sonder spring 1716

Guidebook

Nations There are four nations that comprise Sonder's world: Rionnach, Éireland, Ildhrune, and Da'Ira. Each nation is its own country, operating with its own rulers, laws, and cultures.

Citizenship

Mirroring real life, a character's citizenship is what nation they currently live in, and what laws they are currently subject to. It is based purely on physical location. If a character lives in Rionnach, then they are a citizen of Rionnach. If they move to the nation of Da'Ira, then they become a citizen of Da'Ira. Travel between nations is often difficult, but not impossible. Justification for travel might be required at a nation's border, but some nations are more lax about security than others. Visitors and immigrants caught doing anything against the laws of their resident nation may be subject to more extreme measures of punishment.

The nations of Sonder, which each have their own laws and political landscape, are as follows:

Rionnach

Diverse, multi-cultured
Éireland

Wild, feudal
Ildhrune

Structured, devout
Da'Ira

Democratic, egalitarian

Each nation enforces its own laws and customs upon its citizens. Read below for some more detail on the rule of order and political parties in each nation. To learn about the cultures mentioned below, read more here.

Rionnach

Overview. Rionnach is governed by a parliamentary monarchy. A king and queen are the ruling parties, with influence from a parliament of around thirty members. It has a socialistic-capitalistic blend for its economy. All important roles in Rionnach's government are filled by NPCs in order to ensure an egalitarian landscape. Rionnach operates as a traditional kingdom might, with power allocated at the top. Every citizen must pay their fair share in taxes, and participate in the economy of the nation under the purvue of the current ruler. As such, large disparities exist between the different classes. The wealthy often own large swaths of land, while the poor are meant to live on scraps. Education at the College of Eòlas is currently free. Poorer citizens are often required to enlist in Rionnach's strong military, the Imperial Army.

Culture. Because of Rionnach's fractured internal politics, it has three distinct cultures -- more than any other nation. These cultures are: Highlander, Lowlander, and Mainlander. These are diverse, geographically-based, and reflect different aspects of Rionnach's unique landscape.

Language. The standard language is English, and all citizens are expected to be fluent as such, though a large swath of Rionnach's own residents speak Scottish Gaelic and consider that their mother tongue.

Laws. All existing laws reflect the current monarch's rule and are subject to change as the government evolves. Generally, Rionnach adheres to a standard court system and rule of law. Criminal behavior, even for trivial crimes, is punishable to the highest degree -- even death. Slavery is illegal. Divorce is legal if fault can be proven in court. No-fault divorce does not exist. Witch trials (a practice common amongst Highlanders, and once illegal) are now legal, and anyone consorting with the Fae will be imprisoned.

Religion. Rionnach is without an organized religion. However, those of Highlander culture have long believed in the Fae, which are mysterious creatures borne of folklore. While the Mainlanders of Rionnach typically did not subscribe to these beliefs, there have been unusual phenomena observed over the years. Some wolves have previously not appeared to age between years while others have appeared to become younger. At first, it was easy to dismiss these phenomena as rumors. But while Fae sightings were often disputed and regarded as false within most official courts, wolves have been noticing oddities like these more often...and with less room for doubt. After time simply froze in the winter of 1711, ages once again jumped up and down, and deceased wolves seemed to come back to life, there is no longer any room for doubt amongst Rionnach's citizens of the existence and power of the Fae -- and they are afraid. When presented with other belief systems, however - such as the ridiculed "star gods" - citizens of Rionnach, regardless of their cultures, tend to balk.

Politics. Rionnach is seen to most as a traditional nation which is, oddly, at war with itself. As the only nation with distinct political parties, its citizens struggle against deeply entrenched beliefs and sub-cultures. Indeed, Rionnach has recently seen a civil war amongst its own people, and the fate of the crown remains tenuous. Neighboring nations may see this infighting as an opportunity, as Rionnach is often too concerned with its own infighting to consider another nation bringing a fight to its door. At current, there are three main parties that will affect future leadership in Rionnach. While not every wolf cares to participate, many have formed their opinions.

Royalist

uphold Mainlander values and the current unification
Jacobite

espouse Jacob’s ideals of freedom and independence
Voxi

dismantle the monarchy and create a democracy
Undecided

unsure or uninvolved




Order • Scientific Discovery • Monarchy with socialistic programs

Supporters of the Royalists acknowledge that order is difficult to achieve and that destroying the system to build a better one will often harm those that you’re trying to protect. All dreams and governmental systems stand upon the broken backs of the poor no matter how much you try to claim otherwise. As such, royalists are adherent to the laws of Rionnach and only push for change within the existent system.

  • They want to bolster economic participation from the Highlanders, denounce useless superstitions in the country, and truly march toward unification. This would help reduce wealth disparities across the country
  • They want to invest in the Imperial Army and College and continue to offer healthcare and medical services for free
  • Under King Beltane and in respect to his familial legacy, they wish to move away from the time of rebellions and suffering and instead find stability




  • Freedom • Parliamentary Overhaul • Parliamentary-Monarchy but with more power to the Mayors and Clan Chiefs

    Supporters of the Jacobites believe that the conquering and the unification of the lands was unjust. They want independence and freedom from the commonwealth, by - nearly - any means necessary.

  • They want to champion Highlander customs so that their people cease to be treated like “overly-superstitious wildlings that need to be reformed”.
  • They wish to focus on promoting religious freedom, marital freedom (abolishing the law against no-fault divorce), as well as adjusting required taxes to the crown.
  • They believe that finances should be managed by smaller leaders (such as by the Mayors or Clan Chieftains) and that it’s the responsibility of those elected to pay what is due to sustain the nation's army. Medical care and education would also be the responsibility of each town, giving more power to the people to have a system that works for them in their communities.




  • Representation • Equality • Peace

    Members of the Voxi don’t necessarily hate anyone, but they acknowledge that having the country be (at least partially) at the whim of a King or Queen born of royal blood is imprudent at best. As the Leader of the Voxi party, a shadowy figure known as the Voice is advocating for change by starting with hearts and minds. Voice promote equality and unification of a different kind, a governmental system where all voices are heard equally. There is one criticism that the visionaries must face, however: what, pray tell, will this new government look like? Because no one can agree, the Voxi party is often viewed as the most radical and the most chaotic. Voice attempts to assure her supporters that if they all work together with kindness and warmth in mind, they will find the perfect system.

  • Voice wishes to abolish the monarchy and restructure the parliament to feature representation from each of the three main regions (Mainlands, Highlands, Lowlands).
  • Voice intends to put a limit on the amount of wealth that can be accrued by an individual so that education can be free as well
  • The rest is lost in the sea of voices that the Voxi represent, but perhaps some level of institutionalized voting can help steer the Voxi toward a more definitive proposal of this new government.
  • Important Institutions/Locations. The capital city is Rionna, located in the Mainlands, which encompasses the royal palace, Castle Stuart. The nation's university is the College of Eòlas, which is also within the confines of Rionna. The Imperial Army is the nation's standing army and is headquartered in the Imperial Barracks, located in Yorkshire.

    * Rionnach is governed by NPCs through the Staff. Leadership in this nation is not challengeable.

    Éireland

    Overview. For a long while known to Rionnach citizens as "The Hinterlands", Éireland is taking back its true name - and its true customs. The lands of Éireland are inherently feudal and temperamental in nature. The lands have a reputation for being hard and brittle, and tense territorial disputes over limited resources have resulted in a wildly disorganized political structure. Those who live here are known to be wily, survivalistic, and clannish. Natives do not usually subscribe to the ideas of nobility or centralized government; families and clans might each have their own customs and individual hierarchies. Indeed, the peoples of Éireland do not have any unifying belief other than that they should be left very well alone. Natives are not particularly inclined to involve themselves in the complicated politics of the other nations, making Éireland a neutral, if relatively primitive, political entity.

    Culture. Éireland has one culture: Èirelander. This culture mirrors Éireland's overall culture.

    Language. Scottish Gaelic is almost exclusively spoken and read. English -- or any other language, for that matter -- is rarely heard in these wilds, and hardly ever read or spoken.

    Laws. The various packs, families, and clans each have different laws and customs that can vary wildly from day to day, making common government in Éireland an impossibility. There is no unified standing army in Éireland, and no standing militia, though individual clans or packs might have warriors assigned to such tasks. There is no mandate for formal education and, thus, the nation does not have a formal college or university. Tutoring is expected to take place family-by-family, pack-by-pack.

    Religion. While the fabric of this land is ever-changing, the one constant is that Éireland tends to lend credence to the existence and power of the Fae. Of course, there are non-believers in every bunch, but citizens of this nation are known to err towards the superstitious.

    Politics. There are no defined politics within Éireland, as each clan, pack, or family operates independently of the others. The nation as a whole generally stays out of global conflicts, preferring not to engage in the squabbles of those who often judge them as primitive or chaotic. Staunchly adverse to helping anyone else's cause, Éireland's primary concern is maintaining its own independence.

    Important Institutions/Locations. The capital city is Dawntide. The nation does not have a formal university. There is also no standing militia, but if one were to be formed, it would be located in the Emerald Keep within Dawntide.

    * Éireland is a politically neutral area; travel and immigration are not monitored, and there is no central government.

    Ildhrune

    Overview. Ildhrune operates strictly as a theocracy, holding a belief in the divine at the forefront of all action. Until recently, Ildhrune was a secluded and secretive nation, known to be cautious of outsiders, but not violent towards them. The Ildhrunans believe that six main gods ruled the skies through the stars, each god's constellation marked with intricate cultural lore and superstition. However, after the sudden burst of Fae magic which opened the land bridge to Rionnach, the oldest and wisest of their star gods, the Eldritch Tree, vanished from the sky and is believed dead. Only The Mother, the Father, the Maiden, the Crone, and the Rivals remain. The stars are the backbone of Ildhrune's society and are believed to grant blessings and bestow gifts upon the populace. Simply put, an Ildhrunan cannot fathom why one would reject the holy benevolence of the stars above, when they provide bountiful blessings to the world. Now, with the death of the Eldritch Tree, Ildhrunans fear that the gifts of their gods may be finite and susceptible to warring outside forces. Children of the night and worshippers of the sky, each wolf is expected to know their star sign and live the creed. It is no surprise, then, that their society is customarily nocturnal, wasting daylight hours with sleep and finding full fulfillment in the night under the watchful gazes of their gods. Religious education is mandatory, and churches, temples, and religious sites are common, with each town laying claim to some blessing from the gods in order to encourage tourism and to discourage the watchful eye of the Praetorian Guard - the land's version of an army, armed with the most ardent believers.

    Culture. Ildhrune has one culture: Ildhrunan. This culture mirrors Ildhrune's overall culture.

    Language. The common tongue of Ildhrune is split equally between English and French. All citizens of Ildhrune are expected to be fluent in both. Latin is also required knowledge for the written word.

    Laws. The laws of Ildhrune are simple: believe in your gods, and protect them at all costs. The Praetorian Guard has broad, sweeping authority in most matters, but even they must bow to the Polaris, the "North Star of Ildhrune", its governmental and spiritual leader. Each year, the Polaris is chosen through an ancient ritual known as the Rite of Ascension. On the sacred night of the Rite, a different god each year shines brightest in the sky, and the chosen candidate must adhere strictly to the tenets of such god, lest Ildhrune draw the ire of the stars. While challenges for the Polaris can occur anytime during the year, the Rite of Ascension is often considered the proper time to do so and the only divine way of obtaining power in the country. The same wolf cannot serve consecutive terms as the Polaris, as they must, by default, judge the Ascension the following year.

    Religion. Citizens of Ildhrune believe whole-heartedly in the gods of the skies. They overwhelmingly associate Fae magic and belief with the death of their beloved Eldritch Tree and with the potential death of their society though, of course, there are peacekeepers amongs them.

    Politics. Ildrune does not have individual political parties, like Rionnach, as all citizens are expected to know and live by the creed and follow the word of the Polaris without question. This religious intolerance is more a recent phenomenon, since the death of the Eldritch Tree. This newfound fear of losing their gods - and their very ways of life - to outsiders now makes Ildhrune a nation on the precipice of war. Ildhrune has decided to take any chance it has to spread its word and convert the nonbelievers. As such, the Praetorian Guard is growing in size and there are sweeping legislative acts in place that provide them more authority than ever to root out the rot - in Ildhrune, and beyond.

    Important Institutions/Locations. The capital city is Avignon, where the Polaris's home, Toulon Palace, can be found. The nation's university is the Scolaire, which is located within Avignon at the Holy See, the largest church in the land. The Praetorian Guard is the nation's standing army and is headquartered at the Coliseum, located in Calais.

    * Ildhrune is governed by users whose characters audition for the Polaris and represent the ideals of the nation. The Rite of Ascension is promulgated by Staff as a recurring user event, but challenges are welcome anytime throughout the year. If you wish to challenge for the Polaris outside of the Rite of Ascension, please contact the Staff.

    Da'Ira

    Overview. Da'Ira governs itself as a true democracy, inspired by the tenets of community and acceptance. The citizens of this nation are as likely to be stragglers from other countries as they are wolves that were born and raised in Da'Ira - and every citizen, regardless of their origin, is treated equally. The nation espouses peace and prosperity for all, at the expense of none. Accordingly, there is no ruling class, and instead experience and individual skill are prized. Ownership of property - or anything, really - is discouraged. This gives Da'Irans the reputation of laziness and flower-picking to other nations, but within Da'Ira itself, there is a mostly-thriving economy built on the backs of its citizens. Goods are traded for services, or, often, given for free. They tend to keep the peace in their borders and wish for peace beyond, as well. They prize all manner of volunteerism and education, so it is no surprise that college is free and education is encouraged for the populace. To support social services, citizens give a yearly tithe to the government. In return, each wolf receives a physical token known as a chit, which signifies their citizenry of Da’Ira. The chit may be presented to receive many of Da’Ira’s goods, services, and benefits for free.

    Culture. Da'Ira has one culture: Da'Iran. This culture mirrors Da'Ira's overall culture.

    Language. There is no standard language in Da'Ira. A mix of languages, pieced together from a myriad of nations, are read, written, and spoken here, though English tends to be a common denominator.

    Laws. Da'Ira is governed by a cabinet of three individuals: the Hand, who sees to it that wolves are capable of defending themselves; the Heart, who ensures that wolves are healthy and happy; and the Head, who evenly distributes whatever wealth Da'Ira claims amongst its populace. This cabinet is democratically elected each year by popular vote; there are no term limits, and popular wolves may serve several years in a row if they manage to maintain their voting base. Da'Ira does not have a standing military, but the Hand ensures that citizen militias are not out of the realm of possibility in the event of any dispute. The death penalty is prohibited here, and prison time is often swapped for service to the community instead.

    Religion. This nation is a blend of any and every religion. All are welcome, but none are official. The cabinet takes great pains to distance religion from state matters.

    Politics. Da'Ira does not have individual political parties. Its citizens prioritize peace and harmony in the world, and will not find themselves in a war unless their hand is forced.

    Important Institutions/Locations. The capital city is Osthammar, where the Cabinet seat, Skovde, is located. The nation's university is the University of Da'Ira, which can also be found in Osthammar. There is no standing army, but if one were to be formed, it would be located at the Abandoned Barracks in Trosa.

    * Da'Ira is governed by users whose characters campaign and are elected by popular vote in a yearly election to the cabinet. Positions in the cabinet are not challengeable except during the election period, which is run by Staff as a recurring user event. Any challenge outside the election period would be considered political rebellion and a betrayal of the root tenets of the nation.