Politics: Sylvania
Politics: Sylvania

  • 1.0 Overview
  • 2.0 Major Locations
  • 2.1 Justininople (Firstkeep)
  • 2.2 Northern Shore
  • 2.3 Tempest County
  • 2.4 Blackshire County
  • 2.4.1 Blackshire Village
  • 2.4.2 Blackshire Keep
  • 2.4.3 Whispering Wood
  • 2.4.4 Cemetery Hill
  • 2.4.5 Kurai Town
  • 2.5 Occupied Sylvania
  • 3.0 Major Species
  • 3.1 Cervani
  • 3.2 Eeee (Sylvanian)
  • 3.3 Gallee/Gallah
  • 3.4 Human
  • 3.5 Khatta
  • 3.6 Korv
  • 3.7 Rhian
  • 3.8 Savanite
  • 4.0 Major Languages
  • 5.0 Religion
  • 6.0 Technology
  • 7.0 International Relations
  • 7.1 Chronotopia
  • 7.2 Xenea
  • 7.3 Gallis
  • 7.4 Nagai
  • 7.5 Rephidim
  • 8.0 Government, Military and Law
  • 8.1 Czar
  • 8.2 Counts
  • 8.3 Sheriffs
  • 9.0 Trade and Economy
  • 9.1 Currency
  • 9.2 Major Exports
  • 9.3 Major Imports
  • 10.0 Education
  • 11.0 History
  • 11.1 The Dead War
  • 11.2 The Return of the Czar
  • 12.0 Bandit Kings
  • 13.0 Wanderers
  • 14.0 Magic
  • 15.0 Prejudices
  • 16.0 Names of Note

  • 1.0 Overview

    OOCly, Sylvania's name was based off of (oh, so original!) "Transylvania", envisioned as a backwater country with plenty of old haunted ruins, woods full of monsters, superstitious locals, wandering gypsies, vampires, and general spookiness. To "fill in the blanks" on anything Sylvanian, that should be kept in mind.

    ICly, Sylvania was once a nation ruled by a monarch known as the Czar, and that leadership would be passed on from generation to generation, in a human family for longer than anyone can remember.

    Sylvania is a mixed-species nation, and is remote enough that the usual speciesist stereotypes aren't as strong here ... though superstitious locals may still close their shutters upon seeing anyone "different" walk into town, and the presence of such species as Kavis and Skreeks may still prompt people to double-check their coin-pouches.

    Sylvania is also a place strong in magic, and this attracted those of less than scrupulous character. Many powerful Spirit Mages -- Necromancers -- fought over the right to be called the "Necromancer King", and also sought to supplant the Czar as the ruler of Sylvania. This conflict even spilled out beyond the borders of Sylvania, as power-maddened Necromancers sought to carve out kingdoms for themselves elsewhere.

    In the end, Sylvania was devastated. Fields were rendered incapable of producing crops. Magically-summoned pests spread disease, wiping out the populations of the crowded cities. Necromancers raided graveyards, raising armies of the dead ... then slaughtering whole villages in order to swell their ranks. Fortunately for the living, the "Necromancer Kings" all but destroyed each other, and a few heroes finished the job. But even without the Necromancer Kings, Sylvania was shattered into clusters of surviving villages, separated by wilderness filled with monsters. The carefully constructed highways connecting the towns crumbled into disrepair. Many refugees spilled into neighboring Tursdi and Chronotopia.

    Sylvania has never recovered. In fact, maps now show it as just another part of Gallis, even though there are many living there who would disagree to this designation.


    2.0 Major Locations

    Sylvania is located in the Nordika Region on the northern part of the continent of Ai. It is bordered by the Northern Sea (a.k.a., Vykarin Sea, Sea of Ice) to the north, Chronotopia to the east, Bosch to the southeast, Gallis to the south, and Tursdi to the west. Sylvania is mostly covered in forest, mountainous in parts (especially closer to Bosch), and with many swamps and caves.

    Traditionally, Sylvania is divided into several counties. Within each county, there may be one or more shires, each designated as a major town and the surrounding lands. Not all land in a county is assigned to a shire - wilderness isn't generally divided into territories until there's someone to live there. At some point in Sylvania's past, the land was divided into duchies. However, those who presently hold the title of "Duke" or "Duchess" only rule over counties, just as any count would. Furthermore, in the larger counties, which had been divided into baronies, these "baronies" have come to be known as counties as well, though the ruler may still hold the title of "Baron". With the dissolution of a strong central power structure, the exact meaning of titles has become blurred, and a duke has no more authority than a baron.


    2.1 Justininople (Firstkeep)

    This is the capitol of Sylvania, such as it is, home of the Czar. For many generations, the ruler of Sylvania has had the name of Justinian, and in recent history, Czar Justinian the Seventh passed on, leaving Czar Justinian the Eighth to carry on the tradition ... of ruling over a largely nonexistent country, and trying to coordinate a defense against far larger Gallisian forces.

    Though Justininople is far from the city it once was, and the palace has declined such that whole wings are kept mothballed and in disuse, it's still the largest settlement to be found in Sylvania. (That may change in time, though.) There is a modest but well-maintained airport, and there is modest trade with the outside world.

    There is hope that the innovations of the young entrepreneur, Eve Kurai, and her heroic brother, Count Feli "Jynx" Kurai, may bring better fortunes to Justininople, by way of a railroad that has been built connecting Justininople, Tempest County, Blackshire County, and several other parts on the east side of Sylvania with some already built railways in Chronotopia, and continuing on to the western part of Titania.


    2.2 Northern Shore

    Northern Shore is a county on the northern part of Sylvania, bordering the Northern Sea. Its most important town is Ivory Sands, a seaport and airport with a small fleet of fishing boats that cast their nets and hooks in the cold waters. The airport here actually sees more activity than Justininople, due in part to the almost negligible docking fees. Except for the occasional storm, the air tends to be calm here, and the cliffs running along the shores provide an additional buffer against the wind. The area has a problem with fog, though.

    Oddly enough, this county is ruled by an Aeonian (a unicorn), rather than a member of the usual "native" species. Given the legendary longevity of Aeonians, that would imply that she would be at least several centuries older than Sylvania itself.


    2.3 Tempest County

    Tempest County is to the south of Justininople and Blackshire County, fairly close to Spearhead Point. It's mostly a flat area, dominated by farmlands. However, roughly at its center is a tall, spindly plateau of volcanic rock that rises sharply in contrast to the surrounding plains, with the fortress known as Tempest Keep built on its spire. Curiously, even when the rest of the sky is cloud-free and sunny (a rarity in Sylvania), there will always be a dark, brooding cloud circling directly over Tempest Keep, frequently storming.

    It is theorized that this rock is the hardened core of a long-extinct volcano, and that the built-up earth around the core has eroded away, leaving this spire standing alone over the plain.


    2.4 Blackshire County

    Long ago, Blackshire County was originally "Black County", but its only shire (Black Shire) became associated with the name of the village, and then the whole county, giving it its apparently self-contradictory name as it is known today. The Kurai family has governed Blackshire County for over a century, though possibly longer. Given that the earliest recorded leader of this county, Phelix Kurai the First, is known as a duke, rather than a count, it's somewhat unclear just how this arrangement came about. Perhaps the line of Kurai goes further back, to a time when Sylvania had duchies. Perhaps Phelix Kurai actually came from some other nation -- where he had already earned the title of "Duke" -- and was awarded his own county and allowed to keep his old title as a matter of tradition.

    Presently, Blackshire County is governed by Count Feli "Jynx" Kurai, though due to a mix-up attributed to his successor, the mentally unstable Alysin Kurai, his sister, the Duchess Eve Kurai, originally inherited the title, while Feli inherited the lands. However, after Feli Kurai rid the local countryside of monsters, slew a vampire, and drove off Gallisian invaders, the Czar granted him the title of Count and formalized his rule over Blackshire.


    2.4.1 Blackshire Village

    This village -- actually a small town -- is built on a river bank, alongside a road that puts it on the trail between Justininople, Tempest County, and Northern Shore. For a long time, however, travelers routinely took a long detour to avoid the area, due to monsters in the region. Now that the monsters have been defeated, more wagoners have come through this village as a "shortcut" -- and as a stopover, since the opportunity now presents itself.

    Blackshire has its own stores, granaries, church, and even a schoolhouse, making it fairly upscale compared to most Sylvanian villages. A stone statue on a fountain in the middle of the town square serves as a testament to Phelix Kurai the First, a renowned hero that once ruled over the county. Although the fountain had long been inoperative, recent restoration efforts have gotten the water flowing again, and the town square now looks rather nice, a favorite stopping point for travelers through the area.


    2.4.2 Blackshire Keep

    This castle is of curious design, more of a mansion built within a court bounded by tall stone castle walls. The "castle" itself consists of a dome structure of stone, glass and crystal, with an extended hall leading off toward the east, and a tower rising from the center of the dome. It was originally built by Phelix Kurai the First, an Earth Mage of some considerable power and prestige. An especially wondrous feature of the castle is the Garden Hall: half of the dome is devoted to an indoor garden, illuminated by glowing moss and luminescent flowers.

    Even more curious, though, is that, during the time of the Necromancer Wars, the castle began to sink into a swamp that formed around it, until only the tower rose above the murky waters. Since this was a very gradual process, the lower levels of the castle were sealed against water, or sealed off entirely. At last, when the castle had sunk to the deepest point (where nothing was visible except the tower -- not even the outer walls), the only entrance was by means of a tower window that was modified into a door, with a wooden dock built off of it. The other windows were sealed off, and air tubes were run up from the castle to a level above the swamp water.

    Since the arrival of Count Feli Kurai to reclaim the castle, the swamp started slowly receding, and the tower began gradually rising above the muck. Over the next four years, the castle at last rose to its original position, and the swamp was reduced to a few murky pools of water as the castle grounds rose back above the water table.


    2.4.3 Whispering Wood

    The forest occupying most of Blackshire County is known as the Whispering Wood. As is repeated elsewhere in Sylvania, there are non-anthropomorphic Earth-type forest animals to be found here. These creatures are non-sapient, and while most of them correspond to Earth species (rabbits, birds, deer, squirrels, etc.) there are at times mutations to be found, due to Quantum Uncertainty.

    These beasts are occasionally hunted as game, though those creatures with sapient equivalents have a certain stigma attached in the minds of some Sylvanians. Therefore, wild boars are far more likely to be hunted than, say, rabbits or deer.

    For many years, hunting was practically impossible in the Whispering Wood, due to a long-standing curse. The animals of the forest would at first look normal ... but they would be unusually friendly, approaching persons traveling through the woods ... and then suddenly transform into monsters, attacking fiercely. If such a beast were slain, it would disappear in a puff of red smoke, rather than leaving any meat or pelt.

    In the woods, there is a clearing, in the center of which is a crater. According to local legend, there is some exposed Sifran crystal here, and at one time the crystal had been cracked, and a single sliver had been removed entirely. When Count Feli Kurai found this sliver (retrieving it from a vampire) and put it back into the larger Sifran crystal, the warped animals reverted to their normal, skittish selves, and this apparently lifted the curse. Furthermore, the weather, which had been constantly gloomy and overcast, cleared up. Now, although the winters can still be harsh, the weather in Blackshire County is fairly normal for this part of the globe.

    The trees of the Whispering Wood include many Earth-parallel varieties, as well as ironwood, warpwood and silverbirch, but cageroot trees -- with their stilted root system -- are especially prominent in the more swampy areas.


    2.4.4 Cemetery Hill

    There was once a cemetery on this hill, dating back from the time in which Sylvanians actually buried their dead rather than cremating them. (This practice of cremation became prevalent during the Necromancer Wars, to make sure that dearly departed loved ones weren't as likely to come back as part of the legions of the undead.) As is fairly typical of such ancient burial grounds, a powerful undead creature, a "Death Raven" (a Korv vampire) by the name of Horatio Bakula took up "residence" here.

    This Korv had once served in life as a Spirit Mage in the service of Duke Phelix Kurai the First, but dabbled in necromancy, and turned upon his master. The Korv put several curses upon the land, the worst of which was to transform himself into a member of the living dead -- an undead Korv that sustained itself by draining blood from the living. This monster was eventually slain by the young Count Feli Kurai, and in its death throes, it unleashed a violent storm that reduced the cemetery to ruin, and incinerated all of the animated dead that had been raised from their graves to serve the vampire.

    The gravestones were reduced to so much gravel, and all of the dead were reduced to ashes. The locals erected a simple land-marker to note the former location of the cemetery, and the site of the battle, but the forest soon enough reclaimed the hill. However, it did not remain undisturbed, for the Count's sister, Duchess Eve Kurai, ran her railroad past here, and built Blackshire Village's first railway station here on Cemetery Hill.


    2.4.5 Kurai Town

    The original name of the village has been lost to time, but a new settlement has sprung up atop the ruins of an old town at the western edge of Blackshire County, near the border with Tempest County. A colony of freed Savanite slaves from the City of Hands in the Savan Territories has moved here, with the blessing of Count Feli Kurai and at the suggestion of Duchess Eve Kurai, to build a new home for themselves. The Savanite immigrants chose to rename the town in honor of their benefactors. While most of the cottages are newly constructed, some of the old standing stone buildings from the previous town have been refurbished, including a roadside chapel that was the site of a battle between Count Kurai and some Gallisians who were desecrating it.

    The railway built by Duchess Eve Kurai also passes near here, and there is a small railway station on the fringe of town. Due to the ever-present threat of Gallisian invasion, there are fortifications set up around the town -- though it's impossible to fully enclose the surrounding farmlands -- and there are several lookout posts along the major road.


    2.5 Occupied Sylvania

    The southern part of Sylvania has been swallowed up by Gallis. A large part of the land was already deserted, full of ghost towns, ruins, empty graveyards, wilderness and swamps. However, those villages still occupied were conquered by the invading Chevaliers and Cuirassiers. Though the Gallisians would fervently deny this, some refugees claimed that the Gallisians were either forcing villagers out of their homes, or putting them to the sword, so that Gallisian settlers could take the land.

    For a long time, the Gallisians advanced no further than a location dubbed Spearhead Point, but they have since then managed to cover many more parts of Sylvania. What they couldn't reach by land, they eventually stormed by sea, sending naval vessels around through the Northern Sea to land on the northern shores of Sylvania, rather than trying to traverse all the swamps and ruins to get to the choice holdings on the north side.

    It has been a long-standing practice for Chevaliers -- knights in the service of the leader of Gallis (currently known as the Marquis of Fauxpas) -- to receive grants of land and freedom from taxes in exchange for their service. The part about freedom from taxation has gone by the wayside, but not the promise of land. Since the land given to a Chevalier goes to his children when he passes on -- whether or not they choose to continue his service to the lord of the land -- this means that eventually there will be a shortage of new land to grant to warriors.

    During the many times that Gallis has undergone a revolution in recent centuries, this problem was "solved" by confiscating lands of executed nobility and of those Chevaliers who did not serve the current regime. Sylvania has provided an alternative, as the leaders of Gallis have claimed land across the border and promised it to Chevaliers in exchange for their services. It is not known just how much of Sylvania has been marked off and promised to servants of the Marquis, but it is known that the Chevaliers are basically fighting their way across Sylvania for land that has already been promised them by the Marquis.

    Sylvania is no longer formally recognized by Rephidim, and Sylvanian titles are not officially honored by the Temple. On Rephidim-produced maps, what was once Sylvania is now shown as an extension of Gallis, and Rephidim has as much as given its blessing to Gallis' campaign to "restore order" to the wilderness and ruin of Sylvania.

    Occupied Sylvania is populated by Gallees and Gallahs from the south, though there are a few Sylvanian bandits and wandering gypsies of other species in the woods. In the southernmost territories, some Gallisian Chevaliers and young nobility have built estates, though the further north one goes, the more of a "frontier" the conquered territory seems to be. For one thing, Sylvania has a number of cursed forests where the vegetation regrows quickly despite attempts to clear it out. For another, Sylvania is saturated in Spirit Magic, and it is not uncommon for the murdered dead to come back as ghosts to haunt the living and to seek vengeance. Many a Gallisian Chevalier has fallen prey to a revenant of the previous occupant of his nice new country home.


    3.0 Major Species

    A number of species can be found in Sylvania, usually of types that have wandered in from other Nordikan nations. Even though Sylvania is not exactly "connected" with the outside world, the makeup is diverse enough that the appearance of some "foreign" species or even an Exile isn't likely in and of itself to provoke much reaction from the locals.

    Sylvania is a land saturated in magic, and touching Bosch, and this is reflected in a fairly high mutation rate. The mutations sometimes take the forms of ugly deformities, and have led to tragedies where a mutated child has been cast out, and grew up to become a feral "wildman" monster preying upon innocents. However, more often it takes the form of odd fur patterns, different colored eyes and such ... sometimes things that seem to have a deliberate, conscious design behind them, rather than a fluke of nature. Given how potentially hard it can be to define, say, the difference between a Kattha and a Khatta, if mutations can result in a plantigrade Kattha or digitigrade Khatta, species names aren't regularly used in casual conversation to identify people. Men are men and women are women, regardless of which species ... though when it comes down to issues of marriage, Sylvanians have fairly strict ideas on marrying within one's own species. (If they didn't, there would eventually be a lot less Sylvanians.)

    Individual Sylvanian villages tend to be comprised of members of a single species, unless they are located on a major road or otherwise have access to the outside world. (Otherwise, there might not be a large enough population base to support any single species from generation to generation.)


    3.1 Cervani

    The deer-like Cervani are found in small numbers on the east side of Sylvania, along the border with Chronotopia.


    3.2 Eeee (Sylvanian)

    Sylvanian Eeee look much like their "cousins" from Ashdod, but with one very important difference: they drink blood. Some Sylvanian Eeee are capable of eating small amounts of solid foods, but they are unable to digest them properly, and may get terribly sick from doing so. Rather than making appearances, Sylvanian Eeee are generally straightforward about their culinary habits. It should be noted, though, that the myth spread by Gallisians about Sylvanian Eeee being undead creatures and requiring the blood and life-force of sapient beings is patently untrue. (It is not to be said that Eeee preying on sapients is totally unheard-of, however. Sylvania has had a very "colorful" past.)

    While most Sylvanian Eeee follow the standard Eeee body structure of having a humanoid body with a bat-like head, semi-prehensile claws, and a separate pair of wings on the back, it is not an unheard-of genetic variation to have the wings and arms fused together, with "wing-arms" vaguely reminiscent in structure to those of Korvs, though still retaining a humanoid body form. (This genetic variation can be found in "Babelite" Eeee sometimes as well, but the tendency of Sylvanian Eeee toward a higher mutation rate makes this variation slightly more common.)

    A more common genetic variation of Sylvanian Eeee is that some of them have eyes that seem to glow red. It is generally believed that this is a magically based mutation rather than a natural one.

    Sylvanian Eeee have no cultural ties to Babel, despite the similar species name. Sylvanians will just call them "Eeee" rather than "Sylvanian Eeee", since not enough Eeee are seen in Sylvania to bother making a distinction.


    3.3 Gallee/Gallah

    Occupied Sylvania is pretty much populated by Gallee "settlers" and their Gallah servants. Gallah rogues can also be found elsewhere in the forests of Sylvania, preying upon Sylvanian and Gallisian alike. A few Gallees and Gallahs have filtered into Sylvanian society (what there is of it), since the clashes with Gallis have been going on for decades if not centuries.


    3.4 Human

    Humans are very common in Sylvania, especially close to the capitol city of Justininople, and near the eastern border with Chronotopia. Due to the influences of Quantum Uncertainty, wide genetic variation is possible, though the stereotypical Sylvanian is olive-skinned in complexion. There is apparently no genetic prohibition against, say, dark skin and red hair, and sometimes odd hair colors (pure white, blue, purple, green, etc.) can be found.


    3.5 Khatta

    Khattas are distributed across Sylvania, though they tend to be of the "housecat" variety, and are less numerous than the Korvs and Rhians. Those on the eastern side are more often black-furred, while fur colors tend to vary more as one goes westward.


    3.6 Korv

    Korvs in Sylvania are most often of the black-feathered raven/crow variety, though there are some incidences of the jay or magpie varieties further to the west.


    3.7 Rhian

    Despite Sylvania's sad state, it is still home to the highest population of Rhians on Sinai, and is generally considered the "homeland" for most Rhians.


    3.8 Savanite

    In recent history, a large number of refugees from the City of Hands have settled in Kurai Town in Blackshire County, and fortune has led some of them to travel further abroad. Slavery is not practiced in Nordika, by and large, although Olympia still has slaves, and Gallis has its indentured servants and rigid caste system. Although some superstitious locals view Savanites with suspicion, they are generally accepted as just another type of Kattha, only one that keeps quiet all the time. They are found in greatest concentration in Blackshire County, but some of them have wandered to other counties (generally those not yet under Gallisian occupation).


    4.0 Major Languages

    Sylvanian is the official language of Sylvania, and the one most in use in the rural areas. Rephidim Standard is generally known by the Counts (or other rulers), and by the general population of those towns with greater contact with the outside world. Toward the east, Bosch is found in use, while those closer to the south (and Occupied Sylvania) are more likely to know Gallisian. Silent Tongue has come into regular usage in Blackshire County, due to the increase in the population of Savanites there.


    5.0 Religion

    Due to the scattered nature of Sylvania, there is no "state" religion per se. Eastern Sylvania is strongly influenced by Chronotopian beliefs in the Great Gear. Occupied Sylvania is dominated by Gallisian anti-religion. Much of the rest of Sylvania has an odd hodge-podge faith that seems to borrow elements of Star-worship or even a hint of Earth-style Roman Catholicism, but with many Sinaian "patron saints" who are erroneously referred to as "First Ones". Holy symbols in Sylvania typically look like crosses ... a sort of "re-evolution" of the four-pointed Star symbol.

    Add to this a wide range of superstitious beliefs about good and bad luck, and about evil spirits. Some of it indeed has an element of truth to it, since Spirit Magic is quite real. However, not every abandoned house is haunted, and just because a dromodon gives sour milk doesn't mean that the village crone gave it the evil eye.

    Still, life in Sylvania definitely encourages people to jump at every shadow, and see a monster under every rock, so it's no great surprise that Sylvanians may tend to cling to superstitions of how they can ward off the ghoulies and ghosties. Most of the time, their superstitions won't be tested anyway. (Most of the time, that is.)


    6.0 Technology

    Sylvania is pretty much stuck in the middle ages insofar as technology, but technological concepts are not entirely alien. After all, Sylvania is the next door neighbor of Chronotopia, and Rephidimites occasionally visit in their airships. In a particularly well-insulated community, the locals might react badly to some strange piece of technology, but for the most part someone isn't going to be burned at the stake for striking a match.

    In the capitol of Justininople, the Czar's mother -- Chronotopian by birth -- has long championed the introduction of "modern technology" to Sylvania, though Sylvania simply hasn't the resources to draw upon to maintain the sort of equipment found in Chronotopia. Still, there have been numerous attempts, and Sylvania's capitol does have at least a few modest conveniences (such as indoor plumbing).

    She has found a new ally, however, in Duchess Eve Kurai, with her construction of the Trans-Sylvanian Railroad and the Duchess Line.


    7.0 International Relations

    As far as Rephidim is concerned, Sylvania is no longer an entity, but some Sylvanians think otherwise. Despite how the maps are drawn, it's still active on the international scene.


    7.1 Chronotopia

    Over the centuries, Sylvania has had its clashes with Chronotopia over various differences, but for the most part, Chronotopia and Sylvania have been sibling nations, having many cultural (and genetic) similarities. In the face of invasion by Gallis, Chronotopia has been slow to act on treaties that might oblige it to act in Sylvania's defense, because of division in Parliament.

    First of all, there is the question of whether Sylvania is really a nation anymore, or just an anarchy with a figurehead leader who can't control his own people. There have been bandits and pirates lurking in the Sylvanian forests, occasionally striking across the border at Chronotopia. There are those in Parliament who see Gallis -- as disagreeable as it may be at times -- as a preferable force of order and stability in the region. If they were to know about the Gallisian approach to claiming land for their nobility from the Sylvanians, though, they might think even less of the canines.

    Despite this awkwardness, Sylvania still engages in some trade with Chronotopia, largely in the form of lumber sent to Chronotopian paper mills. The construction of the railroad should greatly increase this contact, and might cause Chronotopia to re-evaluate the "non-entity" status of its Sylvanian neighbors.


    7.2 Xenea

    The leader of Sylvania, Czar Justinian, has been something of a traveler in his previous days as the Czarevich (heir to the Czar), and has a gift for languages. As fate would have it, the Czar Justinian met the Baron of Paradys, Zoltan Cambio, in Rephidim, and got a strongly favorable impression of the Vartan hero. Learning of the Vartan's strong sympathies for the free Savanites in the City of Hands, Justinian was one of the diplomats who attended the coronation of the Priest-Queen Third-Vision, despite threats from the Nagai Empire.

    The Count Feli Kurai and Duchess Eve Kurai have taken advantage of the Czar's anti-slavery stance, and have invited Savanites from the City of Hands to settle in Blackshire County. This overture has resulted in the settlement at the reborn village of Kurai, and certainly has won Sylvania a few points with the City of Hands.

    Although the City of Hands has since been destroyed, Xenea has risen in its place as an independent nation, and the new Priest-Queen hasn't forgotten Justinian's bold move.


    7.3 Gallis

    Relations couldn't be worse. Sylvania has had its clashes with Gallis long before, and it has had its periods of peace. In fact, some of the previous Czars even went to Gallis for their education. However, the repeated Gallis incursions into Sylvania would certainly be classified as acts of war, and Gallis has successfully entrenched itself in so many former Sylvanian holdings that it would be difficult for Sylvania to retake it all without being made out to be the aggressor. (Not that it has enough of an army to do so anyway.)

    Now, Sylvania isn't even recognized as a legitimate political entity, and Gallis is written in on the maps!


    7.4 Nagai

    Sylvania has earned an enemy in the Nagai Empire. Fortunately, the Nagai Empire no longer exists. Justinian's decision to attend the coronation of the Priest-Queen of the City of Hands was seen as a political spitting in the face of the Emperor-Potentate. With the current situation in the former "Nagai Empire" now, though, that has since become a moot point.


    7.5 Rephidim

    Rephidim no longer recognizes Sylvania. In response, several of the counts of Sylvania took it upon themselves to join the Nagai/Babel coalition in the war against Rephidim, which prompted their estates to become military targets by Rephidim and its allies, leading to even further devastation, and further justification for the Gallisian conquest. Things couldn't get much worse here.


    8.0 Government, Military and Law

    As of the present, Sylvania has very little of all three. It has enough manpower to serve as a guard for individual cities, but not really a standing army to provide a serious resistance to invasion. Ironically, the very things that crushed Sylvania as a nation also make it fairly difficult for invaders to take away Sylvania's land - and keep it.


    8.1 Czar

    The (supposed) military and political leader of Sylvania is the Czar, who rules from the capitol city of Justininople. In theory, the Czar's rule is absolute, but in actuality, the Czar must negotiate with each of the Counts for their support for any endeavors he might undertake.


    8.2 Counts

    Sylvania is divided into several counties, each of which is governed by a count. Due to peculiarities in Sylvania's history, some rulers of counties are called by the title of "Duke/Duchess" or "Baron/Baroness", though they have no difference in authority than a count.

    Due to the decentralization of Sylvania's power structure, counts are, in essence, kings of their own little fiefdoms, occasionally even clashing with each other.


    8.3 Sheriffs

    Under each count are sheriffs who act as law enforcers for one or more shires within each county. Each shire is typically comprised of a single major town and the surrounding lands ... though since towns come and go, and shift in importance, it is possible for this to change.



    9.0 Trade and Economy

    Sylvania may be a devastated land, but it still has some trade with outside nations - and between counties.


    9.1 Currency

    Though Sylvania may have once had its own currency, the most commonly accepted legal tender is the Rephidim Temple shekel. In most of the outlying villages, however, barter is the law of the land. In eastern Sylvania, Chronotopian silver exchange notes (or "blueprints") are sometimes accepted as tender.


    9.2 Major Exports

    Major Exports of Sylvania:

  • Cheese. Oddly enough, Sylvania is best known (in terms of trade) for its dairy products. While milk generally won't keep well enough to be shipped abroad, cheese exports are significant enough to warrant airship trade in Justininople and Ivory Sands.
  • Crops. Sylvania is generally agrarian, and while most just live off of the land, or produce enough to support themselves, there are still some fairly organized farms - many of them run by Chronotopians who have come over with knowledge of advanced farming methods.
  • Fish. The fishers in Ivory Sands (Northern Shore) are able to haul in quite a surplus in certain seasons of the year. During this time, their excess is traded off to airship merchants.
  • Lumber. Sylvania has a number of cursed forests, where towns and fields have been engulfed by quickly growing vines and trees, defying any attempt to rebuild. However, some Sylvanians have turned this curse into a blessing by going into logging. The "cursed" wood is not of the best quality, but it is available in abundance ... and there are plenty of forests in Sylvania to provide more mundane lumber as well. This lumber is exported to Chronotopia, where much of it is headed for Chronotopian paper mills.

  • 9.3 Imports

    Major imports of Sylvania:

  • Medicine. Medicines are in high demand amongst Sylvanians, since Life Mages aren't in abundance here, and the legacy of the Necromancer Wars means that minor epidemics pop up now and then. These are primarily imported from Rephidim and Chronotopia.
  • Thistlebark. Given the high paranormal activity in the area, and failed attempts at planting thistlebark groves in Sylvania, thistlebark has long been a valued import. The Nagai Empire has cut off the normal supplies of thistlebark to Sylvania, however, so it has to rely on independent traders selling at higher prices and smaller quantities.

  • 10.0 Education

    There is no true public education system in Sylvania, and the quality of education is generally quite poor. That said, the larger towns have traditions of schoolhouses, and any village is bound to at least have one village scribe, or an elder who can still read and write and teach the kids something in the way of history.

    The quality of living is significantly improved in Justininople and in Northern Shore. In the former, a Guild Hall of the College Esoterica provides some opportunity for those with magical aptitude to go off to study in Rephidim, and there are some private schools focusing on various major trades. In Northern Shore, the Countess has shown a longstanding personal interest in her people, and the town schoolhouses are of high quality, so that the average Northern Shore citizen can read and write and has at least a grade school level education.


    11.0 History

  • 4850 RTR The lands that would later be known as Sylvania are believed to be settled around this time.
  • 5100 RTR Some time in this century, the first Czar reigned, and Sylvania was born as a nation.
  • 5950-5981 RTR War of the Necromancer Kings
    Necromancers battle with each other to supplant the Czar as ruler of Sylvania, originally working together but then turning on each other when it appeared that the Czar was no longer a serious threat, in order to fight over who would be the "Necromancer King". At first, it appeared that the war was over when the one Necromancer King was slain by Duke Phelix Kurai the First, but several necromancers that had become undead monsters still terrorized the land for generations.
  • 5981 RTR Duke Phelix Kurai the First defeats the Necromancer King.
  • 5996 RTR Duke Phelix Kurai the First dies at the age of 38.
  • 6037 RTR Duke Phelix Kurai the Third flees Blackshire with his family.
  • 6045-6055 RTR The Dead War, Outbreak of the Green Plague
  • 6047 RTR The Green Plague runs its course.
    King Renard the First of Gallis begins northward expansion into what is now "Occupied Sylvania".
  • 6055 RTR Necromancer King Paxius slain.
  • 6072 RTR Czar Justinian the Seventh becomes ruler of Sylvania.
  • 6099 RTR Czar Justinian the Eighth becomes ruler of Sylvania.

  • 11.1 The Dead War

    The decade that stretches from 6045 RTR (Rephidim Time Reckoning) to 6055 RTR marks the darkest time recorded in Sylvania's history ... and even at that, records were certainly not kept with any great accuracy during that time. Fortunately, despite the deaths of the majority of Sylvania's population and the destruction of the power of its central governing authority -- the Czar -- there are still those who survived that era to try to piece together the events for posterity after the fact. Even so, it should be noted that Sylvania is but one of countless nations to be found on the surface of Sinai, and one which has no substantial diplomatic ties outside its borders. The history of Sylvania presented here is quite likely not known outside of its borders except to those who managed to escape from there or who have some other reason to, as scholars (perhaps), study its history.

    The year of 6045 RTR (and, technically, the autumn of the year previous) was marked by the outbreak of a multitude of diseases and pestilence. First, a disease affecting plant-life destroyed crops across the land. At the same time, the land was afflicted with swarms of vermites and other, more exotic pests, which decimated granaries and stores. The creatures brought with them disease, most notably the Green Plague, and as deaths mounted from the lack of food and from this disease, the Plague continued to spread, effectively wiping out the cities, only sparing those in the most remote of areas. Czar Justinian V, a human, was taken by the disease, and his son was spared only because he was being tutored in Gallis at the time.

    Wars followed, as the Green Plague seemed to run its course by 6047 RTR. It was not widely known that Justinian VI, now a young man, was still alive, and the Counts and Countesses soon began feuding over succession to the throne. Vykarin raiders began to make incursions (by way of the northern reaches of Chronotopia) and found many poorly defended or even abandoned settlements ripe for the looting. Gallis was not above taking advantage of the situation, as King Renard the First (there never was a Second) decided to "champion" the young Justinian's claim to the throne. Justinian was used as a figurehead, while King Renard's forces encroached upon the southern territories of Sylvania, looting and pillaging as they went.

    Ironically, Sylvania was spared from being completely overrun by the intervention of what the Czar had, in life, considered his most severe foes: the Necromancers. Although they had been greatly weakened and were thought to be defeated with the slaying of the so-called "Necromancer King" by Duke Phelix Kurai the First in 5981 RTR, it soon became apparent that they were yet a force to be reckoned with. After all, many of the Necromancers had passed on from mortal life ... into un-life.

    The ranks of their undead armies swelled greatly by the devastation wrought by all this chaos, the Necromancers struck against each other, the surviving Counts, and the raiders alike. Many poodles and Vykarins soon joined their ranks, not just due to the conflict, but due to resurgences of the Green Plague and various other diseases as well.

    Eventually, the Necromancers seemed to be spending more time directly fighting each other, with any other casualties simply having the misfortune of being caught in the middle. During this period, the appearance of diseases dropped off dramatically, and there is much justification in suspecting that the appearances of these diseases were magically or otherwise artificially inspired. Further suspicion of the involvement of magic is tied to a number of "natural" disasters occurring during this period, such as earthquakes, volcanic eruptions, floods and tornadoes in a land with little to no history of such occurrences ever before -- and certainly not to this magnitude.

    Although there are still rumors of Necromancers yet to this day in Sylvania, the general date placed on the end of this period would be some time during 6055 RTR, with the destruction of the so-called Necromancer King Paxius, and that of the Avatar of Necropolis. The skies, which had become continually overcast and clouded, refused to change, and so it was quite some time before anyone could really believe that the worst was truly over.


    11.2 The Return of the Czar

    It was not until 6072 RTR that Justinian VII "returned" to Sylvania. His father had died in Revolution Park in Fleaufille alongside King Renard the First in yet another bloody Gallisian uprising. However, Justinian VII had been secreted away as a child by monks, whisked away to a location no assassin would be fool enough to seek out: the Sanctuary of Order, just within the borders of Bosch. Justinian VII, previously known as "Phillipe Duval", had managed to make good use of the education provided to him by the monks at the Sanctuary of Order, and, under the assumed name, became a successful businessman in Gallis, dealing in arms and armor. His return to Sylvania was accomplished with a sizeable mercenary force -- Even though he was not expecting much, even so, he was still taken aback by just what little there was to be found of the homeland of his ancestors.

    The self-proclaimed Czar's throne was in the old capitol of Firstkeep ... a city with no subjects. There were no bodies, since the Necromancers had done a thorough job of "recruiting", and time and nature had taken care of the rest. Czar Justinian absorbed the meager estates of three lesser Counts eager for the protection promised by Justinian's forces. For the duration of his reign he spent all of his time and effort trying to extend his authority further.

    Justinian the Seventh met great opposition from the descendants of the Counts who had served his grandfather. His heritage was frequently called into question, since he had no proof other than the word of the monks of a distant Sanctuary in an insane land ... and the fact that he happens to be a human with some resemblance to surviving paintings of the previous Czars.

    Up to the point of his death in 6099 RTR, his influence was only comparable to any of the most powerful of the Counts, and he was never able to guarantee his neighbors protection from the raiders and bandits that make their bases in the wilderness. Therefore, he never really gained serious recognition from other political bodies.


    12.0 Bandit Kings

    One legacy of Czar Justinian V was the completion of a network of roads interconnecting every County of Sylvania, and even reaching to its borders. Since the Dead Wars, this has deteriorated greatly, except in the domains of Counties where the Counts have had inclination and resources to attempt maintenance to some degree. Even despite this decline in quality, the wilderness has not quite reclaimed the roads (except for where they were swallowed by swamplands), and travel is still possible by foot or wheel. Since the Sylvanian forests are thick and tangled enough (and generally believed, with good reason, to be full of dangers) to prevent practical travel, travelers are bottlenecked into these roads.

    To those bandits who have (largely by "natural selection") managed to establish strongholds in some of the "safer" sections of the wilderness, these travelers present prime pickings. Some take the straightforward approach of raiding caravans, but this method forces them to move on to find new targets, as pickings will eventually dwindle ... or they'll eventually meet too strong of opposition. The most successful bandits take an approach with more of a veneer of "respectability" by charging "protection fees" for passing through certain forests, or else charge tolls for going across bridges. (Their true nature is revealed in that they won't give you the option of finding another way across the river, or going through the forest without their "protection".) They may even be so "generous" as to offer discounts to frequent customers.

    The most notorious "Bandit King" would be Count Karstein, a vampiric Eeee with the stereotypical deformity of having glowing red eyes, and the not- entirely-unheard-of mutation of having completely white fur (but black head hair). While he claims an entire County, no farmland remains, having been claimed by swamps or overgrown by the expanding wilderness. He has only a crumbling castle on a high precipice virtually inaccessible by foot, and only a few minions -- several Korvs and a few fellow Eeee (some of whom may be relatives). While he is apparently quite alive, and there are no reliable reports of any supernatural activity in his domain, the gypsy-like Wanderers believe that he has some sort of foul pact with the forces of darkness that allows him to guarantee his "customers'" safety, since he apparently hasn't the military might to keep his land clear of hostiles.


    13.0 Wanderers

    Many of Sylvania's residents fled their homelands to avoid the plagues, famines, wars and other disasters, and simply never stopped fleeing. There are also those who lived transient lives even before this horrible time. They are known as the "Wanderers".

    (OOC: In some logs, it is likely that they may be called "Gypsies". Though there is no good reason for this word to actually exist on Sinai, consider this to just be a "translation" to English, for the sake of the reader, not a literal use of the word.)

    Like the Wanderers' own rumors about Karstein, many whisper that the Wanderers have some sort of pact with the supernatural forces, such that they are protected from the undead or other monsters of the night. Others simply suspect them of having mages in their midst, and this is bolstered by the claim of many Wanderers that they can tell the future and one's fate.

    For certain, the Wanderers are a very superstitious lot, and very averse to remaining in one place for very long. They live out of their wagons, which are homes on wheels, and even if they did want to settle down, they would likely be driven along by the locals, since they are widely regarded as con artists, cheats and thieves. This accusation is often borne out, though some could claim it as being a case of "self-fulfilling prophesy".

    The Wanderers are not really a particular species, let alone race, though their numbers are dominated by Korvs, Rhians and Khattas.


    14.0 Magic

    Mages are frowned upon in Sylvania at best, persecuted at worst. As scattered as the populace is, and as broken as communications are, there is a widespread belief that magic is the cause of this land's troubles, and thus it is widely shunned. Technology has not served to fill the void, since Sylvanians do not have the resources to doggedly pursue technology (despite the frustrations of Quantum Uncertainties) like the Chronotopians or Titanians do.

    It has not always been this way, of course -- For instance, Duke Phelix Kurai the First happened to be an Earth Mage. However, in the wake of the Dead War, there are many who take the attitude that all magic is bad, and would rather not even trust Spirit Mages to ward off monsters ... since most of the Necromancers were originally supposed to be fulfilling that role before they turned to more evil practices.

    It is rumored by some in the circles of the College Esoterica (very few, since Sylvania is hardly a hot topic of conversation) that magic at times behaves erratically when it is practiced in Sylvania, perhaps as an aftermath of the great battles between the Necromancers, and whatever lingering effects account for Sylvania's permanent change of weather. One could try to make a great leap of reasoning to suggest that maybe somehow Bosch's Forbidden Zone expanded its territory without anyone knowing, especially since airship travel over Sylvania is sometimes just as hazardous as in any Forbidden Zone, thanks to the wild storms. There are rumors of "haunted forests" where the trees are twisted to look as if they have contorted faces, and where various strange things happen ... but then, there are rumors about just about everything, from true vampires to werecreatures to ghosts to armies of the walking dead.


    15.0 Prejudices

    Shapeshifters are most certainly unwelcome in Sylvania. Many of the powerful Necromancers made use, in one way or another, of shapeshifting powers, either for themselves or their minions, or as an affliction upon the as-yet-living. There may be more than rumor to curses placed upon certain families in the distant past, passed down through the generations (though sometimes skipping a generation or two), whereby some unsuspecting person would, upon certain alignments of the Guides of the Procession, change into a ravenous monster, devouring innocents. Since it is no longer easy to track the movements of the Guides of the Procession, thanks to the perpetually overcast skies, and the legends vary so greatly anyway, one could expect such an attack at any time! ... or, that is, if one is to believe such legends.

    Due to these feelings, shapeshifters of any sort could very well be attacked on sight, even if they have previously demonstrated a benevolent nature to the locals, and even if they can try to claim a peaceful nature. (Unfortunately, there are all too many legends of "crafty" Werecreatures claiming their benevolence, only to strike at a more opportune time.) Even if a peaceful resolution could be reached, the shapeshifter would likely be asked, in no uncertain terms, to leave and never return.

    Mutants are received differently depending upon the region. The vampiric sub- strain of the Eeee, after all, is generally considered to be entirely a mutation, and evidences a great deal of genetic deformity in its own line. However, there might be some county entirely populated by, say, Rhians, humans or Korvs -- and some have been isolated long enough that they may react negatively to anyone of a different species ... let alone one who appears to be mutated in some fashion beyond what seems "normal". Let the exotic traveler beware!


    16.0 Names of Note

    The following are a number of different people of note in present-day Sylvania and in its history. The facts presented here are subject to change with plot developments.

  • Count Karstein: A vampiric Eeee with white fur, black head hair, glowing red eyes, and a tendency toward wearing black capes with dark red lining. (This is not unusual attire for Counts in Sylvania by any means.) It is a poorly-kept secret that he maintains his estate by extortion, charging tolls and protection fees on travelling caravans. Darkhold County, his estate (which he rules from Darkhold Castle) is located toward the southern regions, in a "pass" of sorts between thick wilderness and swamps. Most of his "business" is with travelers who come from Occupied Sylvania.
  • Czar Justinian VIII: A young man known alternately to be flamboyant, eccentric, a simpleton, or simply insane, depending upon what rumors you believe. Most reports agree that he is easily distracted, and seems perpetually unkempt, and with very garish tastes in attire. (It is said he is color-blind, but insists upon picking and even "designing" his own clothing.) While he shows no real aptitude for his studies and many believe he hasn't enough focus to be a ruler, those close to the Czar's court realize that Justinian has a remarkable grasp of languages, knowing just about every language of Nordika, and several more -- No one is quite sure who is to be congratulated for teaching him some of these languages. He is also said to be a decent (though not especially talented) swordsman. He has a great desire to "see the world", and often does so. Pinning him down long enough to actually take care of business at home is quite a challenge.
  • General Torg: This massive Rhian is loyal to the royal family, and since he was appointed to this rank by the Czar, he has demonstrated his fitness to the title again and again by driving off forces challenging the throne, bandit raids, and other dangers not openly spoken of. He was one of the few members of the previous Czar's court who did not speak Gallisian -- and this is largely by insistence on his part, as he openly despises Sylvania's southern neighbor. Despite his demonstrated ability on the battlefield, he has often argued in favor of attacking Gallis, even though Sylvania has nowhere near the strength to pursue such an undertaking with any hope of survival, let alone success. Since there are no current "campaigns" to be undertaken, he is often seen accompanying the Czar on diplomatic missions, vain as they may be.
  • Lady Isadore: The wife of Czar Justinian VII, mother of the current Czar. She is Chronotopian by birth, but educated in Gallis (which is where she met the one who would be her husband, before his return to Sylvania). A true Chronotopian, she has encouraged the undertaking of certain modest technological improvements in the capitol, though greater accomplishments are simply beyond Sylvania's resources at present. (Chronotopian technology requires full-time, dedicated maintenance and downright stubbornness to see anything through.) Partly influenced by the Chronotopian fears of Bosch, and built upon by Sylvania's history, she has developed a mixture of fear and hatred toward practitioners of magic, even those of the benevolent arts. She continually urged her husband to enact laws against the practice of magic in Sylvania, and for him not to have any dealings at all with the College Esoterica. Now, she tries to influence her son, and is distraught at his association with the City of Hands and their "warlocks" (the Twelve-times-Twelve).
  • Czar Justinian VII: (Deceased.) Merely a nominal leader of Sylvania, he at least controlled the largest tract of territory. (Many claim to control more than he did, but their "control" is simply the lack of competition, in most of those cases.) As for his attitudes toward magic, he tried to stay neutral, neither wishing to oppose his wife (or those with a like mind among his people), nor to drive away potential allies who might be able to help him fight the troubles of his land (such as the Collegia Esoterica and their meager Guild Hall in Justininople).
  • Countess Draco: Another vampiric Eeee leader, Countess Draco is a bat with pitch black fur and head hair. She does not sport the glowing red eyes that vampire bats stereotypically have, but has solid black irises, resulting in a rather striking effect with the whites of her eyes being the only contrast against a black face. Like many Counts, she is fairly secluded, living on a castle on a rocky precipice on the shores on the northern border of the country. She actually has sizeable holdings, with fishers, farmers and even miners within her domain, and therefore has proven to be an important ally to the Czar. However, she has become increasing displeased as the Czar seems to be making less and less progress toward rebuilding Sylvania, and there are rumors that she may deem herself a more worthy ruler of the land. There are also rumors that she is an alchemist, one who dabbles in experiments that walk a fine line between science and dark magicks.
  • Anastazhia do Romano: One of the few black Khattas of note in Sylvania, this former "Gypsy Queen" with Sylvanian roots is now somewhat well known in operatic circles world-wide. She is not only a singer, but an actress and dancer as well, though her peak of fame and popularity would have been a few years ago. She has, in recent years, resorted to various "gimmicks" and "publicity stunts" in increasingly desperate attempts to cling to the spotlight. Still, she does have a following, and occasionally tours the few courts in Sylvania, the closest thing to a celebrity (other than the Czar) available to these people.


  • Back to Politics: Section 7.6.5