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Gerth

[nation]


Pronunciation: (gehr-th)
Continent: Aimsir
Land Area: 1,146,000 square miles
Lenth: 1,100 miles north to south
Width: 1,150 miles east to west
Coordinates: 20° N to 43° S, 15° E to 82° E

A sister country to Reithe, Gerth focuses on older methods for its industry. The land is heavily forested, and the people of Gerth are masters of forest agriculture. They trade heavily with Reithe in food, lumber, and technology. Gerth is mostly human with smaller ulfar and baumeni populations.


Cities

  • Ainmhi - Inland post town along the road leading to Reithe, home to expansive hot springs
  • Bri - Cutural center of Gerth, home to fabled rejuvenating hotsprings
  • Broigheall - Rests along the borders of Gerth's pervasive forests, to the west
  • Caonagh - Coastal town with beautiful tide pools
  • Cnis - Eastern coastal city nestled upone the jagged coast of southeastern Gerth
  • Dheas - Southernmost city in Gerth, a trade route city that links Gael to Aimsir
  • Ghail - Coastal town along the east coast
  • Grafan - Nestled among the fjords of Gerth's northern coast, this city is a gateway to the bay
  • Ialus - Coastal town home to the largest waterwheel on the planet
  • Lus liath - Monastery nestled between the coast and the great fields of wildflowers of Gerth
  • Maol - The cultural, political, and agricultural center of Gerth
  • Neantog - Gerth's agricultural herb producing area


History

The nation of Gerth was formalized after the Council of Ceilidh, a reformation of the kingdom of Gherth'tah. Gerth has always been the ancestor of the Kingdom of Shak'tar. Shak'tar was conquered by Tael'Reshk, though the region maintained their loyalty to Shak'tar ideals. The southern region and the coastal region both seceded from Tael'Reshk when the opportunity arose, though by that time the cultures of the old Tael'Reshk and Shak'tar had become significantly intertwined. When hostilities between the east and the west surfaced, the two nation's joined together to repel invasion

This cooperation was the first step in putting their history behind them, and their relationship continued to develop in the Age of Balance. The two nations cooperated in sending scientists to form a colony on the continent of Saoirse for the purpose of exploring and learning about the region. At the present day, the two nations are formal allies and engage on a wide variety of diplomatic issues

In the Age of Honor, the people of Gherth'Jhaa developed waterwheel technology, and engaged in a large construction project to build massive versions of their waterwheels. The waterwheels are still in use in the present day, and are considered a source of national pride

During the First Age, Gerth experienced a severe ecological disaster known as the blight. The origins of the blight were never discovered, though signs of the blight were first discovered in the Ehkehki mountains. The blight spread to the north, killing a third of the Flaithiuil forest and destroying the Great Willow tree planted by the Baumeni. The blight would also spread west to southern Reithe destroying everything in its path. Southern Reithe's ecology never recovered, and is still a barren wasteland. The blight's effects crept into the Sliabh mountains and spread through the area which is now the Pikwata desert. The blight was eventually rooted out, and the Baumeni helped Gerth to replant the Great Willow and restore the forest

Timeline


Government and laws

Gerth is overseen by a Chancellor, an office which was created shortly after the Council of Ceilidh. At that time, the position was barely different from the King's position and it remained a powerful position for nearly a million years, until Gerth formed the Royal Senate near the end of the First Age. Over time, all of the power was moved into the Senate, leaving the Chancellor stripped of any real power. Despite this reduced authority, the office continued to hold influence. Many senators are former Chancellors

Below the Chancellor is the Royal Senate, in which the laws of the land are decided. The senate consists of 37 seats. Three senators are elected from each hamlet, though the monastery of Lus liath only ever sends one senator. The 35th seat is held by the Minority Minister. The senate determines laws at the local level and at the national level, though any national law can be vetoed if all three senators from a hamlet vote against the law. In this case, the law does not apply to any hamlet with a three vote veto. Many proposed laws will include a stipulation that the law will not take effect in the case of a three vote veto

Hamlets consist of a major city and the surrounding towns, and will often have a mayor to oversee daily business in the city, though some cities forgo this position. Each hamlet has a minimum of one marshal, an honored position that requires excellent combat skill and tempered wisdom in equal parts. It is the responsibility of the marshal to protect the inhabitants of the city, track down criminals, and to expose injustice within the society. Marshals typically train from a young age, and when they take their position, they choose an apprentice which they train to replace them

The death penalty and incarceration are strictly prohibited within Gerth. Those committing crimes are flogged, or exiled if the crime is violent. Drawing blood is a serious offense in Gerth, and even public flogging is not allowed to break the skin. Even Marshals are not exempt from this rule, if a marshal sheds blood unnecessarily they will immediately resign. If the marshal kills on three occasions even where there was no other alternative, they will resign as soon as a apprentice can replace them

Laws and regulation of business and society are common and tend to be strictly enforced. Laws governing personal freedom and behavior are among the loosest on the planet


Society and culture

Religion

Values

Dress

Food

Music and Arts


Flora and fauna

wiki/gerth.1453421476.txt.gz · Last modified: 2016/01/21 19:11 by caleymccready