander Keep.

    Auschlander Keeps are manned by the Landsknechts, an order of chivalrous warriors serving the ideal of the greater good of Chronotopia. These outposts are at the far reaches of Chronotopia, often beyond any semblance of civilization, and therefore are fairly lonely stations, with the everpresent danger of attack. There have been stories of Landsknechts driven mad by the influences of Bosch without ever seeing a single imp or monster, and turning on their comrades, when magic grows strong in the land.


    2.4 Celestial Monastery

    This monastery, located in the northwest part of Chronotopia (close to Sylvania), is populated by monks and priests of the Celestial Order, a group that worships the Great Gear and is especially devoted to the ideal of combatting the evil influences of Bosch -- and other evil magicks. Priests of the Celestial Order undergo training to enhance their resistance to magical influences, and some go so far as to study the workings of magic for the sole purpose of being able to dispel and ward against it.


    2.5 Bosch

    Bosch is not part of Chronotopia, but it is often associated with it. Bosch is a large Forbidden Zone that takes up the interior of a meandering mountain range that forms the southern border of Chronotopia, and part of the eastern and western borders. This Forbidden Zone is full of wild magic and powerful illusions that seem to be formed by warped minds. Everything and anything seems to be alive, malevolent, cruel and insane.

    Prolonged exposure to Bosch can cause not only a loss of sanity, but disfigurement of one's physical form. Actually consuming anything of Bosch accelerates the process greatly. Eventually, someone can become so saturated with the reality of Bosch that one's own physical form becomes incapable of holding itself together without that magic. Leaving Bosch can be fatal, as the body will simply begin to disintegrate or dissolve once one has reached that stage.


    3.0 Major Species

    Chronotopia is a mixed-species nation, though in smaller settlements they tend to "ghetto-ize", with small towns being comprised of families of members of a single species for the most part. Only in the larger cities, where there is enough of a population base to support each species from generation to generation, is "special diversity" found.

    It should be noted that, while this is a multi-species nation, and there are occasionally visitors from other nations, Chronotopians tend to be wary of anyone who resembles a Titanian. While a Gallisian or Rephidimite poodle won't be mistaken for one, Jupani sometimes can get less-than-premium treatment, especially if they don't speak Bosch fluently. Likewise, very large Khattas may be mistaken for Titanians. Rhians, though sometimes being large enough to fit within Titanian standards, are well accepted, since they already have a sizeable population base in the area.

    Reptiles are very rarely found this far north, given the harsh winters and the high altitude. Kirigas, though by no means common here, are the most likely of the pseudo-reptiles to be able to tolerate the climate.

    Until about 6100 RTR, Savanites were not permitted in Chronotopia. Slavery is not permitted in Chronotopia, and banning Savanites entirely from entering the country was mainly done to appease Rephidim, lest Chronotopia become a haven for runaway slaves. With Captain-Astromancer Tahir Archalaus' banning of slavery in Rephidim, and with the Savanite settlements growing in neighboring Sylvania, the young Kaizer Jael revoked the ban on Savanites in Chronotopian lands, though he still reaffirmed Chronotopia's ban on slavery. Since that time, a few Savanites have ventured into Chronotopia in search of new lives, but not in great numbers, since the free nation of Xenea, formed a couple of years later, poses an alternative. Still, a number of the Savanites who settled in Sylvania have ventured over into Chronotopia, trying to flee Gallisian expansionism, and seeking work in the more industrialized nation.


    3.1 Cervani

    The predominant sapient species to be found in Chronotopia is that of the Cervani. These "deer-morphs" are digitigrade humanoids, usually lacking human-like head hair (though this is not unheard-of). The males have antlers, and, out of consideration of tall antlers (or tall Rhians), architecture in the cities (and in Cervani-dominated settlements) tends to have high ceilings and tall doorways to save Cervani the embarrassment of having to duck to get through. (Due to the expense and trouble of making such accommodations, though, this is not always the case for homes built with shorter species -- such as Khattas, Humans or Korvs) in mind.

    Cervani are vegetarian, and this impacts Chronotopian cuisine considerably. While meat is a staple to some of the species of Chronotopia, any worthwhile inn is also going to have plenty of dishes catering to vegetarian tastes as well.

    The military and political leader known as the Kaizer has traditionally been a Cervani. Supposedly, the Kaizer is elected by Parliament, but this is more of a rubber-stamping procedure. By tradition, the Kaizer is typically succeeded by one of his sons (and, therefore, it will just as typically be another Cervani). It has been noted that Cervani have a natural tendency to be resistant to magic, and considering Chronotopia's anti-magic struggle with Bosch, this could be connected with their prominence in this land.


    3.2 Human

    Chronotopia is home to one of the largest concentrations of humans to be found on Sinai. Despite the cold winters and northern location, many Chronotopians have tanned or dark skin. But then, it is not unheard-of for a Chronotopian to have blue hair, either. There isn't really anything seen as unusual about this -- After all, how many humans are there to compare them to? This is probably due to the effects of Quantum Uncertainty. Despite myths in some Sinai cultures of "human oppression", Humans are distributed across all strata of Chronotopian society, from working class to the upper class.


    3.3 Khatta

    Chronotopia has a large Khatta population, the bulk of these having black fur, similar to the tendency in neighboring Sylvania. However, other types of Khatta can be found in Chronotopia as well, though the larger "wildcat" varieties are especially less common, since they can sometimes be mistaken for Titanians, and therefore have a harder time fitting in comfortably.


    3.4 Korv

    Korvs are in abundance in Chronotopia, primarily of the crow/raven variety, though the magpie and jay variations are occasionally found as well. Korvs are the primary fliers to be found in Chronotopia, and are widespread enough that most buildings in the city have Korv perches along with more traditional chairs for seating, and often have "flier landings" on upper balconies. (They don't generally have landing places on the rooftops, since, with the everpresent possibility of heavy snow, Chronotopian rooftops are always peaked.) Due to their light bone structure, Korvs aren't really suited to manual labor, though their ability to fly makes certain that they are still found in the military.


    3.5 Rhian

    Rhians represent one of the smaller population groups to be found in Chronotopia, most of them descended from refugees from Sylvania, and mostly found in rural areas toward the west side of Chronotopia. Their considerable strength, however, makes them valued laborers, and therefore they can be found working alongside Humans and Khattas in manual labor jobs in the cities. Rhians in positions higher than the working class, however, are fairly rare, largely due to the (not entirely without justification) stereotype of the average Rhian male of being strong and slow-witted.


    4.0 Major Languages

    Languages known in Chronotopia tend to be Nordikan in origin. It is typically more likely that a traveler will find a Chronotopian who knows at least a smattering of Gallisian, Krozite or formal Krozite than Khattan, Babelite (Eeee) or Imperial. This would be true even if the Chronotopian in question happened to be a Khatta. The primary exception to this would be Rephidim Standard: If a Chronotopian knows a "foreign" language, it will most often be Rephidim Standard.


    4.1 Bosch

    The national language of Chronotopia is known as Bosch. This may be considered very ironic that the language is named after Chronotopia's worst enemy, but there are obscure references in ancient Chronotopian texts that hint that the region presently known as Bosch might have once actually been considered part of Chronotopia, before some sort of cataclysm brought it to its current state.

    It has been noted that Chronotopia's national tongue is almost identical to the language of the "Kampfzengruppe" soldiers from Abaddon. It is often seen by outsiders as a very "harsh"-sounding language, and seems best spoken by humans.


    4.2 Rephidim Standard

    Despite Chronotopian tendencies to be more concerned with the affairs of other Nordikan nations rather than the rest of Sinai, Rephidim's influence is such that Rephidim Standard is known in the major cities of Chronotopia. (The same can't necessarily be said for the rural areas.)


    4.3 Sylvanian

    Toward the western edge of Chronotopia, Sylvanian is in some use, as some of the populations in the rural areas near the border consist of descendants of refugees from Sylvania from the times of the War of the Necromancers. Due to "ghettoization", it is also fairly common amongst Rhian laborers in the cities.


    5.0 Religion

    The primary religion to be found in Chronotopia is the veneration of a deity known by several names, most notably as "The Great Gear" or the "Prime Mover", a creator god of order and justice.

    More Details on Chronotopian Religion


    6.0 Technology

    Chronotopia is subject to the same problems with Quantum Certainty that other cultures on the surface of Sinai have to deal with, but they have dedication and determination in their favor.

    By means of nigh-religious devotion to maintenance and cleaning of existing machines, and redundant systems in new ones, they can keep things running. However, a Chronotopian device in the hands of an outsider is still prone to breakdown if they don't show such dedication to maintenance.

    Chronotopians have been doggedly trying to make machines work on Sinai for centuries. They've learned how to overcome many of the "quirks" of Quantum Uncertainty, at least in mechanical design. They still can't approach the electrical accomplishments of the Technopriests of Rephidim Temple, but some Chronotopian "mad scientists" have nonetheless experimented with machines meant to "harness" the power of lightning now and then. (And Blitzheim is as good a place as any to try that, given its reputation.)


    6.1 Air Rifle

    One weapon in the Chronotopian arsenal, requiring constant maintenance, is the air rifle of the Luftrittern (the all-Korv air soldiers). This weapon works by pump action, able to fire a small projectile by means of pressurized air. They can be used to fire non-lethal pellets for crowd or animal control, or else sharp darts.

    They don't pack anywhere near the firepower of Rephidim flintlocks, but they don't have a tendency to explode, and they can be safely taken to the surface without mishap. Also, they don't have much in the way of "kick-back".


    6.2 Chronotopian Egg

    These are miniaturized versions of Chronotopian clocks. A clever (and complex) redundant spring system (which draws upon the technology that makes quantometers possible) stabilizes the clock's measurement of time despite fluctuations in Quantum Uncertainty. However, it is still quite possible to "overload" the pocket watch by taking it into an area of high magic or Quantum Uncertainty -- such as Bosch. With the discovery of the magic-resistant properties of Abaddonian iron, though, this may lead to new advances in Chronotopian reliability.


    6.3 Drokarless Carriage

    These are motorized buggies, making use of small steam engines ... or, as it's more often put, it's a steam engine on wheels, with a place for the driver to sit. The bulk of such vehicles is taken up by the engine and its fuel, and typically there's only room for the driver, and perhaps a single passenger at most. These vehicles are typically uncomfortably hot to drive on, and have a tendency to break down frequently. They are more a matter of novelty than practicality at this point.


    6.4 Juggernaut

    On the other end of the spectrum, are the very large steam-powered tanks used by Chronotopia as a response to Titanian titan machines. Juggernauts have crews ranging from four to twenty-four. They're slow, inefficient, and difficult to maintain, so they are only pressed into action when absolutely necessary. The largest Juggernauts make use of steam cannons, but most simply haven't the room or power to be able to mount such weaponry. Instead, many Juggernauts serve only to slam into Titanians (and titans), as armored troop carriers, or as mobile barricades.


    6.5 Quantometer

    The premise behind the quantometer is similar to how certain types of thermometers work. It's possible to make a thermometer by having two strips of metal, each of a different type, known to expand and contract at a different rate in response to temperature changes. They are bonded together in a straight bar at some given temperature. As temperature rises or lowers, the needle will bend one way or the other, since the two bars are not expanding or contracting at the same rate. By how far the needle bends (and in which direction), one can determine the temperature on a scale.

    A similar premise works for a quantometer, except that it works by having two different simple mechanisms in the device that are normally in sync with each other, but are known to be affected differently by Quantum Uncertainty. By observing how far they get out of sync with each other, once can get a rough idea of how high the Quantum Uncertainty is in the area. In areas of especially high Quantum Uncertainty, though, such as in certain Forbidden Zones, quantometers have a tendency to break down entirely.

    Due to the known decrease in Quantum Uncertainty with altitude, quantometers are sometimes used as altimeters, in the same way that a barometer (which measures air pressure) is used to roughly determine altitude on Earth -- though it requires periodic calibration while on the ground, since air pressure changes with the weather. Quantum Uncertainty readings don't tend to change as much as barometer readings for any given fixed location, so quantometers are often used alongside more conventional altimeters in Chronotopian airships, as a sort of mechanical "second opinion" on elevation.


    6.6 Shekelodeon

    Shekelodeons are mechanical contraptions that gain their name by being activated by inserting a shekel (or some other coin denomination) to operate them. (They do, however, suffer from being vulnerable to unscrupulous operators inserting wooden "slugs" or using other methods to trick the mechanism and get out of paying.)

    Once wound up (with a hand crank) and activated by inserting a coin, shekelodeons typically act like miniature stages, telling a story by use of mechanical parts that move around to represent characters, locations and events, typically with an integrated "musicbox", and other noisemakers for "sound effects". Most shekelodeons are no larger than a puppet stage, but there are some amusement parks in the larger cities (such as Blitzheim) with areas devoted to giant "shekelodeons", some of them approaching the size of a real stage, and requiring a more practical power source than a hand crank. These typically require multiple shekels to operate, often with life-size (but stationary) mechanical dolls, and better music and sound effects (often utilizing mechanical bellows attached to wind instruments).

    The small coin-operated shekelodeons are simple enough that they typically require very little in the way of maintenance, though the giant "stageplay" variety take constant attention to keep running.


    6.7 Steam Train

    Chronotopia's cities are connected by a network of rail roads travelled by steam engines that pull trains of cars with supplies or passengers. There are frequent side-tracks for engines to pull over on, since breakdowns are almost a given on any journey. Still, even with the breakdowns and sometimes worse, steam train journeys are on average faster and safer than taking the same trip by more conventional means. (They are, however, considerably more expensive.)


    6.8 Zeppelin

    Chronotopians were first to make use of zeppelins in any real numbers on Sinai, and with increased contact with Abaddon, this trend has caught on. Zeppelins lack the "naval vessel" undercarriage look of Rephidimite designs, instead having an enclosed gondola slung under the envelope, and lacking any sails. The long range versions are powered by fairly efficient steam or combustion engines, but due to the interference of Quantum Uncertainty, and the dire consequences of a boiler explosion while airborne, the engines are usually only operated at very high altitudes.


    7.0 International Relations

    Chronotopia's general populace may not have much to do with other nations, but its leadership has become increasingly involved in the international scene, especially in recent years when the all-encompassing authority of the Rephidim Temple has been repeatedly challenged, and the status of the current powers that be (Babel, Nagai) has been called into question. Chronotopia's anti-slavery stance has often put it at odds with the major powers, but Rephidim's banning of slavery has removed this barrier between the two nations.

    During the Coalition War, Chronotopia joined the side of Rephidim, along with most of the Nordikan nations, putting itself at odd with the Nagai/Babel Coalition.


    7.1 Ashdod

    Chronotopia has no real dealings with Ashdod, since it's a continent away, but its position in the Coalition War means that it technically is an enemy of Babel.


    7.2 Gallis

    Chronotopian relations with Gallis are, for the most part, neutral. Chronotopia has pretty much stood by the wayside while Gallis has pushed into Sylvania, not lending any help or providing any opposition. This is primarily because Sylvania is, at present, disorganized and chaotic (by Chronotopian standards) and has often harbored bandits and raiders that have crossed the border to harass Chronotopian holdings. Gallisian conquest of Sylvania is seen as a way to bring order to that nation, even though Chronotopians may have mixed feelings about having a larger Gallis as a next door neighbor


    7.3 Khattan Emirate

    Chronotopian relations with the Khattan Emirate have been pretty much nonexistent for the most part, until very recent history. With the Titanian "pilgrimages" to the Red Cliffs, and then the discovery of the Gateway Tower, Chronotopian leadership has become concerned that Titania might gain some sort of edge by contact with the Abaddonians -- and acquisition of Abaddonian steel.

    Therefore, since the Gateway Tower is located in the Himaat, and the Emirate seems to be the closest thing to an authority having any part in the Himar region right now, Chronotopia has begun making overtures toward Abu Dhabi to establish a presence at the Gateway Tower, and to get involved in the trading for Abaddonian steel. Of course, black Khatta Chronotopians are those most involved in the negotiations with the Emir.

    The Khattans have been acting as middlemen between the Chronotopians and the Kampfzengruppe -- the latter seeming especially interested in this (partially) human nation that speaks the same language, and its ability to adapt machinery to Sinai.


    7.4 Nagai Empire

    Chronotopia has had little involvement with the Nagai Empire until the time of the expedition to the Vykarin Wastes that led to the discovery of (and possible creation of) Fetiss Sky Island. The Nagai were not used to Chronotopia's policy of forcing airships with any slaves on board to land outside Chronotopian lands, and this rubbed a few scales the wrong way.

    Furthermore, during a diplomatic function, a representative of Chronotopia made the mistake of jesting that the Parliament should lay claim to Fetiss Sky Island, since it came from the Vykarin Wastes and not Nagai. Despite the absurdity of the suggestion (since Chronotopia does not claim that the Vykarin Wastes are part of its domain), the joke was taken seriously, and Nagai quickly moved to demand from the Parliament that it had no designs on the sky island.

    The Parliament, insulted by the nature in which the demand was presented (or probably just that the demand was made at all) refused to cooperate, insisting that the whole situation was absurd. When the Empire responded by making thinly veiled threats against Chronotopian airships ("... should any craft that belong to a possibly hostile nation come dangerously close to Imperial property..."), Chronotopia capitulated and wrote up a proclamation that the Parliament had no claim to Fetiss Sky Island, and that it would make no such claim in the future ... provided that Fetiss Sky Island and the Nagai Empire would not become a threat to Chronotopia's security. The Nagai insisted that this last "clause" was vaguely worded, and hostile, but the Parliament would make no further concessions.

    This little tussle may seem petty in the grand scheme of things, but considering that this is probably the most interaction Chronotopia has ever had with the Nagai Empire, it leaves relations looking pretty negative at present.


    7.5 Rephidim

    Chronotopia has regular trade with Rephidim, though it still has a few points of contention, mainly based on Chronotopia's practice of prohibiting any slaves to enter the country -- even Temple vessels. The Temple has repeatedly petitioned for this prohibition to be removed, or at least for there to be special exceptions for representatives of the Temple on official business. The Parliament has been stubborn on the issue. Given that the Parliament hasn't gone on the offensive to chastise Rephidim for the immorality of slavery, some cynics suggest that this stance is simply in order for Chronotopia to hang onto a symbolic gesture of defiance, so that its people can believe themselves independent, rather than subjects of Rephidim.

    Despite this issue, relations between Rephidim and Chronotopia are fairly positive for the most part. Technopriests from the Temple often travel to Chronotopia in order to study how machines can work on the surface (and how they can't).


    7.6 Sylvania

    Even though Sylvania is Chronotopia's neighbor, relations between the two nations are strained, since Sylvania is more territory than true nation. The Czar Justinian often visits Chronotopia in person, rather than trusting relations to diplomats. (The young Czar's affinity for languages and polite demeanor make him well suited for the task.) However, the simple fact is that the Czar can't control all of the lands that are supposedly Sylvanian. Some of his counts are rogues. Bandits and ne'er-do-wells on the eastern part of Sylvania occasionally cross the border to try to raid Chronotopian settlements (if they can get past the Auschlander Keeps).

    Given Sylvania's chaotic state, Chronotopia's leadership tends to think that it might be better for the Gallisians to take things over. Despite various differences between Gallisians and Chronotopians, Gallisans don't raid Chronotopian settlements, they don't raise armies of the dead, and they control their own.

    This leaning, of course, isn't very endearing to the Sylvanians. But the Sylvanian people don't really amount for much in the international scheme of things.


    7.7 Titania

    Titania isn't a true nation, and there is no Titanian king to unite the scattered barbarian tribes -- though from time to time in history, there have arisen mighty warlords who have united several of the clans at once in order to wreak havoc on the countryside. Presently, there appears to be no such warlord, and no one representative of things Titanian.

    At present, relations couldn't be much worse. When the weather gets cold, Titanians raid Chronotopia for supplies. When the weather gets hot, they raid Chronotopia just for the sake of doing so. Attempts at negotiating treaties failed long ago, and nobody has bothered trying again since. Between Chronotopians and Titanians, there is a "fight on sight" policy.


    8.0 Government, Military and Law

    Chronotopia is a very military-oriented nation, and the lines between law enforcement and military are frequently blurred. While there are courts, there is no true "due process", and while lawyers may be called forth, there is typically only a judge -- or a panel of judges at best -- not a jury.

    Unlike many nations, Chronotopia is not quick to head to the chopping block. Those scheduled to be executed typically sit in jail for a while first. Part of this is so that several criminals can be executed at once in a public display. Another part of this is so that there is some time for additional evidence to arise, should it be that the case wasn't dealt with properly. Still, death is meted out quite often as a punishment for severe crimes. Imprisonment is typically only for a relatively short term -- a few years at the most -- never "for life".


    8.1 Kaizer

    The Kaizer is the military leader of Chronotopia, at least in theory, though his generals and advisors do most of the business of keeping things going. He is more a symbolic leader of all Chronotopia, in a position to make proposals to the Parliament, but unable to simply act as a tyrant and pass decrees without their approval.


    8.2 Parliament

    The Parliament is the ruling body of Chronotopia serving as a council to pass and revise legislation, to determine budgetary matters, and to dictate foreign policy. While the Kaizer is the single most visible person in the government of Chronotopia, the Parliament is (for the most part), the real power.


    8.3 Landsknechts

    The Landsknechts are glorified soldiers who serve the unified Chronotopia rather than the various noble houses that comprise it. They are a "knightly" order, though they are not "knights" in the land-holding sense. (After all, the name technically means "land farmhand". It does not mean "land knight", despite the similarity in sound. The meaning of the name suggests humble origins.)

    Landsknechts typically have to provide their own armor, so there is no distinct Landsknecht "uniform". Landsknechts sometimes serve as peacekeepers to try to quell feuds between the noble houses, and sometimes they act in a capacity as law enforcers. They are also expected to come to Chronotopia's defense in times of war, alongside the regular army.


    8.4 Luftrittern

    The Luftrittern (Air Knights) are an all-flier force serving Chronotopia, comprised of Korvs armed with air rifles (luftgewehr), trained in anti-airship tactics, as well as providing aerial support for ground warfare. Luftrittern soldiers have uniforms of bright red, though these may be replaced with less garish uniforms in times of war.

    There are also other airborne warriors serving Chronotopia who aren't necessarily part of the elite Luftrittern. These are referred to as Vindsoldaten (Wind Soldiers). They are often armed with the luftgewehr as well.


    8.5 Commissars

    Commissars are law enforcers tasked with covering large territories and dispensing justice where order is hard to maintain. They have no uniform, per se, though they stereotypically dress in black traveling clothes, topped with a black cap bearing the Chronotopian cogwheel symbol. Commissars have quite a bit of authority to investigate, to determine guilt, and to administer justice in the outskirts of civilization. Abuses of this power are harshly dealt with. Out of necessity, Commissars are either capable fighters, or else accompanied by bodyguards.


    9.0 Trade and Economy

    Chronotopia has its low points, but it is a fairly vibrant nation as far as surface countries go, with a very high standard of living that rivals that of Rephidim.


    9.1 Currency

    The omnipresent Rephidim Temple shekel is considered legal currency in all the cities of Chronotopia. In the rural regions, where shekels might not be accepted at face value, barter typically reigns. The Parliament has a large store of precious metals kept securely locked up, and issues printed promisory notes that can be exchanged for a set amount of silver. These notes are available in various denominations, the smallest being approximately equal to one shekel in value. (Exchange rates may vary, but they tend to balance to a 1:1 relationship to shekels.) A special paper is used with zolk fibers and watermarks for the making of these notes, to discourage counterfeiting. Due to the blue ink used in them, and the tradition of imprinting them with images of various inventions of famed Chronotopian engineers, they're typically dubbed "blueprints", though they are more formally known as "silver exchange notes", sometimes abbreviated to "silver notes" or jumbled into "blue notes".

    Blueprints are legal tender in Chronotopia, and are accepted in most Nordikan nations -- though there may be an "exchange rate" tacked on to the price when using blueprints instead of shekels or the local currency.

    9.2 Exports

    Major exports of Chronotopia include:

  • Beer. Chronotopian beer is, perhaps ironically, greatly sought after in Titania. It's also fairly popular in Rephidim.
  • Books. Among the many technological wonders of Chronotopia would be moveable type and mechanical printing presses. Many manuscripts from around Sinai are sent Chronotopia in order to be put to mass production.
  • Mechanisms. In addition to the famed Chronotopian eggs, there are other mechanical wonders (musicboxes, wind-up toys, bicycles, "time-saving devices") that are manufactured and exported. The most complex machines, however, are generally not exported, either for security purposes, or because the purchasers typically would not be able to live up to Chronotopian maintenance standards required to keep the machines functioning.
  • Paper. Chronotopian paper mills produce various types of paper and mass-produced parchment, as well as "rag-paper".
  • Textiles. While Chronotopia doesn't produce fine silks or zolk, it mass-produces fabric of fair to middling quality for export, and finished clothing as well.

  • 9.3 Imports

    Major imports of Chronotopia include:

  • Chemical products. Some of the processes required to make certain chemicals are unreliable or dangerous to undergo on the surface of Sinai. Many chemicals are imported from Rephidim, where technology makes such processes possible or more cost-effective.
  • Chitin. Chitin and other organic "metal substitutes" are still heavily in demand, since steel is not quite yet commonplace.
  • Lumber. The bulk of the lumber imported to Chronotopia comes from neighboring Sylvania, since it's generally not cost-effective to move it by airship.
  • Metal. With the increased availability of metal, there is also increased demand, as it becomes within the reach of the average inventor to incorporate metal structures into his machines. Chronotopia has limited capacity to process and refine metal, but with the greater supplies of scrap from Abaddon, this capacity is being quickly expanded.
  • Paper waste. Waste paper (mostly from Rephidim) is reduced to pulp that is used as "filler" for lower-grade recycled paper.
  • Zolk. Zolk has a wide variety of utilitarian applications in Chronotopia (for zeppelin envelopes, wing skins, zolk "paper", etc.) as well as for fashion.

  • 10.0 Education

    Chronotopia has a very high literacy rate in the cities, but this is offset by a much lower rate in the outlying rural areas. Still, the overall literacy rate of Chronotopia is competitive with that of the upper-class Nagai in the Nagai Empire, the nobility of Gallis, the middle-to-upper class of Rephidim, and the elite of Babel.

    Unlike most nations, Chronotopia has a public education system. The quality of this education is inferior to that of private schooling just about anywhere, but the end result is that the average Chronotopian has at least a grade school level education. (Compared to Sinai overall, that is a pretty significant accomplishment.) In the cities, high school level education is more common, with a heavy emphasis on the sciences. The typical middle-class Chronotopian can read and write legibly (if not with perfect spelling), can do basic math, and knows a fair deal about physics and the basics of mechanical engineering. Chronotopia tends to go a bit lax on subjects such as history, or education about the world beyond Nordika.

    It is not uncommon at all for Chronotopians to be tinkerers. Even if a citizen doesn't consider himself one, he probably has at least a few gadgets around the house that he has to provide routine maintenance to every once in a while. In the cities, any given city block is bound to have at least one self-styled inventor trying yet again to make a gas-less flying machine, or something along those lines.


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