Cas'bparo, Kingdom of the New East, House Harker
Motto: "Out of an ashen twilight, the bright moon rises"
Symbol: twin moons cresting Red Mountain
Colors: red and white
Government Structure: federal monarchy
Population: ~ 50,000
Religion: The Ilaahyo Badan
History
Coming out of the End War, the survivors in Morrowind were separated by tectonic activity that had coincided with the Fall; those in the west and on Vvardenfell, who were accessible, did as they always had and subsisted on what they could produce from the ashen land. No redevelopment of the broken civilization occurred for years, and luckily for the people of Morrowind the mountains surrounding them kept them isolated in their weakness.
Until 40 or so years after the Fall. Small mercenary armies began to form and clash, and out of the bloodshed one name began to emerge: General Alussanah Harker. She was proving to be an excellent tactician and was also said to be a skilled battlemage, but outside of her military qualifications, little was known of the Redguard woman. However, the people of northwest Morrowind would soon learn, as in three years her force managed to wipe out or assimilate all opposition, and with all of the (albeit small) military might of Morrowind behind her, Alussanah named herself Queen-Regent of Cas'bparo, Herald of the New East.
Talk among the natives of Morrowind was full of rumors of this woman who had proclaimed herself their ruler; her early rule was not very graceful or queen-like, evinced by the fact that the word most often used to describe her by those she encountered and ordered about was "bitch." She was cunning, treated politics (if you could call it that in those times) like war, had a mean temper, and enjoyed the feeling of power and control - factors that led some Dunmer to adore her and pledge loyalty, and others to emigrate elsewhere. All of this won her the lands of Vvardenfell and the northeastern mainland, but what won her the people was her dedication to them.
While admittedly it was in service of the end of her power, Alussanah was committed to the defense of the people and the rebuilding of civilization. Where she had stamped out the mercenary armies once before, bandits took their place, and in turn, Alussanah proclaimed she would not let them touch her kingdom and her people - and while they initially resented this strange woman claiming them, the populace came to appreciate that she did indeed fulfill what she had said. She led an aggressive struggle against the bandits and came out on top, now hailed as the hope of Morrowind.
Eager to work with her newfound authority, Alussanah led an expedition to the Telvanni Isles, somehow causing ten Telvanni Mages to stoop to the level of pledging to serve under Alussanah, in her military of course, but also at a more ambitious project: clearing Vvardenfell of ash. The Telvanni had always been known for their arcane prowess, but this seemed a little far fetched. Until it worked, of course, and then many of the people went right along with it all.
Construction of infrastructure began both on the newly ash-free lands and on the eastern mainland, right up to the Velothi Mountains. In the years that followed, roads, ports, bridges, towns and cities sprang up. Ore mined in the hills and food farmed on flatter lands contributed to the regeneration of the region, and finally Alussanah was able to turn her attention to her own displaced people. She put out a call for anyone who would immigrate to the land of Cas'bparo to do so, with special emphasis on her fellow Redguards. They did come (most surprisingly, Khajiit came in great numbers, though they were said to have scattered across the continent) both weary of the troubles that had followed since the End War and wary of the Dunmer they met - the Dunmer themselves only took Alussanah's word so far too - but Cas'bparo was better than wandering and struggling to survive.
Cas'bparo was set to grow further into the New East, and as the anniversary of the End War came up on 60 years, Alussanah set to work building a culture to fill the new kingdom up.
Relations and Diplomacy
Cas'bparo has had little outside contact, but it maintains an attitude of wariness of outsiders. It is made up of a large population of immigrants, but with tales of other new powers emerging elsewhere, specifically ones that might be hostile to Cas'bparo, chances can't be taken. Alussanah is not exactly a compromising person either.
Government
Cas'bparo is led by the Queen-Regent, but has a growing bureaucracy behind it. Below the Queen-Regent in the central government are the Councils of War, the Land, and the Faith. One interesting feature of the government of Cas'bparo is that the monarch must be a female - a small clause written by Alussanah for reasons only she knows. Each city also has a Magistrate who answers to the Queen-Regent.
Lands
Cas'bparo consists of the island of Vvardenfell, which is officially called Jae'sradda, and the western mainland of Morrowind, a region officially called Ga'buuraha. A number of fire-riverbeds snake across the land, left from the days when Red Mountain was far more volatile, but these are beginning to be rejuvenated, and are already used as travel routes.
Cities and Regions
- Ebonheart - capitol of Cas'bparo built on the ruins of the old world city of Ebonheart. Chosen for its ease of access via water and land, the capitol is a growing economic power in the kingdom. Known for merchant firms and adventurers aplenty, and home to the main garrison of the kingdom's troops. It was the first city built by the kingdom, and is an imposing city made of volcanic rock.
- Kantyafir - situated in the forests north of the swamplands, Kantayir is a secluded city that is Cas'bparo's main provider of lumber, and it even manages to produce a small amount of the rare coffee bean. It is a place where many manage to settle down and make a profit either logging or supplying the loggers, but the money comes at a risk - the dense forests are not exactly friendly, and with the army being only so many, it has also become a hub of mercenaries. It also happens to be built primarily of the very wood it supplies.
- Gaicga - a stronghold city in the Velothi mountains, Gaicga is the capitol of non-ebony mining, smithing, and refining for Cas'bparo. Life in Gaicga is more rugged than anywhere else in the kingdom, and deep in the Velothis can be found the only bandits Queen-Regent did not crush early in her reign. Gaicga also has a good hunting and artisanal base, and has the only significant population of Orcs in the kingdom.
- Arrada - main seaport of Cas'bparo and a great source of seafood and sea goods, and also the site where Alussanah is constructing her navy. Cas'bparo has been very isolated since its foundation, and Arrada is the one place that does find itself occasionally graced by outsiders and news of the outside world. While lacking the criminal influence more international traffic might bring, Arrada is a rough-and-tumble town - but in a way, it is also a city of peg-leg philosophers. It is home to the famous North Wind Hall, a coffee-and-mead house that has become known for the great ideas and controversies that have surrounded it, in addition to the fact that it is on a docked luxury ship.
- Fort Saryesa - a solitary fortress-settlement built on a cliffside at the frigid North Sea. It commands the small, rocky span of land that is the only accessible piece of eastern Morrowind, with the rest being blocked off by the massive tectonic upheaval during the End War. It is known for being run tough, and it is responsible for dangerous attempts to penetrate the impossible geologic barrier to the rest of Morrowind.
- Fort Bodhol'a - a mostly-underground military outpost on the edge of the massive Red Mountain crater. The Telvanni mages enlisted by Alussanah managed also to drastically quiet the activity of the volcano, but since the eruption no one has known what could lie within. The mission of those assigned to Bodhol'a is to find out, something they do with the help of special armor and equipment that allows soldiers to withstand the heat, ash, and sulfur.
- Fort Magala - a small fort built to fill the wide distance between Arrada and Gaicga, tasked mostly with protecting the single road between the two. A small town has developed around Magala as well.
There are also a number of other small towns, logging outposts, and mining settlements dotting Cas'bparo, along with the unexplored ruins of many old-world structures and locations.
Regions
- Ascadia - lush, fertile isles that extend north from Ebonheart to near the base of Red Mountain. They were confined to the isles before the Telvanni removed the ash, but the climate now extends onto the main body of Jae'sradda, usurping the former Molag Amur region. Plantation farming is a growing industry here.
- New Coast - the former Ashlands, cleansed of the toxic ash by the Telvanni allies of Cas'bparo. The New Coast extends from the Sea of Ghosts to the base of Red Mountain and doesn't go far beyond to the east and west sides. The ash still in the soil allows for the growing of both ash and normal crops, and there are a number of geologic formations and features to be mined; it is also expected that fishing will become a staple of the New Coast as the ecology of the Sea rights itself.
- Duur'jasiir - the region encompassing the many small islands and single large one off the northeast of Jae'sradda, known for its wild and alien terrain, flora and fauna. It is inhabited by a great number of various dangerous animals and plants, as well as being dotted by ruins from the various cultures that once existed in Morrowind. For now, the only settlement of the region is in the form of small fishing villages with very little military support or defense; however, it is speculated that one day when the resources are available, the exotic flora and fauna could be harvested profitably.
- West Gash - the rocky highlands along the western coast of Jae'sradda, marked by unique red rock formations and an abundance of ebony. Fort Bodhol'a lies perhaps ten miles east of the boundaries of the West Gash, and towns in the region are the main suppliers of the Fort.
- Kantyafir - the forest in the northeast of the island, dense and more wooded in the north but thinning the further south one goes. In the north of the region, logging is king, but the south is more suited to the ranching and farming of more conventional western animals.
- Azura's Coast - the many rocky, small islands in the south and east of Jae'sradda. For now, they remain largely underutilized and unexplored, but there is talk of using them as a springboard to exploration of the inaccessible cliffs along the southern and eastern coasts of the mainland.
- Saltport - the salt marshes between the West Gash and Ascadia. A region that proves incredibly difficult to penetrate or develop, and which has so far served as a haven to the small criminal segment of the kingdom and a hampering to travel between Ascadia and new settlements in the West Gash.
- Kurba - the snowy, mountainous region where the Velothi mountains edge right up to the Inner Sea in the southern half of the Ga'buuraha, ending just north of Gaicga. Kurba is emerging as a good source of many of the ores not found in great quantity on Jae'sradda, like corundum, orichalc, quicksilver, and more, as well as being a source of granite.
- Qeydhana - the northern part of the Ga'buuraha, which shares many traits with both the West Gash and the neighboring Rift region of Skyrim - the flora and fauna are largely the same as the Rift, albeit with a few unique species, and the stone found in the region is largely the red rock also found in the West Gash.
Military
Cas'bparo has a military of about 20,000 - 2/5ths of the entire population of Cas'bparo - and the majority of them are spellswords or battlemages. While other nations might have greater numbers, the martial and arcane knowledge of Cas'bparo behind Cas'bparan ebony, Adamantium, netch, and malachite makes for a formidable force, hard to match on their home turf - though in addition to its numbers, being made up of such a large segment of the population, there are only so many soldiers on duty at one time. Queen-Regent Alussanah has also recently begun the construction of a navy.
Culture/Demographics
The two main demographics of Cas'bparo are Dunmer and Redguard, and one rung down is the lesser but still substantial population of Khajiit; the total population is around 50,000, 20,000 of those being at least part-time soldiers. The emerging culture of the land could be summed up as: disciplined liberality. People have a substantial degree of freedom, but they rarely waste time on chaff or excess, an attitude shaped in part by the harsh Alik'r and Elsweyri sands and Velothi ash that make up the kingdom's heritage. It is a common mindset that one must "cut away" at oneself until perfection is achieved, pain is of little consequence - a frontier mindset, if you will. Even the traditionally lax Khajiit population has conformed somewhat to the culture of the land, but not without contributing their own elements. Drug use, moon sugar and otherwise, is common, and in some cases is even encouraged for the stimulation of thought; secrecy and cleverness is also important to the people. Intelligence and cunning are both valued, honor and slyness, and there is a great respect for martial and arcane prowess - they are seen as two sides of the same coin. A trait that the Dunmer and Redguards historically shared, which has been expanded, is the idea of combat and philosophy being corollaries. Art is appreciated in Cas'bparo, and it is generally preferred as a striking and impassioned stylistically depicting scenes of great intensity (think Asian art). Architecture is bold and both artistic and utilitarian, also hinting at a Khajiiti flavor in its common use of repeating geometric patterns. Institutional/familial loyalty is important in Cas'bparo, but having come out of nearly nothing, most familial bonds are by choice rather than blood.
Economy
Cas'bparo is still working to develop a good economy and has been so far unable to establish a basis for international trade, but for now its primary products are lumber, ore and building materials, weapons, and enchantmets; it produces more than enough of these for its own needs, but its agricultural and farming industries have further to come along. Artisanal goods are also available in the smaller towns and villages, and efforts are being made to restore the population of the now-rare Silt Striders.
Religion
The official faith is an amalgam of gods and teachings from all over called the Ilaahyo Badan. Under its canon fall Azura, Mephala, and Boethiah, the HoonDing, Ebonarm, Lorkhan, Baan Dar, as well as the 36 Lessons of Vivec, and a unique god, Juleion'r; the Lunar Lattice is also ceremonially followed by both the Khajiit and others in the kingdom. While the pre-existing gods represent facets of the Dunmer, Khajiit, and Redguards individually (not to mention that the 36 Lessons are taken as good allegorical teachings despite Vivec's false godhood), Juleion'r is a creation of Alussanah. He is a god-of-all-trades, with countless canonical material aspects that are worshiped to various degrees; while Juleion'r the Mage, Juleion'r the Warrior, Juleion'r the Thief are personifications of the three great constellations, other common aspects are Juleion'r the Hammer, Juleion'r the Crown, Juleion'r the Compass, Juleion'r the Coin, and so on and so forth. While the canon is very wide, many people still worship as they did before the new system was introduced, a point of contention.
Factions
- Ald Veloth - a small grassroots group of Dunmer opposed to the new system that has been instated and who call for the Dunmer to retake the land for their own. They have yet to gain much of a following or resort to violence, so they pass relatively unnoticed by the government.
- Twin Moons' Rise - an order of those who have dedicated their lives to the preservation of the kingdom, currently made up largely of veterans who fought alongside the Queen-Regent before her rise to power and whose loyalty to her even surpasses their loyalty to the kingdom at large. They are not the official honor guard of the Queen-Regent, but many of their members are officially affiliated with the government as well.
- House of Caemir - the merchant house making the greatest monetary investment into the development of Cas'bparo and expansion of trade beyond its borders, founded by Undil Caemir. They currently have the approval and support of the government, but currently they are clearly in line with the interests of the Queen-Regent.
- Kingdom of Cas'bparo - all those affiliated with the government and military of the kingdom.
- Dagas'doma Arcanus - the infant scholarly body Alussanah founded, currently based out of Ebonheart, but with plans being made for a separate campus to be built.
Major Figures:
Queen-Regent Alussanah Harker - The founder and Queen-Regent of Cas'bparo, age 50. She is well-liked by many, despite the nature of her consolidation of western Morrowind and her obvious enjoyment of the power she holds; though she may bask in the authority, she does work hard to drive Cas'bparo onward and upward, even if she steps on a few toes (or necks) to do it. However, not everyone is so fond of her, and questions slowly rise about her effectiveness as she ages.
General Svadstar the Iron - The highest military authority under the Queen-Regent herself and head of the Council of War, age 77. An old friend and adviser of Alussanah who fought by her side even before her campaign to consolidate the west, he directs the troops of the kingdom full-time, though with the frequent involvement of Alussanah. He is a stoic, hard man, albeit with a soft spot for Alussanah, and he often works behind-the-scenes.
Archcanon Wulf - Highest religious authority under Alussanah and head of the Council of Faith, age 33. Born not long before Alussanah took power, Wulf grew up admiring the Queen-Regent and hoped to earn a place in her government one day. However, during his youth, his parents were disparaging of the Queen-Regent and all the changes she was making, and instead pressured him to study theology. Of course, this backfired on them, because when Alussanah began her task of creating a new body of faith for her kingdom, she found Wulf. While Alussanah was the seed of the ideas that formed the new faith, Wulf codified it and zealously defends it.
Governor Ernard - Manager of domestic affairs for Alussanah and head of the Council of the Land, age 64. Before Alussanah's rise to power, Ernard was part of a movement that sought to bring civility back to Morrowind, but which failed due to a lack of the means to accomplish this goal. Alussanah recruited him because he had shown promise as a leader despite his failure, and he was liked by many of the native people.
Magistrate Helseth - Magistrate of Arrada, age 42. A native of the region with a background in fishing and sailing, assigned to manage Arrada and help encourage growth in its infant naval industries.
Magistrate Throngar - Magistrate of Kantyafir, age 50. Originally from Skyrim but moved to Morrowind and joined up with Alussanah's army years before. Served as a captain in the army for years until he was promoted to Magistrate.
Magistrate Armand - Magistrate of Gaicga, age 36. Traveled from Hammerfell to Cas'bparo at a young age, a journey on which his father was killed by Nords, instilling in him a dislike for the Valorans to the west. Came to Alussanah's attention for his resolve against the Valorans and thus earned a place at the head of the city they believed to be at the most risk from the west.
Voryn Telvanni - One of the Telvanni mages brought back from the Isles by Alussanah, age 229. A great mage and one of the few in the kingdom who can best the Queen-Regent, yet he chooses not to, instead working to further develop the kingdom in hopes that he'll be there when it hits its stride.
Mogrul Bear's-Tooth - Leader of a growing bandit faction in the rocky terrain formed by the earthquakes during the End War, age 71. Originally from one of Skyrim's Orc strongholds but shamed and kicked out for murder, Mogrul cast aside the Orcish code and set out to make a way for himself in the post-war world by any means necessary. His bandit forces were crushed once before by Alussanah, but he has been re-amassing them in the mountains which only he and his followers know how to access.
Sees-Through-Ash - An Argonian necromancer and rumored vampire known only to live in a private fortress somewhere in the wilds of Cas'bparo - reportedly able to move to anywhere undetected. She has made herself known a few times in the history of the kingdom, and every time she brought with her an omen of the future. Not enough is known to say if she is for or against the kingdom, but she is overdue for an appearance.
Undil Caemir - Head of the merchant House of Caemir, age 94. He once before had built a fortune on the Summerset Isles, but was forced to leave most of it behind to escape unrest when the Fall came about. He took what he could to Morrowind, the one place he knew would be mer-friendly and unaffected by the messy breakup of the Dominion, and began to rebuild. He managed to remain secluded as he rebuilt, hoping to avoid the threats posed to a wealthy mer by a land without law and order, and when Cas'bparo was founded he was able to contribute his wealth and resources to the kingdom's growth.
Ha'mariir - A representative of the Khajiit, age 88. He has proven at times a nuisance for Alussanah, who finds the insularity of the Khajiit troublesome, especially having taken them in in the tumult following the End War, but who also has been a help to her, for which reason she does keep an ear to the unique needs of the Khajiit. He is a warrior-ascetic who taught her a great deal of the Khajiit and whom she respects for his sense of stubbornness that rivals his own.