Government Type: Bureaucratic Unitary State
Head of State: Emperor Khekan Maul, "The First Talon"
Head of Government: Anclevan High Command
Governing Body: Anclevian People's Assembly
Government Structure:
Column of Mechana (research/development of arcana and machine technologies) // Mechana Overseer Arno Dagsson, Arc Marshall Caliban Ghery
Column of Inquest (legal apparatus, law enforcement, espionage) // Justice Marshall Diana Turani
Column of Works (infrastructure, trade and logistics) // Works Overseer Rin Kellam
Column of War (military, diplomacy) // Field Marshall Aldous Freeman (Army), Sea Marshall Liara Blackstone (Navy), Sky Marshall Felix Ardour (Airborne), Supreme Archmage Fela Taravainen
Column of Power (agriculture, energy, mining) // Power Overseer Gyrd Maddox
Column of Labour (work assignment, living arrangement) // Labour Overseer Mudd Phelps
Political Factions: The Argent Falcon, The Joined Hand, Irreghani Liberation Front
Nation's Capital: Anclevan City
Geographic Region(s): The Irreghan Westerlands, Torrhen Shield, Redgrove Foothills.
Population: ~1.2 million
Racial Composition: 86% Human, 6% Orc, 5% Woodland Elf, 3% Other.
Religious & Spiritual Beliefs: (Data compromised*)
*Editor's Note: Unfortunately, due to unverifiable claims on the part of the Anclevan Column of Inquest, no data will be listed in this section.
Demonym: Anclevian.
Main Exports: Coal, Wheat, Beef, Chicken, Machine Parts
Currency: Boltmark.
National Sport: Squamish
Official Language: Common
Motto: "Rebellion by Choice, Empire by Fate."
"Slowest is he who spares the mare"
"Even steel melts, given enough flame."
"Towed chains, dull pains." – Contextually, this expression is used both to reassure, and warn, those who reckon individuality with group identity.
It's rather difficult to tell whether the Irreghani are truly better off under the rule of Anclevan High Command than they were under the Voran Legionate, or the Voltari before them. At first glance, they may starkly contrast one another, but the two most recent ruling bodies of the Irreghan Westerlands govern quite similarly. For instance, major industrial centres, such as the liberated capital of Anclevan City, remain the production backbone of an immane and ambitious war machine. It's plain that the freemen working the assembly lines of the city's famous manufactories are made up largely of Labourers from the Voranite Caste System. The difference in the ordinary citizen's livelihood, before and after the Anclevan Revolution, is almost negligible.
Despite this, there's something to be said of the Irreghani's realm-renowned pride and stubbornness—it matters far less to them what conditions they toil under, as long as their exploiter is seen as 'one of them'. Their current Emperor, and many of his advisors, are former members of rebel groups who formed under the Voranite occupation—The Black Talons, The Argent Falcon, The Sons of Kobol—and in many ways, their style of governance mirrors their former oppressors. Freedom of expression is limited, working conditions strenuous, and the military exudes near-total control of governmental affairs. One could hope that, if relations with other major Destrean powers were to improve, progressive reforms might blossom in the grinding guts of this cold imperial machine—but it is the deep-rooted cynicism among the Irreghani that most impedes this dream. Four generations' worth of tyranny, warfare, and violent revolution across the Westerlands has left little room for hope in the hearts of its people.
Once an agricultural powerhouse, and famous site of the first defeat in nearly three centuries for the Voran Empire's notorious Terrorwing division. During the Fall of Anclevan, the massive, sprawling town of farmers, woodsmen, and wilderness rangers was a prime target for the Legionate during The Subjugation, as it was the closest municipality within sight of the yet-un-surrendered Kholean capital of Anclevan.
It was thought, by Legate Maeka Doomgale, that a show of force demonstrated there by her Terrorwings would demoralize the city defenders and turn the citizenry against the Voltari, thereby greatly expediting the completion of their Second Conquest of the realm. In practise, it achieved the very opposite, as the people of Westmark fought her elite warriors to the bitter end on all fronts. Crops were burned, soil was salted, and ultimately, four of every five men of fighting age in Westmark were killed during the occupation. Legate Ebonia Sootscale, the Dreadqueen, called the occupation 'the worst mark against the Empire since the Dragon's Rift'. The farming town continues its long recovery to this day, many decades later.
Many decades ago, Mistvale served as a place of refuge for arcanists who secretly opposed the Dreadmage Crassius Bray during the reign of the Voltari. As being one of the furthest settlements from the larger cities of Kholea, it became something of a haven for any dissidents to their rule, right up until the Voran Empire's invasion during The Subjugation.
There is a running joke among the locals about the statue in the town square, of Mistvale's fictional founder 'Howard J. Blythe', whose purported deeds grow more and more outrageous with every passing year, since its instalment. Locals have made a game of trying to fool visitors and outsiders into thinking he was, indeed, a historical figure.*
*Editor's note: this entry has been amended for the Sixth Edition of The Stranger's Guide to Destrea, as prior editions' chroniclers were unfortunately had by this particularly devious jape. Well played, Mistvale. -A.G.
The Charging City
Some might rightly call Axel a foolhardy pursuit; others, a testament to human ingenuity, but to anyone who's spent time among the Axelites, the last two descriptors you'd think of for the people themselves would be 'ingenious', or 'foolish'. The Anclevan industrial juggernaut is the brainchild of Herradan Walder, Crassius Bray's chief architect during the reign of the Voltari. The citizenry work and live in rail-linked mobile buildings called 'cars', whose exponential grandiosity continues unabated with each new addition to the city-in-motion.
Using materials gathered from the woods and mountains in their path, the Axelites build these nature-defiant edifices at a frenetic, surreal pace, adding them to the existing cluster while simultaneously laying fresh rails ahead of them. On average, they add one mile each month- regardless of what lies in their path. This progress is made possible by a robust team of engineers, labourers, technicians, architects, railcar operators, and 'rail-runners' who specialize in ferrying food and other resources from trading partners established further back along the rail network.
Once a citizen has contributed a significant amount of labour to the development of the city (a figure which is in constant flux, according to our research), they are granted a leisurely 'retirement' car, and may travel & settle anywhere along the rails behind Axel proper.
The Obsequious
Once the last bastion of the Voltari's power in the Westerlands, Voltsparr has gone from a thorn in the side of their Voranite occupiers, to a slightly duller thorn in the side of the Anclevan Empire. Its taxes are always late, its people bitter, and it is fittingly cloaked in near-perpetual darkness. Nestled in a hollow mountain cavern in the southern belt of the Torrhen Shield, it has largely been left to its own devices in the years following Aegis' Wake. But as any fungi grower tell you, leaving something in the dark too long may yield quite peculiar results...
The Heavenward Gaze
Site of the massacre of the same name, the skyport town of Clifton Roost lives on in infamy amongst the Irreghani.
Now a veritable boomtown thanks to the post-war popularization of skyship travel, Clifton Roost has significantly expanded in size and population. However, the lingering memories of their forefathers' demise hangs over the town like a tattered and bloodied battle standard. Defiance Square, which sits just beyond the skyship docks, features a haunting memorial sculpture which can't go unnoticed by those who visit– especially former Voranite legionaries.
The Canopied Rose
Tucked away deep in the tall redwood groves on Anclevan's northern border, Felpine grew out of a network of logging camps established roughly half a century ago. Its proximity to both Edonius and the Commonwealth city-states of Floe and New Soldev make it an ideal waytown for Anclevan's sprawling rail network, as well as traditional caravan routes through Torrhen. The lumber mills and iron mines keep Felpine's coffers filled, though it's rarely those who toil in them that reap those rewards. More recently, the town has experienced a great deal of violence between Bakta Syndicate-backed workers' unions, state authorities, and the Torrheni Ranger-Druid Pact.
The Brother City
The Irreghani counterpart to East Graelia (which resides across the border, in Gorrano).
Thought to be built on the battlefield where Irreghan and Mort'hano, of Kinfaith/Elementist legends, fought their final battle against
The Fleeting City
Port Barrister's population, like most trade hubs, is highly transitory. Travellers and contractors from across the realm come and go by land, air, and sea; making fast friends whom they'll forget even faster.
Once ruled as an independent merchant republic by the exiled Edonian noble Lord Syman Barrister, his timely death under highly dubious circumstances delivered the strategically-located port city to the Anclevan Empire in the midst of Aegis' Wake, just in time for their brutal naval campaign against the Antür Provinces. Now, during peacetime, it serves primarily as a port-of-call for traders from Cape Cobalt, Spectralos, and the Caravan Delta. Lord Barrister's widow, and their four children, still retain the family's assets and inland estates, though their lawmaking capabilities have been nullified.
The Anclevan Navy occupies the surrounding seas in-force, operating out of a trio of fortresses on the Stake Isles, just a few miles offshore. Rumours circulate of Anclevan ships seizing cargo from merchant vessels illegally, particularly during holidays, though these allegations may simply be fabricated out of the locals' general disdain toward Anclevian rule. The de facto ruler of Port Barrister at this time is Sea Marshall Liara Blackstone, of Anclevan High Command, whose decisions regarding city affairs come by messenger boat, dispatched from her stronghold on the Stake Isles.
Anclevan's military doctrine is tactically open-ended, but strategically fixed. Traditionally, the most successful human-led militaries have relied on a combination of superior battlefield position and wave tactics to overwhelm opponents. From the Founding Era to the days of the Irreghan Empire, this strategy has been viable due to relatively simple battle conditions, unsophisticated military technology, and general strategic simplicity among warring factions. It served Anclevan's predecessors well for a time, but as with any tool that's used too often and applied too liberally across increasingly complex problems, it eventually broke down. Voran's development of the Double Line Doctrine, the growing proficiency of arcanists on the battlefield, and the development of steel armour and weapons, together ushered in a new era of warfare for which the Irreghani were particularly ill-prepared. It cost them most of their territory, their independence, and the lives of millions of their people across the realm.
While human societies have often lagged their rivals in spellcraft, their industrial prowess has more than compensated for this shortfall in the modern era. Rather than spend years training corps of arcanists (who, if killed, represent significant loss on investment), their focus was directed toward developing easy-to-operate weapons for non-magic wielders (guns, crossbows, cannons, etc), and funnel their spellcrafting resources into engineering mechana units instead, keeping their most capable arcanic minds off the frontlines.
A squadron of specialized vertithopters who train in the brutal, relentless winds of The Howl. The Storm Lancers are known for their high manoeuvrability and endurance—thanks to their nature-inspired design and Thermic shard-powered propulsion, respectively. They are considered the best aerial combat fighters in the realm, and the squad is composed of 15 fighters and 30 pilots supported by over 250 mechanists, engineers, arcanists, air crew, administrative officers, and intelligence officers.
Standard infantry units.
Mechana construct whose piercing wail disorients and panics enemies—usually deployed as shock troops. Equipped with a self-destruct mechanism.
Immensely powerful mechana constructs, each designed to combat Anclevan's rivals.
"Glider"
"Razer"
"Ravager"
"Roller"
"Gouger"
"Boomer"
Elite armoured mechanized infantry unit. Mechana support units, specialized 'orepiercer' bolts.
Giant-killers.
Composed of prisoners who, through the use of Essence Siphoning, had their multi-year sentences expedited so they might be released into service for the AEF. For each tour they would complete, they would have twice its length returned to them in essence. Due to the extraordinarily high casualty rate of the AEF, however, the Anclevan state's essence reserves would still come out ahead.
This method of recruitment was deemed immoral and officially discontinued partway through Aegis' Wake, but evidence of the practise continuing well past the ban by Anclevan High Command would surface just a few years after the conclusion of Aegis' Wake.