Table of Contents
République de Danor
Davor
| Capitale: | Cherage |
|---|---|
| Gouvernement: | République |
| Dirigeants: | Han Jierre le Souverain |
| Langue officielle | Commun |
| Races | Human 81%, tiefling 17%, other 2% |
Guided by a congress of businessmen and scholars, Danor is devoted to endless progress. Old beliefs, especially religion, are cast aside
in the face of newer and more profitable ideas. After surviving an
apocalyptic collapse five hundred years ago, reason and hard work
have created armies more powerful than any in the world, where a
common man can wield weapons as mighty as the magic of legendary heroes. After centuries of complacency, the other great nations
eye Danor with envy, and with fear.
Following the Second Victory, the social order in old Danor was
upended. The Great Malice left the capital of the Clergy bereft of
magic. Horrible monsters that spawned in the border regions of
wild magic wrought havoc as quavering holy warriors struggled to
destroy them without their divine aid. The whole country was cut
off from its usual channels of communication, and in a matter of
weeks, thousands of priests killed themselves, believing their gods
had died, and many more fled in every direction. A once-mighty
nation fractured into desperate enclaves, and the old capitol was
abandoned as an accursed place.
A major contributor to the region’s downfall was that its previous leaders—the hierarchs of the Clergy — had been transformed by
the Great Malice into seemingly demonic creatures with horns and
barbed tails. People in what today are the Malice Lands refused to
let these people reach the new capital in Crisillyir, believing the
old rulers were “from the deep pit of hell,” and thus dubbed them
“deeplings” or “tieflings.”
After decades of chaos, a tiefling named Jierre who had once been
a priest near the top of the sacred hierarchy gathered the fractious
leaders and managed to convince them in the span of a mere five
years to reunite under a new vision. If the hands of the gods could
no longer reach into Danor, then it would be the hands of mortals
that would give them power and safety.
It was magic, after all, and the superstitions
and archaic beliefs that were its trappings, that
had held back the people of Danor from their po-
tential. Jierre understood that they had a unique
opportunity. No foreign nations would bother a
land without magic, so the new Danor needed not
to worry about invasion. It would decide its own
fate, and as long as all were devoted to the ideal of
progress, Danor would one day be the strongest na-
tion in the world. Finally, after centuries of insular
work and struggle to build a new society, Danor
has begun to claim its place in the world.
The House of Jierre
Common belief attests that Srasama cursed the
leaders of the Clergy with infernal horns and jagged tails, sacrificing half her mortal followers in a
Great Malice when she realized she could not defeat
the armies arrayed against her. When Jierre united
Danor’s factions, almost all those so accursed joined
him, adopting the moniker “tiefling” as a badge of
rebellion. Some became decisive merchant leaders,
while others took a role in government.
Jierre, for his part, refused to be crowned king,
and for his remaining years he served as part of a
congress of peers. In the centuries since his death,
though, his family — tieflings all — has proven a
source of many great statesmen, scholars, and
inventors. Though officially Danor has only a Congress and a Sovereign who is elected every decade,
the House of Jierre is effectively Danor’s royal family. Where they point, most follow.
The Sovereign today is Han Jierre, former president of the nation’s oldest and most prestigious
academy of war, the Jierre Sciens d’Arms. Various
relatives and in-laws hold many positions in the
government and military. A few have even traveled
abroad to study magic and apply Danoran principles
of science to explain how it works, rather than
relying on traditional beliefs. So far, detailed theories have eluded them, as if magic itself refuses to let
itself be understood.
Without a doubt, the House of Jierre rules Danor, but their prominence has not gone uncontested.
Periods of riots and protests have plagued the nation, especially in the early days of its industrial
revolution, though it certainly helped that, in a
realm where few have ever even seen magic, any
tiefling can still rebuke a person who attacks him
by engulfing him in infernal flame.
Cities and Industry
Danor’s historical capital of Methia lies abandoned.
Though Danorans reject superstition, even they
cannot help but feel uneasy in these ruins. Noth-
ing grows there, wild animals stay out, and even
in the height of summer a chill breeze blows under
overcast skies.
The modern capital of Cherage, though, is a bus-
tling center of business and trade. Two centuries of
practice at industry has moved the pollution-cough-
ing factories and poverty-riddled worker villages
outside the city, where deep canals provide the wa-
ter for mills. After the city was attacked in the
Third Yerasol War, the Danoran navy constructed
landfill islands off the shore to place massive artil-
lery batteries and look-out stations.
Trains powered by steam crisscross the nation, and the great Avery Coast Railroad runs
from mountainous Beaumont on the west coast,
through Cherage, and on eastward to Drakr, passing through Crisillyir, before finally ending three
thousand miles away just across a channel from
Elfaivar. Warships armored with iron churn along
the nation’s coast and among the islands it holds
in the Yerasol Archipelago, protecting shipments
of food that feed Danor’s burgeoning population of
industrial workers.