Orvayn
Orvayn
The Unshackled Chain
Orvayn
The Fractured Arcana
The Wandering Republic
“The Second Flame” (a poetic title, referencing their claim to be the rightful continuation of balanced rule)
Orvayn is a land of reclaimed independence and purposeful disorder. Its cities are layered but alive—less polished than their Orvithian counterparts, but humming with energy. Wards are still present, but not omnipresent. Lanterns flicker with wild magic, alleys curve unpredictably, and the architecture leans more toward passion than precision.
The climate varies widely across Orvayn’s broken borders. Some regions are wild and arcane-scarred, while others have settled into gentle valleys and well-managed groves. Storms come quickly, burn brightly, and vanish just as fast.
Orvayn was born from protest. When half the leadership of Orvith walked away over the use of magic in governance, a new nation rose—one where the voice of dissent became sacred.
Orvayn holds to the same dual-leader structure as Orvith: each post is held by two individuals, elected for life. One is designated as the first voice, the other the second, with the same tie-breaking authority as before. But Orvayn vowed never to let either voice go unheard again.
Magic is embraced here, but not institutionalized. Mages may hold office, but magic itself holds no political position. Citizens prize transparency, individual strength, and the right to disagree openly—even loudly. This leads to more debate, more fluctuation in policy, and a culture that thrives on active civic participation.
The people of Orvayn see their nation as the flame that escaped the lantern—and burns brighter for it.
The nation is governed by a dual leadership model at all levels, mirroring the system once shared with Orvith. But here, both leaders are given equal cultural reverence, and even when one has tie-breaking power, ignoring the other’s voice is seen as a public failing.
Local councils are common, and votes are frequent. Orvayn’s cities often operate with their own flavor of policy while still aligning with the nation’s core charter. There is little tolerance for corruption, and public shaming is a practiced art.
The split from Orvith is viewed not as a rebellion, but as a necessary correction. The Second did not abandon their post—they upheld it by refusing to let a single voice become law.
Constant push and pull between local rule and national identity.
Magic-users are common and respected—but there is resistance to letting spellcraft dominate political decisions.
Shadowy movements exist that want reunification with Orvith… or vengeance.
Orvayn also participates in the Team Chariot Race, but with a drastically different approach than Orvith. While Orvith emphasizes balance and training, Orvayn champions raw skill, bold tactics, and high-risk maneuvers.
Their teams are often unbalanced—stacked with specialists in offense or defense—and known for their unpredictability. Spectators love them. Judges... not always.
Orvayn favors dialogue, flexibility, and passionate diplomacy. Its leadership is less stable, but more responsive. Though not always taken seriously by more rigid nations, Orvayn continues to prove itself on the world stage.
Tolerated:
Carnithal – Viewed as chaotic kindred. The two nations have philosophical similarities, but Orvayn finds Carnithal’s leadership model dangerous.
Drenvalis – Orvayn admires Drenvalis’s innovation but disagrees with its emphasis on centralized control.
Allied or Friendly:
The Squirrem – A close philosophical ally. Both value freedom of thought and unpredictability.
Kaelvira – Shared respect for raw power and individuality has led to occasional joint ventures and wild cultural exchange.
At Odds With:
Orvith – Deep ideological conflict. Orvayn believes Orvith has calcified into tyranny under the illusion of order.
Tarsendral – Seen as repressive and emotionless. Orvayn has been critical of their treatment of magic users.
Drakhalm (The Pirates) – Orvayn tolerates some trade with pirate factions, but tension rises when raids target Orvayn’s allies.
Vaurholm – Officially unaffiliated, but Orvayn keeps a cautious eye on the anarchic region’s rising influence.