Zerrqa: Difference between revisions
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= Zerrqa = | = Zerrqa = | ||
Zerrqa is a Nation in [[Nations#Anomella|Anomella]] | Zerrqa is a Nation in [[Nations#Anomella|Anomella]], its borders stretch form the northern shores of Anomella to the west of the Queensland Mountains, and extend southward until it reaches the westward branch of Queensland Mountains, and contain the northern branch of the mountains. Its borders form east to west are about 1000 Miles (about the distance from Greenville, South Carolina to Oklahoma City, Oklahoma), and from north to south is about 850 Miles (about the distance from Birmingham, Alabama, to Wisconsin Dells, Wisconsin).<br> | ||
Zerrqa is a primarily [[Vespoid]] nation, and used to be one nation with [[Zhrrq]], but after the Aberrant Cataclysm in Anomella, they split due to necessity. In their unified state, they were ruled by a monarchy of Queens, but during the Cataclysm, the primarily line of Queens was killed, causing the split of the two Nations. Zhrrq remains led by an offshoot branch of Queens, while Zerrqa uses a form of democracy using a council from the offshoot Queens, rather than direct rule by them. Zerrqa and Zhrrq remain allies, but this alliance is very tense as they drift in opposite directions politically and governmentally. Both nations state their intention and desire to reunite, but few actions are being done to achieve this end.<br> | |||
The military of Zerrqa is fairly well organized, and is primarily made up of voluntary service, and used as a form of criminal punishment. Their military is primarily used for protecting their cities, and their trade expeditions. Zerrqa's biggest non-national threats are the Aberrations that reside in their lands, the cold desert that the nation finds itself in, allowing for very few basic necessities, as well as both mundane and aberrant wild animals that hunt Zerrqan citizens as a form of food in the sparse environment.<br> | |||
=== Economy === | |||
Due to the amount of magic being used in Anomella, whether by Aberrant or natural sources, the ore in the Queensland Mountains has taken on some natural Resonance. This Resonant Ore is the primary export of Zerrqa. They primarily ship this ore to [[Zheshier]] in [[Nations#Steelshroud|Steelshroud]], in exchange for technology and inventions made by the [[Gnome|Gnomes]] who live there. They also sell both the ore and technology to [[Kálòo-òo]] in exchange for food and basic necessities, as well as [[Kalakwaela]], in exchange for using their scholars to reverse engineer and produce more technology.<br> | |||
One of the biggest dangers to the Zerrqan economy is [[Lead Dragon|Bestial Lead Dragons]] that reside in the Queensland Mountains, stirred up by mining deeper and farther. | |||
=== Population === | |||
The population of Zerrqa is primarily made up of [[Vespoid|Vespoids]] (~68%), but also includes [[Gnome|Gnomes]] (~14%), [[Phrenian|Phrenians]] (~9%), and [[Dwarf|Dwarves]] (~7%), as well as [[Ancestries|Misc. Ancestries]] (~2%). | |||
=== Religion === | |||
Three religions primarily dominate Zerrqa, the primary is [TechQueengod]] (~48%), however there is still a strong presence of [vespoidoriginalreligion] (~32%), and a smaller presence of [gnomereligion] (~15%), as well as Misc. Religions (~5%). | |||
=== Government === | |||
After the Hiverift, Zerrqa took on a democratic form of government, using a combined council of Queenskin, descendants from the original Queens that still hold some level of authority, as well as direct democracy from the remaining citizens. The Queenscouncil puts forth potential legislation, which is then voted on by the populace, needing a three quarters majority to be passed. This started out as fairly rudimentary and lengthy, but with technology from Zheshier, this process has been streamlined.<br> | |||
The Queenscouncil is primarily composed of Vespoid Queenskin, but a few members are out of this pattern, with one or two Gnomes, a Dwarf, a Phrenian, and [[Quartz Dragon]]. | |||
=== Factions === | |||
There are numerous factions in Zerrqa who influence its politics, legislation, and political actions.<br> | |||
*The Democratic Separatists (~32%) who wish to fully embrace the new Queenscouncil democracy and fully cut ties with the backwards Zhrrq.<br> | |||
*The Resonant Delvers (~24%) who wish to further modernize and expand the mining operations of Zerrqa to further expand in stimulate their economy.<br> | |||
*The Queenswill Loyalists (~21%) who wish to restore the old ways and reunite with Zhrrq.<br> | |||
*Zerrqan Assembled Tradesfolk (~15%) who wish to expand both the intraregional and interregional trade of both the resonant ore and tech, and secondarily push to reverse engineer more technology.<br> | |||
*The Traditionalists (~8%) who see technology as a bad omen, and wish to cut down on the amount it is used, they are very vocal, despite being a heavy minority. | |||
==== Democratic Separatists (~32%) ==== | |||
The Democratic Separatists wish to fully embrace the new Queenscouncil democracy and fully cut ties with the backwards Zhrrq. They often vie for legislation that increases the power of the Queenscouncil, decentralizes Vespoid specific power, and move further politically from Zhrrq. | |||
==== Resonant Delvers (~24%) ==== | |||
The Resonant Delvers wish to further modernize and expand the mining operations of Zerrqa to further expand in stimulate their economy. They often vie for legislation that lessens regulations on mining, expands operations, and tries to secure deals with neighboring nations to expand into the mines and mountains within their borders. They are often politically tied with the Zerrqan Assembled Tradesfolk, often voting together on economic and technological progress. | |||
==== Queenswill Loyalists (~21%) ==== | |||
The Queenswill Loyalists wish to restore the old ways and ruinite with Zhrrq. They often vie for legislation that lessens political ties to non-Vespoid nations, reduces the size and diversity of the Queenscouncil, and draws closer politically to Zhrrq, as well as commissioning groups to try and find lore on how to restore the old Queens. They often vote alongside the Traditionalists, seeing their goals as somewhat aligned. | |||
==== Zerrqan Assembled Tradesfolk (~15%) ==== | |||
Zerrqan Assembled Tradesfolk wish to expand both the intraregional and interregional trade of both the resonant ore and tech, and secondarily push to reverse engineer more technology. They often vie for legislation that reduces legislation on trade, tech, and invention. They have strong political ties to the Resonant Delvers and often vote together on economic and technological progress. They are stark rivals with the Traditionalists, seeing their ways as unsophisticated and antequated. | |||
==== The Traditionalists (~8%) ==== | |||
The Traditionalists see technology as a bad omen, and wish to cut down on the amount it is used, they are very vocal, despite being a heavy minority. They vie for legislation that heightens regulation on any form of political, economic, or technological advancement, wishing to cut out technology from Zerrqa, and cut trade ties with Zheshier. They often vote with the Queenswill Loyalists, as much of the legislation they both support, while having different goals, has similar effects. They are a very small minority among Zerrqan politics, but they are a very loud and proud minority, making them appear more influential than they actually are. | |||
Latest revision as of 16:36, 21 September 2026
Zerrqa
Zerrqa is a Nation in Anomella, its borders stretch form the northern shores of Anomella to the west of the Queensland Mountains, and extend southward until it reaches the westward branch of Queensland Mountains, and contain the northern branch of the mountains. Its borders form east to west are about 1000 Miles (about the distance from Greenville, South Carolina to Oklahoma City, Oklahoma), and from north to south is about 850 Miles (about the distance from Birmingham, Alabama, to Wisconsin Dells, Wisconsin).
Zerrqa is a primarily Vespoid nation, and used to be one nation with Zhrrq, but after the Aberrant Cataclysm in Anomella, they split due to necessity. In their unified state, they were ruled by a monarchy of Queens, but during the Cataclysm, the primarily line of Queens was killed, causing the split of the two Nations. Zhrrq remains led by an offshoot branch of Queens, while Zerrqa uses a form of democracy using a council from the offshoot Queens, rather than direct rule by them. Zerrqa and Zhrrq remain allies, but this alliance is very tense as they drift in opposite directions politically and governmentally. Both nations state their intention and desire to reunite, but few actions are being done to achieve this end.
The military of Zerrqa is fairly well organized, and is primarily made up of voluntary service, and used as a form of criminal punishment. Their military is primarily used for protecting their cities, and their trade expeditions. Zerrqa's biggest non-national threats are the Aberrations that reside in their lands, the cold desert that the nation finds itself in, allowing for very few basic necessities, as well as both mundane and aberrant wild animals that hunt Zerrqan citizens as a form of food in the sparse environment.
Economy
Due to the amount of magic being used in Anomella, whether by Aberrant or natural sources, the ore in the Queensland Mountains has taken on some natural Resonance. This Resonant Ore is the primary export of Zerrqa. They primarily ship this ore to Zheshier in Steelshroud, in exchange for technology and inventions made by the Gnomes who live there. They also sell both the ore and technology to Kálòo-òo in exchange for food and basic necessities, as well as Kalakwaela, in exchange for using their scholars to reverse engineer and produce more technology.
One of the biggest dangers to the Zerrqan economy is Bestial Lead Dragons that reside in the Queensland Mountains, stirred up by mining deeper and farther.
Population
The population of Zerrqa is primarily made up of Vespoids (~68%), but also includes Gnomes (~14%), Phrenians (~9%), and Dwarves (~7%), as well as Misc. Ancestries (~2%).
Religion
Three religions primarily dominate Zerrqa, the primary is [TechQueengod]] (~48%), however there is still a strong presence of [vespoidoriginalreligion] (~32%), and a smaller presence of [gnomereligion] (~15%), as well as Misc. Religions (~5%).
Government
After the Hiverift, Zerrqa took on a democratic form of government, using a combined council of Queenskin, descendants from the original Queens that still hold some level of authority, as well as direct democracy from the remaining citizens. The Queenscouncil puts forth potential legislation, which is then voted on by the populace, needing a three quarters majority to be passed. This started out as fairly rudimentary and lengthy, but with technology from Zheshier, this process has been streamlined.
The Queenscouncil is primarily composed of Vespoid Queenskin, but a few members are out of this pattern, with one or two Gnomes, a Dwarf, a Phrenian, and Quartz Dragon.
Factions
There are numerous factions in Zerrqa who influence its politics, legislation, and political actions.
- The Democratic Separatists (~32%) who wish to fully embrace the new Queenscouncil democracy and fully cut ties with the backwards Zhrrq.
- The Resonant Delvers (~24%) who wish to further modernize and expand the mining operations of Zerrqa to further expand in stimulate their economy.
- The Queenswill Loyalists (~21%) who wish to restore the old ways and reunite with Zhrrq.
- Zerrqan Assembled Tradesfolk (~15%) who wish to expand both the intraregional and interregional trade of both the resonant ore and tech, and secondarily push to reverse engineer more technology.
- The Traditionalists (~8%) who see technology as a bad omen, and wish to cut down on the amount it is used, they are very vocal, despite being a heavy minority.
Democratic Separatists (~32%)
The Democratic Separatists wish to fully embrace the new Queenscouncil democracy and fully cut ties with the backwards Zhrrq. They often vie for legislation that increases the power of the Queenscouncil, decentralizes Vespoid specific power, and move further politically from Zhrrq.
Resonant Delvers (~24%)
The Resonant Delvers wish to further modernize and expand the mining operations of Zerrqa to further expand in stimulate their economy. They often vie for legislation that lessens regulations on mining, expands operations, and tries to secure deals with neighboring nations to expand into the mines and mountains within their borders. They are often politically tied with the Zerrqan Assembled Tradesfolk, often voting together on economic and technological progress.
Queenswill Loyalists (~21%)
The Queenswill Loyalists wish to restore the old ways and ruinite with Zhrrq. They often vie for legislation that lessens political ties to non-Vespoid nations, reduces the size and diversity of the Queenscouncil, and draws closer politically to Zhrrq, as well as commissioning groups to try and find lore on how to restore the old Queens. They often vote alongside the Traditionalists, seeing their goals as somewhat aligned.
Zerrqan Assembled Tradesfolk (~15%)
Zerrqan Assembled Tradesfolk wish to expand both the intraregional and interregional trade of both the resonant ore and tech, and secondarily push to reverse engineer more technology. They often vie for legislation that reduces legislation on trade, tech, and invention. They have strong political ties to the Resonant Delvers and often vote together on economic and technological progress. They are stark rivals with the Traditionalists, seeing their ways as unsophisticated and antequated.
The Traditionalists (~8%)
The Traditionalists see technology as a bad omen, and wish to cut down on the amount it is used, they are very vocal, despite being a heavy minority. They vie for legislation that heightens regulation on any form of political, economic, or technological advancement, wishing to cut out technology from Zerrqa, and cut trade ties with Zheshier. They often vote with the Queenswill Loyalists, as much of the legislation they both support, while having different goals, has similar effects. They are a very small minority among Zerrqan politics, but they are a very loud and proud minority, making them appear more influential than they actually are.
