Atralonia (Asylon Supplement)
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The Empire of Atralonia is an expansive human monarchy in central Aina. It has existed for just over 450 years, and in that time has grown from a cobbled together federation of separate, squabbling kingdoms into the leading force for diplomacy and military might in all of Aina. It is ruled by the Doxim lineage, an family which can trace it's heredity back to Valde Doxim, a semi-legendary historical figure who ascended to godhood at the end of his life. Currently they are ruled by Camilla Doxim IV, known for inheriting the throne at age 10 and--in spite of that--ruling the country almost as well as her grandfather, Cephorus III, who ushered in a second Golden Age for the Empire. Strictly speaking, there is no law stating that a Doxim must rule, but there hardly needs to be in the eyes of the people, when the Doxim lineage is descended from godhood.
Though the Emperor or Empress has absolute power, he or she is nonetheless guided and counseled by an Imperial Senate, made up of ancient noble bloodlines as well as democratically elected representatives. These nobles are elected by virtue of their birth and are elected for life, and serve as governors for each of Atralonia's six regions; the representatives are chosen by each landowning citizen in Atralonia, and serve for terms of three years. The Senate is invariably held in the capital city of Atralon, at the Senate Hall of the Imperial Palace. They convene once every three months for one week, just before the national celebrations for the Solstices and Equinoxes.
The lands of Atralonia stretch from Cydonia in the West with its wilderness frontier and constant sorties with the monstrous races to Wayrest with its access to the Stridflow river in the midst of stretching pastureland in the east; from Lacusium with its grazelands in the Alessian Highlands in the north to the bustling naval market of Port Vento in the south. There is a successful road system completed by Empress Camilla I in 4e 43 that stretches across the entirety of the Empire, and a highway reaching abroad as far as Ersatis completed by the Dark Empress Galvene Llothri in 4e 216. It was a substantial milestone in opening up lucrative trade with the Dunmer.
By far the most well-known site in Atralonia is the capital of Atralon. An almost completely pristine relic from the Great Merran Empire, it is an invulnerable fortress that has stood the test of time for over 3500 years. Countless people from powerful wizards to kings and conquerors have walked its shaded streets and carefully-planned neighborhoods; the main complex of Atralon proper is home not only to the headquarters of the Imperial Legion, the Imperial Senate, and the Imperial Palace, but also Atralonia's prestigious Arcane University. Across the rest of Atralonia, ancient Merran ruins lie in wait for the intrepid adventurers.
Finally, Atralonia has held a long-time peace with the Gryphons. Gryphons in Aina are tantamount to dragons, and the bravest and most elite of Atralonia's troops ride them into battle. Gryphons also provide fast, aerial transportation to the citizen with enough coin.
Heraldry: As a unified empire, Atralonia's symbol is a pair of silver Gryphons rampant facing away from each other on a dark blue field. Several of the noble lines of Atralonia (typically descended from the ruling families of the ancient kingdoms of the 3rd Era) have heraldry of their own which they use to identify themselves amongst the peerage.
- House Appius: A silver chevron on a plain blue field.
- House Lutrova: A single red star in the middle of a white and cobalt checkered field.
- House Juba: A red and gold diagonal (Northwest to Southeast) band on a green field, with a gold laurel in the Northeast corner.
- House Reinia: A black field featuring a silver escarbuncle.
- House Yuan: A golden eagle on a red field, surrounded by six golden stars arrayed in a circle.
- Imports: Airships, Horses, Mercenary Services, Armor, Education
- Exports: Wine, Agriculture, Livestock, Manufactured Goods
- Cavalier: The charging knight with an army behind her is one of Atralonia's iconic images. These charismatic and chivalrous defenders have an honored position in Atralonian society, with the greatest of them sometimes being allowed to ride a Gryphon into battle.
- Cleric: Atralonians have a longstanding tradition of worshipping the Nine Divines, and also of having an almost peerless military. These two forces often combine in the form of the Cleric, the wandering, pious warrior and healer. Most Atralonian clerics worship En-Salus or Utsirte, though this is not by any means the definitive list.
- Fighter: If the Cavalier is the symbol of the Atralonian military, then the rank-and-file soldier is its backbone. Fighter is one of the most popular class choices for Atralonians considering the nation's mandatory four years of military service. These characters are most often found utilizing group tactics--favoring the spear and shield--and are considered to be some of the greatest masters of melee defense.
- Paladin: While perhaps not as numerous as the Dunmer Paladin, Atralonians prove to be just as fervent in their devotion to the cause, and make fine Paladins. These warriors are often seen detached from the official military, choosing instead to be the strong arm and shield of one of Atralonia's churches, or perhaps finding the life of a knight errant more to their liking.
- Barbarian: Simply because Atralonia is the most civilized nation among the humans doesn't mean that it is nothing but cultured swine. There are many roaming tribes of humans in Atralonia's borders, and the barbarian is a popular class choice for their defenders and protectors. Also, along Atralonia's Western frontier, many warriors feel that rage and fervor is the only way to combat the daily raids from monstrous races, making it a popular class choice in the Greywood area of Westreach.
- Inquisitor: Although Atralonia worships the good deities of Asylon, that does not mean that dirty work never needs to be done. On the contrary, it is sometimes necessary to protect the public image of a deity who must ask its followers to do questionable deeds for a noble cause, and the Inquisitor--while not a popular choice--is nonetheless a viable option for Atralonian adventurers. Valde is a popular deity for these characters.
- Witch: The aforementioned wandering tribes oftentimes need to make use of magic, and roving bands of gypsys are no different. For these people, the life of a Witch can be exactly what they're looking for. These characters are often treated with equal part suspicion and wonder by Atralonian city-dwellers.
- Oracle: Oracles are rare all across Aina, and Atralonia is no different. Whenever deities do call individuals to service, it is most oftentimes in the capacity of Cleric or Paladin. Some deities, however, choose to make an Oracle out of one of their followers; it seems that Asha does this most often. Oracles in Atralonia are often in possession of the Heavens or Lore mysteries, and thus often serve as prophets and spiritual guides.