
THE
REPUBLIC OF EYE
EYE AND IT’S ENVIRONS
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.
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.
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.
|
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 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.
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.
|
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 |
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.
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.
Taking up arms against the government or agents of the government.
Penalties: loss of property and title, banishment, or death.
Obstructing, disputing, or conspiring against the government, also sabotage of government property, etc.
Penalties:
loss of property and title, banishment, or death.
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.
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 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.
Bearing Heraldic arms without lawful right, disrespect for a
person of noble rank, or for a lawfully appointed official. Penalties:
flogging, imprisonment, branding, death.
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.
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.
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.
Detention of a person against his will without lawful cause.
Penalties: restitution, fine, imprisonment.
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.
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.
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
A felony. The consuming of any human flesh or body part. A common
social taboo. Penalties: fines, pillory, imprisonment, or death by burning.
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.
The accidental slaying of a commoner. Usually a felony. Penalties:
restitution, fines, imprisonment
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.
Engaged in some prohibited sexual act such as prostitution, etc.
Penalties: flogging, restitution, fines, pillory, imprisonment
Withholding truthful testimony before a Republican official. Penalties:
restitution, fines.
Sexual assault on a maiden or sexual relations with a married
woman. Penalties: restitution, fines, castration, imprisonment, death.
False accusation, malicious gossip, etc. Penalties: restitution,
flogging, pillory, removal of tongue.
Secular crimes
that cause only economic harm. None are felonies unless a violent act occurred
or as part of a Privilege Crime.
Breaking into the property of another without lawful cause or
provocation. Penalties: restitution, fine, pillory, imprisonment.
Forging documents or coinage, possession of it, etc. Penalties:
restitution, fine, imprisonment.
Theft. Penalties: flogging, restitution, fine, pillory,
imprisonment, death by hanging.
A felony. Penalties: fine, imprisonment, death. The corpse is
usually left on public display.
A felony. Hunting on a noble’s lands. Penalties: flogging,
restitution, fine, branding, imprisonment.
A felony. Possessing, selling, or transporting, any proscribed or
contraband goods. Penalties: fines, imprisonment, death by hanging.
A felony.
Avoiding payment of any lawful toll or tax. Penalties: flogging, restitution,
fines, pillory, imprisonment.
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.
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.
Usually this entails the false representation of one’s services as
being of guild sanction. Penalties: fines, confiscation of goods or property,
banishment.
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.
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.
Lack of respect for a lawfully recognized deity. Penalties:
scolding, fines, removal of tongue, death.