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Vandal-Tuonia
“How much do we have to pay for you to leave?” -Anonymous Hephecian Governor
A confederacy of Tuonic clans that did not submit to the first High King of Gild-Tuonia. The term “Vandal” originated as a pejorative label for their unruliness but was embraced as a point of pride, though the Vandal-Tuons often internally prefer the term “Niufhaisen,” or “the unbowed.” The “Land of the Vandals” dominates southern Cisosgalia on the western side of the Horned Mountains. It's southern boundary at the river Seraphis is well defined, but the border on the north is nebulous as Tuonic influence on the wide Cisosgalian Tableland waxes and wanes.
While the confederation is made up of over a dozen major clans, distinction is made between the Tilarid-Tuons who populate the lowlands and grasslands and the Bair-Tuons who live in the highlands.
Geography
Murkmist Lagoons
A stretch of coast south of Fanudhrad, the Murkmist is a region said to be where the sea swallowed the land. Hundreds of uncharted islands are separated by miles of lagoons and swamps, all enveloped in a near-continuous fog. This fog is said to be what remains of the curse sent by Heaven to destroy the wicked people that inhabited it. Ruins of this lost civilization can be easily found among the waters, but the sea's wrath was so complete that scholarly investigation has only yielded circumstantial theories.
Despite the general gloominess of the region, herds of lights are often seen floating in the fog - said to be spirits from the Celestial Realm or ghosts of the punished. Compasses and other navigation tools do not function regularly in the lagoons, and violent storms are frequent.
Stainragin Glyphmarck
Meaning “unforgiving judgement,” the high northern plains of Vandal-Tuonia are vast and unyielding. Magical scars from the Great War manifest in this hard land in several ways.
The first is that the earth of the region is literally unyielding. Soil requires harder tools to dig in, and stone shatters all but the sturdiest of picks. Erosion does not affect the stony fields of glacial rocks, nor do the high seaside cliffs submit to the sea. Rivers cut wide and shallow, and thus flood easily.
Another effect of the magical scars is the glowing runes, large and small, that dot the landscape. The glyphs are not legible in any human language, and appear and disappear without apparent reason. Most believe, as anecdotes report, that they are formed whenever a person makes an oath or deal within the region, and a common cultural practice seeks to find the rune that is formed whenever a marriage, business deal, or other oath is made so that is can be tracked. These “watchglyphs” are said to break apart and disappear if the oath is betrayed, putting a curse on the one who broke it. The specific curse for a broken glyph is not pre-determined, but always harsh and often bloody.
History
Government
For much of the 4th Age the government of Vandal-Tuonia was highly localized among clans who formed petty kingdoms. Kings were judged mostly by their martial prowess, and seen more as a first-among-equals of the military leaders of a clan rather than a de'jure ruler of territory. Many clans practice elective rule, where kings are chosen for life but can be selected from any noble house from within the clan.
When necessary, the various Kunigaz (kings) could meet in a council, and during emergencies one could be elected Haryis-Kunigaz, or War-King. Importantly the Haryis-Kunigaz could only serve for one campaign season, and could not be re-elected to consecutive terms.
Parties, Ideology, and Politics
Political Divisions
Vandal-Tuonia is primarily divided into petty kingdoms, which are distinguished mostly along clan lines instead of territorial boundaries. Petty kingdoms were often further divided into major Houses of the clan, who would each rule settlements and land as fiefdoms. Petty kings were typically not allowed to assert ownership of land directly, except those holdings traditionally held by the clan's royal house. Land of a House could only commonly be seized by the king as a punishment for treason or other major crimes, or through a negotiated transfer to another House.
Major Clans
- Tilarid-Tuon
- Aithur - Clan Oathkeeper
- Duthsild - Clan Fish Feast
- Gundhros - Clan Warhorse
- Hrafnith - Clan Ravenkin
- Hrainskil - Clan Pure Shield
- Lukun - Clan Book & Key
- Sungala - Clan Gathering Sun
- Sunqeth - Clan Truthspeaker
- Spardith - Clan Spearbreaker
- Ufawrat - Clan Farwander
- Winasang - Clan Love Song
- Bair-Tuon
- Blasaghas - Clan Blazing Spirit
- Englasig - Clan Angelic Victory
- Falgonthur - Clan Enduring Falcon
- Stagbald - Clan Bold Stag
- Weisgund - Clan Holy War
- Wyrmslahan - Clan Wyrm Slayer
Foreign Relations
Military
Economy
basic economy info
Income and Human Development
Science, Magic and Technology
Demographics
Language
Religion
Education
Health
Crime and Law Enforcement
Culture
Popular Culture
High Culture
Food
Sports
| Vandal-Tuonia | |
|---|---|
| Flag | |
| Map | |
| Capital | None (No Central Authority) |
| Largest City | Fanudhrad |
| Official Languages | Tuonic |
| National Languages | Tuonic, Halser |
| Races | 85% Human 4% Syphkolk 7% Dragoon 2% Shapeshifter 2% Anthegal |
| Demonym | Vandal, Tuonic |
| Government | Stratocratic Confederation |
| Alliances | |
| Official Religions | None |
| National Religions | Wistaljan, Religio Publica |
| Area | |
| Population | |
| Currency | |
| GDP | |
| Agriculture | |
| Staple Foods | |
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