The nations of Sonder, which each have their own laws and political landscape, are as follows:
Diverse, multi-cultured |
Wild, feudal |
Structured, devout |
Democratic, egalitarian |
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.
uphold Mainlander values and the current unification |
espouse Jacob’s ideals of freedom and independence |
dismantle the monarchy and create a democracy |
unsure or uninvolved |
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.
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.
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.
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.