Formatting code for Manir
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__**[[World Back to "World"]]**__
====__Manir__====
{{image url=" http://i201.photobucket.com/albums/aa52/PGMAnshar/ManirCity.jpg?t=1184663503"}}
//The Fortress Gates at Manir //
**Realm:** Sovereign
**Population:** 55,000 free citizens, 15,000 privately-owned slaves
**Military:** 1,000 (Plus 6,500 compulsory soldiers and state-owned slaves)
**Economy:** Moderate; mining and metallurgy-based
**Language:** Ardasi
**Applicable Knowledges:** Ardashir, Peoples and Cultures, Warfare (Expert)
The “Scorpion’s Kiss” is a three-tiered fortress city on the eastern edge of the [[WallofKnives Wall of Knives]]. The majestic and intimidating sight is deeply embedded within the geographical boundaries of [[Ardashir Ardashir]] but acts independently as one of the most secure fortresses on the continent.
The city is founded on an abundant natural oasis that supports an exceptional number of people inhabiting its uniquely engineered city walls. Behind its towering façade, the tiny nation is constantly improving its waterways and redesigning its infrastructure to create increasingly amazing works of architecture. Able dwarves are rarely without work and professional engineers and stonemasons can earn more than the Sovereign Emperor himself. Slave labor is plentiful and generally consists of branded orc and human subjects who, although highly prized, are refused even basic rights.
Surrounded by one of the most hostile lands on the face of Parthysis, Manir has withstood more than a dozen sieges in its lifetime. It gained independence from Ardashir in a bloodless rebellion, when the city’s administers negotiated its solders’ allegiances with retained revenues. The nation consistently maintains an unfriendly stalemate with its former sovereign and is frequently blamed for bad omens, sandstorms, and other misfortunes. Misbehaving Ardasi children are traditionally threatened to be sent to Manir, although this custom is less common among parents who have visited the fortress’s thriving interior.
Since Ardashir’s economic downfall, the city of Manir has sealed its gates to stymie any influx of refugees or potential invaders. The once-hospitable nation no longer admits unfamiliar or unlicensed travelers, leaving vagabonds to rot under the oppressive heat. The city hires a small contingency of enchanters to keep wards in place to discourage teleportation, although unspecified areas of the city are purposefully left without such protection.
Those inhabitants fortunate enough to own property maintain gardens and fisheries, making the most of the finite space the city has to offer. More famous merchants are greeted with a lack of competition and exceptionally high demand for flesh, lumber, and exotic foods and spices. Silver and granite are mined from the nearby Wall of Knives and serve as the nation’s chief exports – generous estimates suggest that as much as five percent of the world’s circulated silver originated in the nightmarish Wall of Knives, mined under the whip and blade of Manir’s finest entrepreneurs.
A hereditary Sovereign Emperor oversees the city state with absolute, if traditionally symbolic, control. Such force is rarely exercised and power is generally vested in three Sovereign Princes who share allegiance and bloodlines with their emperor. Despite increasing pressure at home and from abroad, no official religion is recognized by the state; laws tend to follow a just, if invasive, ideology based on eugenic philosophies and publicized capital punishment.
Compulsory service is enforced among free human boys between the ages of ten and sixteen. During this time, males are taught how to defend themselves, given a formal education, and apprenticed in a craft, technical field, or spell area according to their strengths and interests. Very few soldiers are kept on permanent payroll and the proficiency of their basic combat training is hardly legendary – the city's impressive defenses are reliant on its massive stone walls and hostile environment surrounding.
__**[[World Back to "World"]]**__
====__Manir__====
{{image url=" http://i201.photobucket.com/albums/aa52/PGMAnshar/ManirCity.jpg?t=1184663503"}}
//The Fortress Gates at Manir //
**Realm:** Sovereign
**Population:** 55,000 free citizens, 15,000 privately-owned slaves
**Military:** 1,000 (Plus 6,500 compulsory soldiers and state-owned slaves)
**Economy:** Moderate; mining and metallurgy-based
**Language:** Ardasi
**Applicable Knowledges:** Ardashir, Peoples and Cultures, Warfare (Expert)
The “Scorpion’s Kiss” is a three-tiered fortress city on the eastern edge of the [[WallofKnives Wall of Knives]]. The majestic and intimidating sight is deeply embedded within the geographical boundaries of [[Ardashir Ardashir]] but acts independently as one of the most secure fortresses on the continent.
The city is founded on an abundant natural oasis that supports an exceptional number of people inhabiting its uniquely engineered city walls. Behind its towering façade, the tiny nation is constantly improving its waterways and redesigning its infrastructure to create increasingly amazing works of architecture. Able dwarves are rarely without work and professional engineers and stonemasons can earn more than the Sovereign Emperor himself. Slave labor is plentiful and generally consists of branded orc and human subjects who, although highly prized, are refused even basic rights.
Surrounded by one of the most hostile lands on the face of Parthysis, Manir has withstood more than a dozen sieges in its lifetime. It gained independence from Ardashir in a bloodless rebellion, when the city’s administers negotiated its solders’ allegiances with retained revenues. The nation consistently maintains an unfriendly stalemate with its former sovereign and is frequently blamed for bad omens, sandstorms, and other misfortunes. Misbehaving Ardasi children are traditionally threatened to be sent to Manir, although this custom is less common among parents who have visited the fortress’s thriving interior.
Since Ardashir’s economic downfall, the city of Manir has sealed its gates to stymie any influx of refugees or potential invaders. The once-hospitable nation no longer admits unfamiliar or unlicensed travelers, leaving vagabonds to rot under the oppressive heat. The city hires a small contingency of enchanters to keep wards in place to discourage teleportation, although unspecified areas of the city are purposefully left without such protection.
Those inhabitants fortunate enough to own property maintain gardens and fisheries, making the most of the finite space the city has to offer. More famous merchants are greeted with a lack of competition and exceptionally high demand for flesh, lumber, and exotic foods and spices. Silver and granite are mined from the nearby Wall of Knives and serve as the nation’s chief exports – generous estimates suggest that as much as five percent of the world’s circulated silver originated in the nightmarish Wall of Knives, mined under the whip and blade of Manir’s finest entrepreneurs.
A hereditary Sovereign Emperor oversees the city state with absolute, if traditionally symbolic, control. Such force is rarely exercised and power is generally vested in three Sovereign Princes who share allegiance and bloodlines with their emperor. Despite increasing pressure at home and from abroad, no official religion is recognized by the state; laws tend to follow a just, if invasive, ideology based on eugenic philosophies and publicized capital punishment.
Compulsory service is enforced among free human boys between the ages of ten and sixteen. During this time, males are taught how to defend themselves, given a formal education, and apprenticed in a craft, technical field, or spell area according to their strengths and interests. Very few soldiers are kept on permanent payroll and the proficiency of their basic combat training is hardly legendary – the city's impressive defenses are reliant on its massive stone walls and hostile environment surrounding.