Cinn'fuil: Difference between revisions

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{{Retcon}}{{Infobox country
|conventional_long_name = The United Arms of the Cinnidhean Fuilteach
|native_name = ''Buill-airm Aonaichte an Cinnidhean Fuilteach''
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|capital = Abhainn Mhòr
|largest_city =
|official_languages = {{wp|Scots|Peyeterin}}<br/> {{wp|Scots Gaelic|Guth An-asgaidh}}
|national_languages = {{wp|Old English|Tretridian}},<br/> {{wp|English language|Staynish}}
|regional_languages =
|languages_type =
|languages =
|ethnic_groups = Ailurine (5752%)<br/> Human (4143%)<br/> OtherDwarves (25%)
|ethnic_groups_year = 2020
|demonym = Gun Bhriseadh <br/> Fuilteach
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}}
 
The '''United Arms of the Cinnidhean Fuilteach''' <small>(Guth An-asgaidh: '''Buill-airm Aonaichte an Cinnidhean Fuilteach''', lit. The United Weapons of the Bloodied Clans,)</small> commonly known as '''Cinn'fuil''', is a nation in western [[Novaris]]. Consisting of mostly mountainous highlands, Cinn'fuil shares borders with [[GransrikGräntierik]] to the south, Veria to the west, [[Endertopias]] to the north, and the ocean to the east. The nation is led by a twenty-three member Circle of Kings, appointed representatives of the Clans - associations of families, allied communities, and territories - that govern the constituent provinces. Cinn'fuil is not a recognized state in the [[International Forum]] due to its government, which is seen as archaic and somewhat barbaric. Despite this impression, the nation is a reasonably modern state with centrally funded defense, health, and infrastructure along with access to the internet and a well-rounded, if small, economy.
 
== History ==
 
Cinn'fuil was founded in 1227 as an agreement between settlers from western Yasteria. Seven prominent human families and sixteen prominent ailurine families settled the area that is now the Cinnidhean Fuilteach around roughly the same time and decided to form an agreement to resolve disputes and for mutual defense in the new territory. Each family, or clan, nominated a member of their leadership to become part of a council that would administer the lands and mediate the clans. These settlers displaced large numbers of native dwarves, who moved south into what is now Gräntierik. This began a rivalry between the peoples which remains to the present day.
 
The nation started as a collection of tribal-esque territories governed by a head family with related branches and allied families forming the clan underneath them. Clan territory wasis seen as sacred and the lives of those who worked and died on it beforehand wereare venerated. This practice came from the belief that the ancestors of the clans worked hard and died so that their descendants could find an easier and happier life. These proto-ancestor worship practices combined with the Ademarist beliefs the clans brought from Yasteria and formed the syncretic religion ‘cumhachd na Gàidhealtachd,’ the ‘power of the Highlands.’ The clans believe that they are blessed with the wisdom and prowess of their forefathers so long as they are pious enough and that when they die, the God-On-Urth will allow them to help their descendants in the same manner.
 
As the nation evolved into a more centralized state, the practice of electing a High King from among the clan council arose. The High King, elected for life, would act as the supreme authority over national matters such as warfare and emergencies such as outbreaks of disease or national disasters. In practice, all clans would owe fealty and tribute to the High King so long as he performed his duties correctly. The Clan of the High King would be elevated to prominence, but only for his lifetime. Day-to-day and local matters were still given to the clans to administer themselves.
 
Relations between clans were not always cooperative. It was common practice in the 14th10th andthrough 15th centuries for certain clans to form rivalries and devote resources to one-upping each other, or even outright warfare. The High King would usually mediate these disputes, but if the coalitions of clans were too powerful or if his own clan was involved, events would usually result in bloodshed. These periods of warfare are what have given the Bloodied Clans their name; the Compact forbids the extermination of any clan by another, so defeated clans always rebuilt and became stronger.
 
GransrikThe Cinn'sfuil colonialclans ambitionsfought several conflicts with the peoples of todays Veria and religiousGräntierik. idealsDisputes infrom theindividual 1500sclans sawover land rights and social miscommunication often boiled over to full-blown wars between Cinn'fuil drawnand intotheir protractedneighbors, conflictmost withoften theirthe dwarves of Gränser over ancestral land neighbordisputes. The warrior traditions of the clans, where every adult was expected and able to fight, combined with the difficult terrain of the nations interior saw most conflicts end inwith ahigh stalematecosts oron repulsionboth of Gransrik’s soldierssides. Acquiring the technology of gunpowder and firearms from their enemies, Cinn'fuil would hold an undying grudge against Gransriktheir for these conflictsneighbors and the lives lost because of them. Fuilteach people had some impact on the culture of Northrenpynt through trade and conflict, resulting in scholars believing the Peyeterin language being influenced by the language of the clans.
 
Cinn'fuil fought on the side of the Imperial Powers in the Great War against their perennial enemyenemies, serving as marines and invasion forces aboard the warships of greater powers and bogging down local members of the Pacific Coalition. After the war, the clans began to modernize their society with the introduction of radios, telephones, and automobiles, although with their small population, limited GDP, and mountainous terrain, these advances proceeded at a slow pace. The Novaris Cold war saw the country align with Tretrid, basing bombers and submarines out of their territory.
 
In the modern era, Cinn'fuil remains a highly belligerent and militarized society, but one with good ratings in species rights and personal freedoms. Discrimination is nearly unheard of along gender, religious, or species lines due to the entrenched clan system providing all the segregation necessary. The clans each act as hereditary oligarchs of their respective territories, maintaining their own militia forces, local laws, and infrastructure. These territories are answerable to the clan council, known as the Circle of Kings, which set national policy. The culture of Cinn'fuil can be politely called 'gruff:' the most preferred genre of music is Clan Metal, conquest, sacrifice, and death are highly regarded as acts of acclaim, food involves a great deal of alcohol and cured meats, and the general populace swings between the extremes of celebratory excess and dour indifference.
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