THE REPUBLIC OF EYE

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Table of Contents

MAPS OF EYE

 

THE REPUBLIC

The new power in the Outlands is the Republic of Eye. Built on the ruins of the Kingdom of Kronland, Eye is a crossroads between east and west. As a major maritime power, it funnels material and ideas from all over the known world. The Republic's center is the City of Eye, but as it has expanded along the coast of the Dunrach, its influences and alliances have made it the largest realm in the Outlands. Bordered to the northwest by the Kingdoms of Hammoth and Sadia in the Dray Fells, its northern border is defined by the impenetrable Ivy Forest. East is the caravan road to Eastern Cities of Keleft and Quäsare, the Deadlands, the Gamoren Waste and the Arissian lands about the Beryl Sea. South across the Dunrach Sea are the Ji Hassan lands and the fabled Jewel Cities of Beryl, Carnelian, Opal, Saphiria, and Topaz. 

                 

The former Kronland Duchies of Abnaile, Garda, Barill, and Norland are members of the Republic, as are the Free City of Abinger and the Ji Hassan domain of Seik Al Jamash. The Republic combines the holdover feudal system of the Duchies with the Republican Council a representative government.  

Feudal lords continue to hold most of the land.  The Eyen aristocracy is predominately these landed nobles though new noble houses are growing up as the Dukes sell titles to the prosperous merchant lords. At present there are at least 35 noble families recognized by the heraldry.

                 

Religion in the Republic is primarily Caldensian, though only loosely tied to the High Empire. In the early history of the Republic, the Orthodox city of Lantilo fought a war against Eye and tension remains between the two realms. Since then, the Bishop of Eye appoints his successor and remains loyal to the Republic. The Archbishop of Lantilo is the bishop's superior technically, but the High Emperor made a compromise to the succession issue agreeing to this division in exchange for giving the Lantilo seat a token church in the City of Eye. Other faiths have also found a home in this realm sheltered from the more orthodox Caldensian institutions. The Dwarves of the Empire have found safety in Eye. The Nomey or Dwarves Ghetto boast the only monument dedicated to the Fall of Azinnzahar. With the Dwarves have come the Balagoth or Boggs. These tribal gypsies have continued to resist the pressures to convert holding fast to their strange worship of spirits. Llynerians from the north and Ji Hassa from the south have also continued their practices within the Republic's borders. Even followers of the lost religion of the ancient Allemanni are known to continue their practices. The Republic proscribes only the Dark Faiths, Blood, and Death Cults under penalty of banishment or even death.

HISTORY

The City of Eye was established when Kingdom of Kronland fell to the Parisian Horde. After that, the Kingdom fell even though King Randolf held the title after his uncle King Adwym was slain during the siege of the royal citadel The Stone of Krön. The brutal nomads torched most of the Outlands. The rising waters of the Lunacote River stopped the horde at the gates of the City of Tillon.  Nevertheless, all of Kronland was lost, the eastern domains even today are sparsely populated, and then mainly by immigrants from the Llynerian Kingdoms to the north. Only the inhabitants of the Duchy of Garda remained untouched because of the quick thinking of Duke Petreck who led his people to the marshy islands of the Peel Inlet. This was the beginning of the City of Eye and the new capital seat of Garda.

               

Beginning as an alliance between the City of Eye and some of the nearby estates, including Garda and Abnaile, the Republic was founded by Sedswick II, Duke of Garda in 56AF. Garda had tried establishing a Kingdom but the other nobles had fiercely opposed this move. The Republic allowed them to unite but also gave voice to their concerns in the Republican Assembly. Twenty years later the Council of Five, later renamed the Star Council, was created by Randal Parsia to facilitate rule. Parsia is known as First Councilor, he drew up the documents, the Scrolls of Parsia, which created the present institutions of state. It should be noted that Parsia also was one of the early founders of the University when he united the different schools, both clerical and secular.

               

Around 85 AF, the Caldensian Church and the High Emperor Forsyeth "Hawkswing” was fiercely persecuting users of magic now proscribed by the Church, which is all magic that is not a part of Church teachings. This purge is known as the First Wizards War and devastated what little knowledge from the Allemanni Empire had survived the Dark Ages that followed its collapse. Sedswick II quickly took advantage of this schism in the Allemanni culture and offered haven to the fleeing mages and scholars. Few responded, but those who did quickly turned Eye into a center of education and scholarship. While still semi-proscribed by the Eyen Church, magic is tolerated as long as it is not too publicly displayed. Too many memories of Hawkswing’s purges linger. It was not long after this embracing of the mages that the Council of Five was founded. Also since its founding their have been always two or three members who guard the University's and with it the mages' interest.

                 

The next period of change in the young Republic was the expansion Eastward into the Duchy of Barill and the lost Duchy of Norland. Little was left of Norland, even though the Arissians had long since left. To repopulate the region and provide a buffer from any further eastern threats it was decided to encourage settlement from the Llynerian Kingdoms. Llynerian mercenaries had long fought for Garda and Kronland before that, this time they would be granted land. This did the trick; thousands came, especially from the southern lands below Breifne, an area under growing pressure from the High Empire.

The Count of Abinger a noble raised from the local clans who rule the region now rules the region of Norland.

                 

The Second Wizards War begins 230 AF, after the City of Lantilo reacted to a rash of piracy from ships that received haven in Eye. The Caldensian troops marched south into the Kingdom of Hammoth, which was an ally of Eye at that time. The Hammorans were no match for the invaders who marched all the way into Abnaile before they were stopped. Lantilo claimed that they were forced to battle evil wizardry and hence their defeat, though no obvert instances of magic use are recorded. This war was very draining of both sides lasting for twelve years. Hammoth was the major battlefield and has a bad impression of both city-states.

                 

The republic has expanded on the seas as well as on land. Their ships plow the waves from the old Allemanni lands of Tyrolach to the Jewel Cities. Their ships also harbor throughout the High Empire and up and down the Ceoltric Sea to the north. Mercantilism is the main power in the Republic. Families rise and fall and the new nobility comes from the top ranks. Titles and palaces are the goal of many of the merchants. However, money is still a driving factor, and their industriousness is often as seen as dour by their contemporaries in older imperial cities now held by the High Empire.

                 

A recent series of raids from the east has sparked fears of a new Arissian Invasion. However, the caravan routes to Keleft and Quäsara on the East Road are still open. Other growing fears are of barbarian incursions from the Quid red Wilderlands into the Eyen Heartland. Attacks on outlying settlements are growing more frequent and they are becoming more organized as well.

                 

A more troubling spot is the Civil War going on in the Kingdom of Hammoth. The Conflict between the King in Calumet and the Duke of Camtry has brought the Cities of Eye and Lantilo back into conflict. Calumet has the Archbishop's support and has allowed a large force of Knights form the order Sword of God to establish several bases. These operate against the backers of Camtry, many who are peasant followers of the heresy Blackstonism. It looks like the Republic will again be at war.


 

TIMELINE (Based on the High Empire's Calendar starting at the year of Foundation.

 

Elvin Realm of Galdor

(Age of the Stars)

Dwarves found Azzinzabar

Age of the Sun

The First Dominion

Age of Legends

The Great War 

The Act of Desecration and the Earth Breaking

Age of Iron

The Allemanni Conquest of the Outlands Begins

20 NA (New Age)

Worton Founded seat at Tilon 

55 NA

Kronland Founded

490 NA

Empire Divided into East, West, & South

664 NA

Empire of the East Collapses        

700 NA

Tilon and Kronland War

820 NA

Rebel Uprising

950 NA

Arissian Invasion                            

1400 NA

Stone of Krön Falls                           

1411 NA

Ji Hassan Raids and Invasion     

1489 NA

High Empire Founded    

1 AF (1492 NA)

Great Earthquake                             

1 AF

St. LAN comes to the Outlands

14 AF

Lantilo founded

16 AF

Republic of Eye Founded               

56 AF

First Wizard's War, the Purges

82-89 AF

Battle of the Rein

89 AF

Battle of Qwen Road

96 AF

Republic of Eye settles Abinger

176 AF

Second Wizards War

230 AF

Anti-Republican Rebellion

303 AF

Sestus Uprising

306 AF

 

 

THE GOVERNMENT

               

The Great Seal of the Republic is made up of a triangle divided into three parts the left side is the Scroll of Parsia the Founding Document of the Republic, on the right is the Sword of the Nobility, and in the bottom section the Flame of the Church is the foundation for all. The government of the Republic of Eye is the government of the City. The REPUBLICAN ASSEMBLY and the STAR COUNCIL are the two governing bodies. While the Assembly makes the laws, the Star Council is the ruling body.

               

The REPUBLICAN ASSEMBLY is composed of 200 members and meets several times a year in the ASSEMBLY HALL, their sessions often going on for weeks. Additionally either the Council or the Duke can call the Assembly to meeting, though the later rarely does this. Members come from the many social levels throughout the Republic, thought the majority represent interest from the City. All of the major noble families, including the counts and dukes of the realm, the big six trading houses, all the guilds, the church leadership and the University's officers are all members, as are the Ministers. The Assembly is responsible for making the laws and big decisions such as going to war. They also elect the Star Council, though this is usually just an affirmation of the leaving Councilor's choice. There are offices in the front of the Assembly Hall for the ASSEMBLY ADVOCATES, agents who pursue the Assembly's business when it is out of session and take petitions from the general public.

               

The STAR COUNCIL is a much more powerful and shadowy group the hold office for seven years at a time and can be reelected. The five members rule by committee, yet each is individually responsible for overseeing various ministries in the government. They also represent the five city districts. Their meeting chamber sits in the upper stories of the PALACE OF THE COUNCIL with their offices on the same floor. Below them are the office of the individual ministers and the various ministry offices. The five councilors are the most powerful and feared men in the Republic. Jockeying for power is their primary occupation relying on their ministers for the daily running of both City and Republic. Each Councilman has quarters and a staff in a wing of the Palace but most also has a palace in the city as well.

                 

MINISTERS OF STATE are the ten men who keep things running. Each is answerable to one councilor, the pairing changing with each new council. The ten offices include THE ADMIRALTY, THE CHANTRY, THE COMMUNE, THE ESTATES, THE EXCHEQUER, THE HARBOR, JUSTICE, THE MARSHALTY, and STATE AFFAIRS.  

                 

The Minister of the ADMIRALTY oversees the Republic's Navy, the Coastal Guard, and the Ship Works Factory. He also has discretion over the mercantile fleet if needs be. Beneath the Admiral are the Lieutenant Admiral and then the Ship's Captains.

                 

The Minster of the CHANTRY is responsible for the daily running of government. This office oversees the City Seal, the legion of clerks, and the library of records. The Chantry's officials are the Lord of the Seal, Keeper of the Records, and the many Chancery Clerks,  

                 

The Minister of the COMMUNE is in charge of the daily order of the City of Eye. All permits to buy, sell, or store must run their agents. The Civil Guard known as BLACKSTICKS, are under Commune's authority. The Commune's agents are known as Commissars, Commissar Clerks, Captain of the Guard, and Guardsmen or Blacksticks. The Commissars are able to dispense minor justice such as fines and beatings on their own but offenses that are more serious are turned over to the Ministry of Justice.

                 

The ESTATES Ministry is concerned with that beyond the Commune's authority. While the Nobility and the other Freetowns enjoy allot of autonomy, Estates has district agents which enforce the Republic's Laws something like the Sheriff's found in parts of the Empire. The Estates officials are the Constable Agents and beneath them the Estates Bailiff.  

                 

The EXCHEQUER oversees the money, taxes, tolls, and the Mint. They also enforce the codes on notes issued by any of the Trading Houses. Beneath the Minister are the Collector General, then the various Toll/ Tax Collectors, and the Exchequer Clerks.

                 

The Ministry of HARBORS is in charge of the running and upkeep of the Harbors. They keep records of the shipping logs, Duties and Bonding Fees. The Harbor Collectors and Agents operate in all the Harbors in the city. They also pursue the rampant smuggling.

                 

The Minster of JUSTICE watches over the courts of the land. Justice is responsible for the Magistrates or judges in both the City and in the courts run by the Constable Agents in the various constabularies. The Justice Ministry is also in charge of the Commissar of the Gaol, the Commissar Inquisitor and the executioners.

                 

The MARSHALTY is the land forces of the Republic. Lord Marshal of Eye oversees the Republican Guard and their integration with the Nobility's resources. The Marshal is almost always from the upper aristocracy of the region, usually Garda or Abnaile.  

                 

The Minster of STATE AFFAIRS watches over the Eyen Embassies abroad and the foreign ones in the City. State Agents are answerable to Lord Ambassador as are all the other Ambassadors. This is the weakest of all the Ministries even though its agents are the official spies for the Republic. The Five Councilors each have their own spy networks, which they use at home and abroad.

In the Republic outside the City of Eye's domain, the government is much more fractured. Local officials are responsible for the law and order in their districts. These can be the Dukes of Garda and Abnaile, the Counts of Barill and Abinger, the various Barons on their lands, and the Mayors of the several Freetowns. The Allied state of Seik Al Jamash has more autonomy but usually differs to the Star Council or the nearest Constable Agent if Eye pushes the matter.

THE ECONOMY

The economy of the Republic is a mix of agriculture, trading and some craftwork. Outside the city most of the work is agricultural; grain, wine, fruit and nut orchards, as well as cheese making. Timber is big due to the great consumption of the ship building industry in the City. There is some mining also in the foothills of the Dray Fells and around some of the hills in the Ivy Forest. The metals found are silver, copper, and some iron. The city of Malaneye is known for its glass blowing and crystal cutting. Gelbin is a timber and textile city with several dye works. Mageir is a trade center with the east. In addition, Davorum caters to the palaces of the wealthy that line the banks of the Grandbrey River there.

               

The Economy of the City is much more varied and dependent on the sea. It has two shipyards, one overseen by the state. The harbors of the City are home to one of the busiest trading fleets in the world. Craftsmen work in glass, gem cutting, and goldsmithing. These occupations are popular with the large Dwarven population as is the Weapon and Armor industry. Eyen arms are known world wide for their quality. Ornate suits of armor are especially made for the nobility in the old cities of the High Empire.


 

CURRENCY

 

Cento d' Auro 

(Au)

 8 Eyen d' Auro (400 sp)

Eyen seal w/10, Karune Ship

Eyen d' Auro 

(Au)

50 Ducat (50 sp)

Eyen seal/ Karune Ship

10 Ducat d' Auro 

(Au)

10 Ducat (20 sp)               

Duke's bust+ name, Eyen Seal

2 Ducat 

(Ag)

4 sp

Duke's bust+ name, Eyen seal

1 Ducat 

(Ag)

2 sp

Duke's Bust+name, Karune 

1/2 Ducat 

(Ag)

1 sp

Duke's bust+ name, Karune

1/3 Ducat

(Ag)

2/3 sp

Duke's bust+ name, Eyen seal

10 Ducalino/ Pense

(Cu)

½ sp, 5 bp, 50 cp

Eyen Seal, Ferro boat

1 Ducalino/ Farthing

(Cu)

1 cp

Eyen Seal, Seahorse

 

Coins are not the only tender; several of the trading houses issue promissory notes on paper. They are usually for large sums. Any branch of the company is responsible for redeeming them at the stated value. They are like checks. Urban prices are 10% higher for rural goods; rural prices are 5% higher for Urban.

THE LAWS OF THE REPUBLIC

This is a list of the most common laws of the Republic of Eye and some of their appropriate penalties, It should be noted that “aiding and abetting” would generally bring the same punishment as the actual crime. Unless a crime is noted as a felony, offended party or kin must bring the accusation.

Death is usually by hanging for commoners, and nobles stripped of rank. Nobles are executed by beheading. Imprisonment can be either in the Gaol or aboard a galley as a slave.

GM NOTE: Most of the following laws are found throughout the known world. To adapt them for each land factor in the local judicial system (Magistrates, Mayors, Professional Judges, Royal Agents or Sheriffs, or local Feudal Lords) and the level of punishment. Some realms are harsher than others, depending on the crime. Eye would enforce the Business laws differently from the Moredon Protectorate.

                 
 

STATE CRIMES

All of these crimes are felonies. They are the same for commoner and noble alike. They must be tried before a member of the Star Council.


 

REBELLION

                Taking up arms against the government or agents of the government. Penalties: loss of property and title, banishment, or death.


 

TREASON

                Obstructing, disputing, or conspiring against the government, also sabotage of government property, etc.

Penalties: loss of property and title, banishment, or death.


 

ESPIONAGE

                Applies to all persons who act in a covert manner to obtain secrets of the Republic. Usually used against foreign agents while locals are tried under the Treason laws.  Penalties: loss of property, banishment, or death. The accused may be ransomed or swapped.


 

PRIVILEGE CRIMES

Crimes concerning the abuse of some kind of privilege, obligation, or right. Usually as regards to crimes by or against the Nobility and the Caldensian clergy. These crimes must go before the Republican Assembly as well as a High Judge.


 

ABUSE OF TRUST

                Abuse of position including graft, embezzlement, accepting bribes, dereliction of duty, etc. Where a government official is concerned, this is always a felony. Penalties: loss of office, property and title, imprisonment, banishment, or death.


 

BREACH OF RANK

                Bearing Heraldic arms without lawful right, disrespect for a person of noble rank, or for a lawfully appointed official. Penalties: flogging, imprisonment, branding, death.


 

BREACH OF TEMPLE PRIVILEGE

                Impersonation, usurpery of Church Rights, restriction of a Church official’s duties, and the assault and murder of a church official. These crimes are also church crimes but enforced by a civil judge or official. Penalties: flogging, branding, imprisonment, or death.


 

OBSTRUCTION OF JUSTICE

                Hindering an officer/ noble in performing his duty. If other felonies are involved in the obstruction, this crime is deemed a felony. Penalties: flogging, pillory, fine, imprisonment, or death.


 

SOCIAL CRIMES

Crimes of violence against commoners. As a general rule in Eye, all citizens are subject, though more leniency and higher appeals are granted to the Nobility. While commoners suffer the more severe penalties, nobles face restitution in cash or kind.


 

ABDUCTION

                Detention of a person against his will without lawful cause. Penalties: restitution, fine, imprisonment.


 

ARSON

                Any fire that is set that causes loss of life and property, this includes fires that get out of control. Penalties: Restitution, fines, imprisonment, or death.


 

ASSAULT (minor)

                Not usually a felony unless another felony crime occurs at the time. A physical attack on an individual may include fistfights or the restraining of a person during a robbery. Self-defense not assault if life or limb or property were in danger. If a weapon is used it becomes a felony. Penalties: restitution, fines, pillory.


 

ASSAULT (major)

                A felony. Any attack on a person that does injury or with a weapon. Does not include Self-defense. Penalties: restitution, fines, pillory, or imprisonment


 

CANNIBALISM

                A felony. The consuming of any human flesh or body part. A common social taboo. Penalties: fines, pillory, imprisonment, or death by burning.

DRAWING A WEAPON

                It is the drawing of any weapon with the intention of threat. The crime against a noble is more serious than against a commoner. Not usually, a felony if no assault takes place, or any other crime such as robbery. Penalties: restitution, fines.

MANSLAUGHTER

                The accidental slaying of a commoner. Usually a felony. Penalties: restitution, fines, imprisonment

MURDER

                The killing of a person without due cause or provocation. If the victim is a noble or clergyman than the Privilege Crime is also invoked. Penalties: restitution, fines, imprisonment, death.

OBSCENITY

                Engaged in some prohibited sexual act such as prostitution, etc. Penalties: flogging, restitution, fines, pillory, imprisonment

PERJURY

                Withholding truthful testimony before a Republican official. Penalties: restitution, fines.

RAPE/ ADULTERY

                Sexual assault on a maiden or sexual relations with a married woman. Penalties: restitution, fines, castration, imprisonment, death.


 

SLANDER/ FALSE WITNESS

                False accusation, malicious gossip, etc. Penalties: restitution, flogging, pillory, removal of tongue.


 

ECONOMIC CRIMES

Secular crimes that cause only economic harm. None are felonies unless a violent act occurred or as part of a Privilege Crime.


 

BURGLARY (Breaking and Entering)

                Breaking into the property of another without lawful cause or provocation. Penalties: restitution, fine, pillory, imprisonment.


 

FORGERY/ FRAUD

                Forging documents or coinage, possession of it, etc. Penalties: restitution, fine, imprisonment.


 

LARCENY

                Theft. Penalties: flogging, restitution, fine, pillory, imprisonment, death by hanging.


 

PIRACY/ HIGHWAY ROBBERY

                A felony. Penalties: fine, imprisonment, death. The corpse is usually left on public display.


 

POACHING

                A felony. Hunting on a noble’s lands. Penalties: flogging, restitution, fine, branding, imprisonment.


 

SMUGGLING

                A felony. Possessing, selling, or transporting, any proscribed or contraband goods. Penalties: fines, imprisonment, death by hanging.

TAX EVASION

A felony. Avoiding payment of any lawful toll or tax. Penalties: flogging, restitution, fines, pillory, imprisonment.

BUSINESS LAW

Laws that effect merchants and commerce. None are felonies. They may be enforced under a Guild’s judgment or under a civil court or ruler.

               


 

BREACH OF CONTRACT

                This is the failure to uphold a contract or agreement by one of the parties. The suit must be brought by one of the injured parties. Penalties: fines, confiscation of goods or property, banishment.       

 

BREACH OF GUILD PRIVILEGE

                Usually this entails the false representation of one’s services as being of guild sanction. Penalties: fines, confiscation of goods or property, banishment.


 

EXCESSIVE DEBT

                This is the failure to make good on all debts in a timely fashion. This usually comes about after a creditor has exhausted all other means to resolve the debt. Penalties: imprisonment, confiscation of goods or property, serfdom or slavery.


 

TEMPLE CRIMES

Laws recognized by the state that are judged and tried in church courts, trail by ordeal may be a part of things. Secular consent is needed for executions.


 

BLASPHEMY

                Lack of respect for a lawfully recognized deity. Penalties: scolding, fines, removal of tongue, death.

BREACH OF TEMPLE PRIVILEGE