NATIONAL FLAG
"fate is a severe and sometimes even cruel lover."
- Common Pytã'Zian proverb
The Magocratic State of Pytã'Zia is an elven and yarku country located in East Ciradon, on the border of the Red Steppes. Its society is a fusion of magical power and military hierarchy, where wizards hold the highest positions. Its isolationism is notorious, and its internal disputes are as enigmatic as the spells they weave. Pytã'Zia was founded by lost navigators amidst a wild land teeming with barbarians.
Though isolated geographically and politically, Pytã’Zia has hundreds of outposts along the border and strives to maintain good trade relations with its neighbors. In addition to Elves nearly half of the population is Yarkus, Beastkin who resemble small bears with red fur. While not as diligent as other humanoid slaves, they have proven to be loyal servants during the nation's various crises.
Magic in Pytã'Zia became something commonplace and used frequently in daily life. The nation grew and thrived in relative isolation. But even with a powerful army of mages, Pytã’Zia suffered significant losses during the Orcish Invasion. The capital was left isolated while the rest of the nation was plundered, and for reasons still unknown, magic became unstable.
Despite the challenges and the constant threat that permeates their region, the Pytã'Zians persist amidst adversity. Currently, Pytã'Zia is committed to restoring trade routes with the west, which were drastically weakened by the War of the Dawn, while still recovering from the aftermath of the last orc invasion.
Map of Pytã'Zia within East Ciradon.
The Long Voyage
After the founding of Hvel’Xiren, a secondary family of wealthy merchants and skilled craftsmen from the city of Ketuo, the Tupan, became interested in the prospect of new lands to be explored. They prepared for a great expedition westward, eager to discover new horizons. The long voyage began in the year 1200, with a fleet consisting of more than 20 ships, sailing through the islands of Hvel’Xiren.
But fate is a severe and sometimes even cruel lover.
The fleet was suddenly ravaged by a violent storm that lasted for weeks. When the storm subsided, only 9 ships survived, adrift in the vast ocean. With no exact notion of their distance from the coast, they decided to press on. After an uncertain period of navigation, they finally reached the shores of an unknown land.
It was a frigid land, although the season was supposedly summer, the scenery was covered in snow. As they disembarked, they were greeted by strange furry red creatures, resembling bears, native to the region. Despite their primitive nature, they showed great curiosity towards the foreign visitors. With the tragic loss of all human servants during the journey, the elves chose to capture several dozen of these peculiar creatures before setting sail again on their ships, heading south in search of more hospitable lands.
After disembarking at the mouth of the Praax River, they established a camp near the beach and dispatched scouts to explore the region, with the important mission of determining the distance separating them from their homeland. However, they were unaware that their presence had already aroused interest in the region. Sometimes the scouts did not return, but this was attributed to the unpredictability of nature and the novelty of the unknown land. In the second month, the situation changed drastically. Hordes of orcs began sending small scouts closer and closer to the camps, and their numbers increased every day. On the twelfth day, the attack was unleashed. Dozens of orcs surged from all directions, causing chaos, and although they managed to resist initially, there were some losses, including the patriarch of the family, Nuvoll Tupan. However, the attacks persisted daily, while they gradually realized they were in the heart of orc territory.
Once again, they found themselves compelled to embark on their ships and depart, but this would be a short-lived journey. During one of the last attacks, some of the ships suffered irreparable damage, forcing them to choose between staying and facing the orc tribes or risking the sea. They opted for the latter, sailing south once more. However, luck was not on their side, as within a few days they were forced to land at the mouth of the Turv'o River on the southern bank. With no possibility of return, they were forced to dismantle their ships and establish a settlement.
They originally set out with nearly three thousand people, but now only a little over a thousand remained, along with several dozen Yarkus, as they came to call the small furry creatures. Despite their primitive nature, the Yarkus showed a peculiar docility and a certain apprehension towards the elves, quickly adapting as servants and blending their original language with that of the elves. With the assistance of their new servants, the elves rapidly expanded their settlement, naming it Pytã.
The foundation of Pytã, approximately in 1216 of the first era, not only marked the establishment of a new home but also laid the foundations of the elven nation of Pytã'Zia.
Conquest Period
After the arduous journey known as The Long Voyage, the elven pioneers reached the mouth of the Turv'o River, where they gave birth to their first stronghold: the city of Pytã. Strategically situated on the southern bank of the Turv'o River, this city soon became a beacon of hope amidst the lush density of the forest.
The foundation of the city of Pytã, dated approximately 16 AV (after the Voyage).
In each following year, the elves delved deeper into the domains of the forest, exploring every clearing, every patch of that land, and learning to navigate the intricate trails of the jungle without succumbing to the enigmatic mist. However, the region was not uninhabited. The very Anshan Forest harbored a myriad of native species, such as elementals and spirits, but primarily orcs. These creatures, already immersed in their own territorial disputes, did not welcome the arrival of new outsiders benevolently.
For the elves, there was no alternative but to stay and claim their share of the land, despite the numerous challenges that presented themselves. With the founding of the city of Pytã, great walls were erected to protect themselves from imminent dangers. Such precaution soon proved its worth, as in the first decade, they faced repeated orc attacks. Although these beings possessed rudimentary weapons, their numerical superiority was overwhelming, testing the determination and resilience of the elves.
But fate is a stern and sometimes even cruel lover.
The first great elven tragedy unfolded in 228 AV when a caravan of settlers embarked on the journey upstream, hoping to establish a new settlement. After weeks without news from the settlers, a search expedition was mounted to uncover their fate. What they found was an indescribable scene of horror: the settlers, from the youngest to the oldest, were brutally massacred. Some bodies showed signs of being devoured, while others displayed evidence of a desperate struggle, with the blood of the fallen staining the scene.
This atrocious event served as a catalyst for the elves' counterattack. They exchanged their plows for swords, their hoes for spears, and began a relentless military campaign to avenge their loved ones and eradicate the orcs from the region.
Through countless battles and unwavering determination, the elves not only decimated the great strongholds but also the modest orc villages, showing no mercy. After more than 300 years of incessant conflict, they finally drove the orcs to the southern steppes and largely subdued the wild and impenetrable Anshan Forest. (562 AV, 1762 1st age).
From this crucial point, the elves expanded throughout the region along the Turv'o River, erecting a network of settlements stretching from the coast to Lake Guang, to the edge of the Anshan Forest, always shrouded in fog, like a shroud extending to the horizon. (1105 AV, 2305 1st age).
Turbulence Period
Although they eradicated the orcs from the region, there were still thousands to the north, and due to the scarcity of skilled wizards, the State of Pytã'Zia saw the need to build hundreds of outposts along the northern border, manned by Yarkus soldiers. These outposts represent the first line of defense against the orc hordes and it took over three centuries for the last one to be built. (1495 AV, 2695 1st age).
Following this, a major reform began in the government of Pytã'Zia. Some advocated for a council to govern the entire nation, while others, mainly descendants of the family that initiated this journey, the Tupan family, wanted a monarchical system. This started with minor internal disputes, discussions, and bribes, but soon evolved into intrigues and assassinations. The nation was divided into two sides, the federalist faction and the monarchist faction. (1618 AV, 2818 1st age).
But fate is a stern and sometimes even cruel lover.
Pytã'Zia became a powder keg, and all it took was a spark to set everything ablaze. A spark emerged two centuries later when one of the young members of the Tupan family was found dead in his own home. It was never discovered who killed him, but this served as the catalyst for a civil war that swept through Pytã'Zia. The federalists controlled the capital and the coastline, while the monarchists focused on the interior of the nation. The first battle began in 1831 AV when monarchist troops attempted to seize the Chong Bridge, which crosses the Turv'o River.
The civil war lasted nearly five centuries; it was not a total war and had long periods of truce. In most battles, the elves limited themselves to fighting on the battlefield, preferring to use the Yarkus in large numbers as cannon fodder.
The war came to an end in 2289 AV when both sides gathered at the Chong Bridge to negotiate an end to hostilities. Both sides accepted the terms and agreed to a new government ruled by a council of nine mages and headed by a high Archmage. The first arcane tournament took place the following year, in 2290 AV. Zou Tu emerged as the winner, becoming the first High Archmage of Pytã'Zia. (2290 AV, 453 2nd age).
Prosperous Period
The nation continued to expand into the mountainous lands to the west, reaching the Praax River, and to the south, as far as the jade mountains and the yellow steppes. (2626 AV, 790 2nd age).
During this period, Pytã'Zia ships that sailed south of the Silver Gulf made contact, for the first time in history, with another Elderkin nation, a dwarven nation. This quickly initiated a series of trade exchanges of goods and ideas between the two nations. (2764 AV, 928 2nd age).
Over time, the nation focused on internal development, reforming its legal codes, building new colonies in the south, participating in the ninth Gate War, diversifying its economy, and initiating the construction of national roads. After the War of the Ninth Gate, they had their first contact with other Elderkin, dwarves from the distant Red Mountains to the west. They were exploring the region of the Red Steppes and accidentally reached Pytã'Zia. Trade immediately began, with the nation selling many of its products to dwarf merchants who resold them in the west. (3570 AV, 1734 2nd age).
But fate is a stern and sometimes even cruel lover.
Chaotic Period
In the year 3824 AV, after nearly a millennium of relative tranquility, alarming reports emerged from the northern borders. Many outposts reported increasing sightings of orc scouts, yet the capital did not consider these events with the seriousness they deserved. After all, the Lesserkin would not be so imprudent as to challenge a powerful elven nation, and many viewed such reports with skepticism. Unfortunately, centuries of peace had weakened the Elderkin, leaving them entirely oblivious to the imminent danger.
In the subsequent months, several outposts were abruptly destroyed, with no survivors left behind. However, as only Yarkus occupied these positions, the capital remained ignorant of the true horror approaching. As clashes with the orcs intensified, Ming'ku, a Yarku commander of a small border patrol, managed to survive a raid and reported the incident to the authorities. Quickly, the message reached the capital, which convened a council meeting to discuss the situation. However, it was already too late. During the meeting itself, they were informed that a massive orc force had crossed the border at multiple attack points.
Through long-distance communication orbs, several orders were quickly issued to all provinces to begin preparing their troops. However, the message never reached its destination. In the past few months, the alarming increase in the number of orcs was not the only concerning event. Something unusual was happening with magic; on rare occasions, it showed itself to be uncontrollable and volatile, even causing experienced wizards to make mistakes in simple spells. However, due to their rarity, these incidents were largely ignored. However, after the orc invasion, problems with magic became more frequent. Not even the communication orbs were working anymore, and the provinces were never alerted to the imminent attack.
Despite the Anshan Forest delaying the orcs' advance, it didn't take long for them to cross the Turv'o River and surround the capital. Numerous important cities were besieged, while protective spells began to fail. Pytã'Zia's troops were scattered and disorganized. While smaller cities were destroyed, the larger ones found themselves completely surrounded. (3827 AV, 1991 2nd age).
# I won't go into details as I want to work better on this event in the future.
The orc invasions came to an end in 4058 AV, during the year 2222 of the 2nd Age. An agreement was sealed, granting orc tribes the right of free passage through the nation towards the south. However, orcs captured in combat would be subjected to slavery until all reconstructions were completed.
This milestone in Pytã'Zia's history highlighted the complacency and lethargy of the elves, who had become accustomed to centuries of peace. It became evident that unquestioning trust in magic was not always justified. In response, profound reforms were implemented in the military system. More autonomy was granted to border troops, initiating the formation of a permanent branch of the army. (4276 AV, 2440 2nd age).
Modern Period
Since then, the nation has focused on reconstruction, developing new advancements in technomagics, and strengthening its trade networks with the west. They established communications with Tassendrel and built a robust trading network. Additionally, they invested in subjugating various human tribes in the region, thus expanding their dominion. (4632 AV, 2796 2nd age).
However, fate is an unrelenting lover, sometimes cruel.
Things remained relatively peaceful over the centuries until the first news of the Dawn War arrived. (4750 AV, 2914 2nd age).
Initially, there was no doubt that the human nation would be easily defeated. However, their secret information network had been warning the council for decades about the growing influence of the western humans. Thus, the council began to observe the conflict seriously, though maintaining some skepticism about the magnitude of the events to come.
Twenty years after the official end of the Dawn War, the leaders of Pytã'Zia were still perplexed by the outcome of the conflict. The resilience and prolonged survival of the human nation surpassed their expectations, despite their prior knowledge of the strange weapons they employed. The power of these weapons was unimaginable. Fearing the spread of these new ideas to other nations under their dominion, elven authorities increased their control over these regions, restricting their autonomy. They could not allow what happened in the west to repeat itself. However, with each passing year, the news became more alarming. Pytã'Zia's secret information network reported the replication of Voskguardian technologies in several other human nations. They realized that time was running out and they were experiencing the calm before the storm.
Every Pytã'Zian knows that fate is an unrelenting lover, sometimes cruel.
Pytã'Zia, with its unique geography, stands out as a rare treasure in the known world. In this enigmatic realm, a misty forest envelops the senses, concealing ancestral secrets. Vast grasslands stretch like green cloaks, where the wind whispers ancient tales. Long, towering hills, like silent guardians, watch over the horizon with majesty. And in the treacherous swamps, mud and mist intertwine, hiding mysterious creatures. Pytã'Zia, with its tapestry of landscapes and wildlife, is a place where magic and reality intertwine like nowhere else.
Work In Progress
Work in Progress.
Work in Progress.
Work In Progress
Work in Progress.
After unification, Pytã'Zian economy was defined by significant population growth, increased urbanization, unprecedented growth in industry and internal trade, and governmental experimentation with privatization and free market policies among the provinces. At the same time, levels of coinage and currency circulation grew significantly, forming the basis of a stable monetary system. Private workshops crafted furniture for mage palaces and produced goods for the common people. The government oversaw the construction of roads and bridges, facilitating official government business and encouraging commercial growth. Industrialists, wholesalers, and merchants – from small shopkeepers to wealthy entrepreneurs – could engage in a wide range of enterprises and trade in domestic, public, and even military spheres.
Thanks to significant technomagic advancements, farmers could produce ample food with little land and fewer laborers, resulting in a surplus of food that decreased demand, leading many farmers to migrate to large towns in search of work and better living conditions.
Due to its vast ecosystem and rich lands, the Homeland possesses an abundance of natural resources. Over time, the nation became self-sufficient and did not need to trade with foreigners, as it could meet all its own needs. However, occasional sales of ores and wines might occur when there are surpluses in the warehouses.
Each province, each shire, and each borough within the Homeland has a specialty, with each leading in the production of a particular product, and they sell their goods to the rest of the nation.
Due to the size and scale of Pytã'Zia, pack animals are important elements of the city's trade and transportation. Horses are rare in the Misty Forest as they easily get lost in the fog, and the northern human tribes consider them sacred. Consequently, the most prominent pack animal is the Misty Stag; farmers use them for agriculture, drovers use them to pull carts and chariots, and many district guards ride a cavalry of Misty Stags.
After Misty Stags, Spearbeaks are the most common mounts and pack animals, faster and more capable of defending themselves than Misty Stags.
Moon Wolves, large lizards, Walking Beetles, and monstrous centipedes are also found; before the Domination Era, many saddles and harnesses had to be custom-made or ordered from dozens of shops due to the diversity of animals used in the nation.
Work In Progress
Work in Progress.
IEverything in the nation revolves around magic, and only those with magical powers can rise in the hierarchy. Magical abilities are typically inherited, so the clans that produce powerful mages are privileged and restricted. Currently, the oldest families that have generated many powerful mages are classified among the Upper Clans. New or less prolific mage-producing families are classified among the Lower Clans. Women typically hold positions of authority within family circles, and the majority of clans are led by a matriarch, the oldest woman who has produced the most mages for the clan.
However, descent does not define everything; it is the abilities that matter. Every few years, large tournaments take place, providing talented mages with the opportunity to demonstrate their skills and knowledge, allowing them to climb the hierarchy and gain prestige.
The nation does not have a defined social structure, but it is clear that mages have privileges above non-mages. A social pyramid can be constructed with the strongest mages who work in the government at the top, followed by mage and non-mage specialists, as well as merchants, and then the peasants, a significant portion of the population at the base. Below them are the Yarkus serfs, who make up a considerable portion of the population, having some degree of freedom such as owning small properties or lands but paying higher taxes than other classes. Lastly, there are the slaves, mostly orcs captured in battles, who have no rights, and even some Yarkus own orc slaves.
Traditions and customs vary in each region within the nation, but some are common, such as winter festivals, dance festivals, orchestras, paintings, and especially sacrifices and festivals to the forest spirits.
Despite their stoic nature, most of the people love simple things, like singing, dancing, races, or skill competitions. They have a natural aversion to what comes as uninteresting tasks and are fun-loving by nature; however, despite how disagreeable some things are, such as wars, elves can become seriously austere if a threat to their friends, family, or livelihood makes such actions necessary.
Most of the people are calm and relaxed, with a degree of patience and detachment granted to them by their long life expectancy. The majority of elves do not concern themselves with short-term events and are also slow to make friends or enemies, as time for them is measured in centuries, not decades. Focused on what matters to them, elves ignore many things but rarely forget serious issues. Due to their long life expectancy, most having a common patience towards other humanoids, they see the lives and concerns of younger races as fleeting and find less joy in short-term victories that other races content themselves with, instead finding pleasure in things that have more longevity, such as arts or skill enhancement.
Young elves commonly become adventurers for various reasons; some do so out of boredom or a sense of wanderlust that compels them to venture beyond the confines of their homeland, but they always return home when they feel fulfilled.
The people make no distinction between men and women and therefore do not discriminate based on gender. Men and women are treated equally in all areas, and neither is excluded from anything, achieving power and fame in equal measure, depending solely on their abilities.
A typical family has an average of six to eight members, and they all usually live in the same house. Typically, mothers are the head of the household, and lineages, inheritances, and names are usually traced through the mother.
Yarkus
The Yarkus, comprising more than half of the nation's population, play a vital role in all spheres of society. Despite enjoying some degree of freedom, they are often treated as pets by the elves. However, they form the backbone of the country's workforce, employed in a variety of tasks, from tending to farms to serving in the army and handling minor bureaucratic matters.
Over millennia of artificial selection, the Yarkus have developed unique traits that make them highly adaptable and efficient in serving their elf masters. Among these characteristics, they demonstrate physical resilience to adverse conditions, enhanced communication skills for teamwork and following orders, quick learning ability to perform various functions, and a strong loyalty to their Elderkin masters. These specific traits have been shaped over time to meet the elves' needs, making the Yarkus an indispensable part of Pytã'Zian society.
The military forces of Pytã'Zia are highly structured and organized. They can be divided into divisions and further subdivided into squads. In addition, they have specialized brigades. These brigades, in turn, are composed of guard, elite, and assault groups, with presence both in the capital and in nearby regions and beyond the nation's borders.
Renowned are the Gray Troops, specialized in exploration and surveillance of the surrounding lands. Their mission includes hunting formidable creatures that threaten the kingdom's security. Meanwhile, the Blue Troops play a crucial role as the personal guard of the capital and other major cities, ensuring internal security and protecting the cities against any internal or external threat.
There is also an intelligence and counterintelligence group, officially called the Black Ops Team or Council Executors. Comprised of Pytã'Zia's greatest warriors and sorcerers, this group specializes in covert attacks, assassinations, search and capture, and special operations in foreign territory.
Currently, the homeland boasts an active military contingent ranging from 242,000 to over 282,000 soldiers, distributed across various divisions, brigades, regiments, and battalions, along with over 4 million soldiers in reserve. Moreover, it maintains 16 ships on constant alert, patrolling the homeland's coastline. Although Pytã'Zia's armed forces may be numerically small, they are notable not only for their high professionalism but also for their high-quality training and equipment.
Work In Progress
Work in Progress.
Pyta'Zia was created by Entropico for the World of Tyrrell Project.
In the capital, there is the Diamond District, where the Guide Tower is located, housing the chambers of the High Archmage; the Arcane Chamber, where magistrates convene; the Council Hall, where the Council gathers. In addition to their chambers, there are also mansions belonging to some of the most important members of the Upper Clans.
In the event of the death of a district leader or ruler, the family or clan of the deceased has the right to decide who among them will succeed them, but preference is given to a first-degree relative, such as siblings or children.
For reasons long forgotten in time, the nation declared war on penguins shortly after its foundation. Scant records from the time mention that "all Elderkin must unite to eradicate the strange polar birds." As of yet, no "Peace Agreement" has been formalized, meaning that, theoretically, the nation is still in a “state of war” with the penguins.
The Yarkus are known for a distinct characteristic: they sleep a lot and have a reputation for being somewhat lazy. Even after attempts at artificial selection, the elves have never been able to completely eradicate this peculiar trait of the Yarkus.