Achaea
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City-states, or simply cities as they are commonly called, are player-run, autonomous organizations. Each city has a number of Houses within it, as well as markets, player-owned shops, governmental headquarters, barracks, residential subdivisions where players own homes, casinos, bars and taverns, restaurants, parks, banks, post offices, and so on. Each city tends towards a particular ethos, often demonstrated by the city's choice of Divine Patron.

Further, cities provide semi-safe havens for their citizens, as the city may hire a variety of guards to patrol the streets for known enemies of the city.

Cities are governed democratically, with each qualified citizen having one vote. The structure of city government may be illustrated as such:

The Populace of a City decide the members of the Ruling Council, some voted in by direct election and others by representative appointment. Each city-state has a different title for their Councillors. In Ashtan, they are Archons; in Shallam, they are Viziers; in Hashan, they are Regents, and so on. The Ruling Council then elects one of its own to be the supreme head of the government, and this head (each city-state has its own title for this position) appoints the bureaucracy, which wields most of the administrative and executive power. The heads of each of the bureaucratic offices (known as Ministries) can appoint an unlimited number of aides to assist him or her in the duties of office.

Each Ministry has a particular duty.

Bureaucracy Responsibility
Ambassador Responsible for swearing in new citizens to a city and assisting city newbies.
Ministry of War Responsible for conducting invasions and overseeing the city's offensive manoeuvres.
Ministry of Security Responsible for the security of the city from city enemies and raids from other cities. This Ministry's aides have the power of declaring other players as enemies of the city, or to remove their enemy status. They are also responsible for purchasing the various types of NPC city guards (mages, archers, and warriors, customised for each city) and placing them strategically. The placement of defensive magical totems that attack city enemies, patrolling for security flaws, and many other duties are under the domain of this Ministry; thus, it is often one of the most active within a city.
Treasurer Responsible for allocating the budget for each of the Ministries.
Steward A position of great trust. The only Ministry with access to the city's coffers, and to the city's banks. The Steward allocates money to the Treasury, who then passes it on to the other Ministries as needed.
Ministry of Trade Responsible for setting the buy and sell prices for commodities from the city's warehouse, as well as minimum reserve levels. Also responsible for setting the internal commodity price that other Ministries pay.
Chancellor Responsible for merchant issues in the city. Has control over property tax rates, and is able to order the city's workmen to renovate shops. Is also able to repossess shops from players who are behind on their taxes, or to simply close them down temporarily until the taxes are paid.
Ministry of Culture This Ministry has control over a city's Arena, with the power to set fees and access rights to the Arena, as well as run events within it. This Ministry is generally responsible for planning and holding festivals, celebrations, sacrifices, and other events to liven up the culture of the city.
Ministry of Development Responsible for player housing within the city, and for subdivision development. Has the power to physically grow a subdivision, and to terraform it.

Success in politics is considered by many to be the highest achievement in Achaea, and it is no coincidence that every mortal who has Ascended into Divinity led one of the great cities.

City Ranks
As you assist in your city-state, perhaps by becoming an aide to one of the bureaucracies, or by helping out generally, the city leaders and elders may grant you city favours. These will help you rise in rank in your city. Each city-state has six unique ranks, with powers associated with some of the ranks. You may give city favours to others upon reaching the highest rank.


Ashtan
Bastion of the North

City Ranks

1. Plebian
2. Equite
3. Centurion
4. Patrician/Matrician
5. Consul
6. Praetor

Council Name: Archons
Ruler Name: Overseer

Ashtan, Bastion of the North, lies on the northwest shore of the inhabited part of the continent of Sapience. Due to its seaport on the Sapphire Ocean and its proximity to the fertile Sangre Plains, Ashtan has been a dominant power on the continent since the days of legend.

Ashtan has always placed great emphasis on the ability of the individual to affect his own destiny. The single dictum is "freedom." Freedom to be good or evil, freedom to be weak or strong, freedom to choose, for yourself, the life you wish to live. Despite their different ideologies, Ashtanites often assist each other in matters large and small, knowing that a strong and united city gives them the power to pursue their personal goals to their fullest. Ashtan's laws are inscribed upon the Pillars of Ashtan, due north of the city gates. The simplicity of Ashtan's legal code is intentional. The only acceptable laws are ones that protect the well-being of the citizens, rather than yards of legislature dictating morality or alignment.

Historically, Ashtan has been home to some of the greatest warriors, statesmen, and philosophers of Achaea. From the valiant King Tephicles to the wise King Martin; from the resistance fighter Zarathustra to the technical genius Emmett Bowing; from the mighty founder Glanos to the legendary Servelan de Vermiis, Ashtan has produced some of the giants of history. In modern times, Ashtan is home to several Houses: the mysterious Occultists, the subtle Shadowsnakes, the arcane Warlocks, the warlike Ashura monks, and a strong community of people who have rejected their old Houses or cities in favor of Ashtan's offer of freedom.


Shallam
Jewel of the East

City Ranks

1. Villager
2. Citizen
3. Chieftain
4. Satrap
5. Ataman
6. Emir

Council Name: Viziers
Ruler Name: Sultan


Shallam is known primarily as the city of Light, and its Houses carry these ideals beyond its walls. Finding residence within the Chrysalis Basilica, the Empyreal and Guardian Houses share joint venture under the Church. Astute observers of Order and Light, the Crystalline Circle is home to several Magi and other classes inspired by their ideals. Once an ancient guild of monks, the Sentaari House still strives to benevolently change the world for the better. Another ally is found in the House of the Dawnstriders, a predominately serpent House that has turned from darkness to champion the light of Shallam.

Founded in the southeastern part of Sapience and situated at the bottom of the verdant Pash valley, the city of Shallam stands as a golden beacon to those under the banner of Good. As one of the oldest cities in the realm, sharing that title only with Ashtan, and possessing a legacy that spans thousands of years, Shallam grew from a small settlement founded by Sahart and his followers into a centre of art and culture, several Houses, organisations, and the illustrious Church.

Also known for its magnificent architecture, the city's gilded domes catch and reflect light for miles around the surrounding land and give the impression of being surrounded by a nimbus of celestial light at dusk and under the moonlit night. It is these mother-of-pearl crowns that have helped it earn the name Jewel of the East, but the title is also symbolic of the spiritual light found throughout its residents.

Shallamese society is helmed by the ideals of Compassion, Justice, Light, Truth, and Righteousness, and her citizens dedicate their lives to these values. Those looking to advance themselves mindlessly instead of the greater good may not find this stricter way of life suitable.


Hashan
Crown of the Ithmia

City Ranks

1. Peasant
2. Commoner
3. Burgher
4. Esquire
5. Peer/Peeress
6. Lord/Lady

Council Name: Regents
Ruler Name: Seneschal

Settled within the cold heart of the Ithmian forests, the city-state of Hashan fully embodies her name as the Crown of the Ithmia. Rising above her humble beginnings as a small village into a polished metropolis, the Crown is a city-state of timeless tenacity and absolute fortitude where the diverse interests of her republic are supported by a unified existence. Hashan remains strong as the only city of true neutrality, serving the interests of no other when her own have not been secured.

Often misunderstood as apathy by those unable to understand the pragmatic nature of the city, Hashan is distinguished by her independent nature. Under the famed Great Canon of Hashan, Achaea's first complex legal system, the well-being and advancement of her citizens remains foremost to allow them the pursuit of anything they desire within a legacy of resilience and enduring solidarity. Hashan is unique in that she is blessed with the patronage of three Divinities. With honour, the city pays homage to her Divine Triad, the Lady Ourania, Goddess of the Moon, the Lady Valnurana, Goddess of Dreams and the Lord Vastar, the Sky God.

Housed and protected within her walls lie the defining element of Hashan itself, that of her city Houses: the first and oldest of the Houses, the Cult of the Serpentlords, the ritualistic and mysterious Spirit Walkers, the honour-bound monks of the Sect of the Black Lotus, and the ever enterprising masters of commerce, the Merchants of the Crown. With each passing year, the Crown of the Ithmia continues to display the ability to survive any hardship, forging purpose in the face of all adversity as she shines onward into the future.


Cyrene
Heart of the Vashnars

City Ranks

1. Citizen
2. Peer
3. Noble
4. Marquis/Margrave
5. Duke/Duchess
6. Lord/Lady

Council Name: Senators
Ruler Name: Imperiate

Cyrene, Heart of the Vashnars, was a city established before the days of Nicator and Seleucar, but after the founding of Ashtan and Shallam. Like Seleucar, it was formed by refugees sick of the endless Ashtan/Shallam Wars. Cyrene's citizens kept its existence a secret by never venturing back to the cities whence they had come.

When the 'Other' threatened the existence of Sapience, bringing freezing cold and snow to our entire world, a blue dragon, long thought to be extinct, came out of the highest mountains of the Vashnars and descended upon Cyrene. Ainghaeal began terrorizing the citizens, eating those unfortunate souls that were in his path. Lord Sarapis, when he split Achaea and cast out the 'Other', caused earthquakes so great that the secret tunnels through the Southern Vashnars to Cyrene crumbled. The citizens of Cyrene leading a predominantly passive lifestyle, not knowing what to do, called out for help. Their combined cries were heard by all of Sapience. Quickly, warriors formed hunting groups and ran to the source of these cries for assistance. Ainghaeal was slain by these fearless warriors. Cyrene, now revealed to the world, had lost its entire governing body and sought a new leader. The citizens quietly approached Lady Czanthria, several of them remembering her from their time in Shallam as a fair, but stoic leader and asked her to be their new Imperiate.

Cyrene was re-founded on the principle of respect for others. There are still those that come to Cyrene to get away from the fighting ways of the other cities. The Houses strongly defend their city and their beliefs. Often considered to sit upon a fence, Cyrene's citizens are free to follow neutral-good paths. Those found to be evil, dark, or chaotic are not welcome.

Cyrene is home to four glorious Houses: the Wardens, the city's principal defenders; the Mojushai, a conclave guided by beliefs of humility, benevolence, and strength; the Arcane Kindred, a close-knit community of like-minded people united in their study of the Arcane; and Ty Beirdd, a collection of artists, poets, and performers in the high Scarlattan tradition.

Cyrene is located in a valley deep in the southwestern Vashnars. Lake Muurn bounds its southern border, and a river flows west to the ocean through a cavern inhabited by the monstrosity Khulhedra. It is rumoured there is a secret tunnel to the Aalen in these caverns, if one is bold enough to seek it out. Mhaldor


Mhaldor
City of Evil

City Ranks

1. Slave
2. Troni
3. Dynamis
4. Dominion
5. Archai
6. Exsusiai

Council Name: Viceroys
Ruler Name: Tyrannus

Far to the west, over the Vashnar Mountains, beyond the Gruun chasm, lies a blasted, blighted isle. A poisonous red haze swirls over barren rock, bubbling tar pits, and skeletal trees. Tortured abominations and carnivorous lycopods roam, seeking the flesh of the unwary.

At the end of a road lined with gibbets and impaled corpses, Mhaldor, the City of Evil, looms above the murk. Through the fortified gates, a horrific medley assaults the senses. As eldritch chitterings fill the air amidst screams and lashes from the slave pens, rotting undead and foul daemons stalk through the streets. The clank of knightly armour mixes with the rising chants of daemonic ritualists. The scratching of quills indicates scholars at work, delving deeply into the mysteries of the lower planes.

Steeped in malevolence, the storied Houses of Mhaldor are located in the Spires of Baelgrim Fortress, the redoubt that towers above the city. The Maldaathi, the city's knighthood, who serve with malevolent honour. The Naga, ruthless and bloodthirsty thieves who thieve Sapience's wealth. The Ebon Fist, cunning merchants and adventurers, who supply the city's economy. The Blood Congregation, Mhaldor's spiritual leaders, who spread the teachings of evil.

A theocratic dictatorship, Mhaldor exists solely to advance evil in all its forms. The city's rigid hierarchy is ruled by the iron fist of the Tyrannus, rejecting democracy, rights, and other manifestations of mortal weakness as beneath evil's servants.

"What is called evil is simply the drive for advancement, for greatness. We seek, through discipline and pain, to spur the advancement of nothing less than sentient life." -- The First Truth of Evil.


Eleusis
Forest Village

City Ranks

1. Freeman
2. Ranger
3. Tender
4. Warden
5. Watcher
6. Elder

Council Name: Leath'ri
Ruler Name:
Speaker

Bound by communal life to the earth, and forsaking the ramparts of traditional brick cities, the Village of Eleusis is home to the forestal Houses. No walls surround it, as the defenders prefer to use the natural camouflage that comprise it to protect those who call the Village home.

Wandering peddlers supplement the communal life of the village. Bakers, candle makers, forgers, and glassblowers make the village lively as they hawk their wares to the inhabitants of Eleusis.

What fuels Eleusian beliefs is a deep desire to protect the forest and those who love it. Eleusis is a community for all forest folk; a place where they can relax in safety and camaraderie. It is a village which exists solely for those who love the forest to be a bigger part of it.

Sitting in the treetops and stretching under the ground, Eleusis does not impose itself on the forest which surrounds it, but rather, it exists in harmony with its surroundings. It has no wall, no normal guards which patrol it. Instead, the very trees will come alive should its villagers be attacked as the treekin, dryads, and Tsol'aa archers who regularly visit respond to offenders.

"River, forest, sky
And ye with Nature at heart
Come together here"

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