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{{InfoboxCountry
The city-state of Komfre was established by a rogue mage, Komfre (for whom it is named). Supposedly, the mage has placed several mage-rupture traps similar in strength to the one that destroyed Orsia. If anyone tries to take his small dominion or the Magimancy tries to bring him to justice, he will glass half the continent. No one knows where he learned the magical technique to intentionally create such strong traps, and many are skeptical that they even exist.
 
Komfre is a trader's paradise. The markets are loud at all hours and constantly chaotic. Anything and everything can be find in Komfre for the right price, but about half of all trades are probably illegal. The city is constantly on the brink of economic and social collapse, yet its grey market economy keeps its instability perfectly stable. The diet of Komfreans is an incredible mix across the world, such as raw meats prepared by orcs mixed with elven roots and ratori spices. Cloaks and daggers is the literal clothing here, as most of its citizens have something tangible to constantly hide. Children are not common in Komfre, but those that are present are often found scamming visitors and travelling merchants.
 
No nation wants to trade with Komfre willingly, but the reach of its vendors has proven vital to the research and spy networks across all nations of Tuyin.{{InfoboxCountry
  | name = Komfre
  | name = Komfre
  | flag = KomfreFlag.png
  | flag = KomfreFlag.png
  | capital = Alkelf<br>[[File:KomfreCity.png|200px]]
  | capital = Alkelf<br>[[File:KomfreCity.png|200px]]
  | government = Martial Monarchy
  | government = Plutocracy
  | population = 750,000
  | population = 750,000
  | languages = Human, ratori
  | languages = Human, ratori
  | currency = Essence Gems, metal coins, marks, shards
  | currency = Essence Gems, metal coins, marks, shards
  | founded = 299:Conquest
  | founded = 2:Rekindling
}}
}}


Alkland is a nation steeped in control and domination. Alklanders have other races working in their forts, mines, and fields to do the hard labor so that the average citizen can focus on other things. Despite their obviously xenophobic views against the other inhabitants of Tuyin, they are always quick and open to trade with their neighbors.
== Komfre Legal System ==


During the Age of Discord, Alkland attempted to subdue and conquer Elori in the Knife-Ear War, but was defeated and accepted a truce.
==== Government Structure ====
The mage Komfre sits at the top of the government with an absolute fist - whatever he says is law, is law. He has several advisors that consist of former magistrates, mages, and merchants. On occasion, Komfre will call an Assembly and let the common people bring their grievances to his attention. It is often speculated that they are simply there to make his claim to power more believable and not because the advisors offer any real wisdom or because he actually listens to his people.


The supreme monarch of Alkland is descended from the original king and only one dynasty has been in power. It is rumored that the kings of Alkland have been increasingly involved with the worship of Feincru.
There are very few hard laws where a line is drawn and those that do exist are about keeping the gold flowing into Komfre. They intend to provide basic protection to traders, a hypothetically free market, and a restriction against using magic in trade deals.
 
The average Alklander diet is primarily game meat, root vegetables, dark bread, and mead. The children of Alkland are raised to be excellent combatants and frequently engage in war game-related play or other activities designed to increase their leadership abilities.
 
Diplomacy has never been Alkland's strong suit as they generally resort to violence before anything meaningful can be discussed. The nation is generally seen as being on barely cordial terms with most nations, with the exception of Pirtair at times.
 
== Alkland Legal System ==
 
==== Government Structure ====
The supreme monarch of Alkland has absolute rule and is required to best their peers and siblings in combat and war games before ascending to the thrones - if they fail, another sibling may be picked over them. The supreme monarch has an advisory council of nobles and generals who are supposed to be the best in their respective fields. Similar to Elori, all laws are recorded in a book called the Codex of Honor and Order. Oaths are also important, council members, judges, and justicars must take an oath and even the slightest violation can result in immediate dismissal or execution at the supreme monarch's will.


===== Law Enforcement =====
===== Law Enforcement =====
Courtrooms and military tribunals dominate the justice field in Alkland, with judges making the decision on punishments and disputes. Justicars function as guards and traveling judges and may enact a "court session" in any place if they believe that they need to get involved - and the session can last less than a few minutes and result in an execution. Trial by combat is common as well, should the accused speak up fast enough.
Komfre has two groups of law enforcement: the merchant guards and the mage enforcers.
 
====== Magimancy Laws ======
The Magimancy in Alkland tends to treat mages as indentured servants and misuse of magic has zero tolerance, and even an injured animal results in execution on the spot. Mages attend a state-run school and receive a license after a decade of formal training. Research and learning is restricted to only those still serving within Alkland's Magimancy or the military, effectively forcing those who leave either to give up their practice of magic.
 
 
 
 


The merchant guards attempt to protect the more reputable vendors in the streets selling food or common wares. When there is a dispute, the guards escort the involved parties to the Court of Trade to deal with it.


<nowiki></nowiki>
The mage enforcers punish mages who have tried to abuse magic within the city limits, such as threatening someone into giving them a discount or other sorts of persuasion and manipulation. Most mages are punished in the Arcane Court.


[[Category:Nations]]
[[Category:Nations]]
[[Category:Human]]
[[Category:Human]]
[[Category:Alkland]]
[[Category:Alkland]]

Revision as of 23:32, 6 July 2025

The city-state of Komfre was established by a rogue mage, Komfre (for whom it is named). Supposedly, the mage has placed several mage-rupture traps similar in strength to the one that destroyed Orsia. If anyone tries to take his small dominion or the Magimancy tries to bring him to justice, he will glass half the continent. No one knows where he learned the magical technique to intentionally create such strong traps, and many are skeptical that they even exist.

Komfre is a trader's paradise. The markets are loud at all hours and constantly chaotic. Anything and everything can be find in Komfre for the right price, but about half of all trades are probably illegal. The city is constantly on the brink of economic and social collapse, yet its grey market economy keeps its instability perfectly stable. The diet of Komfreans is an incredible mix across the world, such as raw meats prepared by orcs mixed with elven roots and ratori spices. Cloaks and daggers is the literal clothing here, as most of its citizens have something tangible to constantly hide. Children are not common in Komfre, but those that are present are often found scamming visitors and travelling merchants.

No nation wants to trade with Komfre willingly, but the reach of its vendors has proven vital to the research and spy networks across all nations of Tuyin.

Komfre
Capital Alkelf
Government Plutocracy
Population 750,000
Language(s) Human, ratori
Currency Essence Gems, metal coins, marks, shards
Founded 2:Rekindling

Komfre Legal System

Government Structure

The mage Komfre sits at the top of the government with an absolute fist - whatever he says is law, is law. He has several advisors that consist of former magistrates, mages, and merchants. On occasion, Komfre will call an Assembly and let the common people bring their grievances to his attention. It is often speculated that they are simply there to make his claim to power more believable and not because the advisors offer any real wisdom or because he actually listens to his people.

There are very few hard laws where a line is drawn and those that do exist are about keeping the gold flowing into Komfre. They intend to provide basic protection to traders, a hypothetically free market, and a restriction against using magic in trade deals.

Law Enforcement

Komfre has two groups of law enforcement: the merchant guards and the mage enforcers.

The merchant guards attempt to protect the more reputable vendors in the streets selling food or common wares. When there is a dispute, the guards escort the involved parties to the Court of Trade to deal with it.

The mage enforcers punish mages who have tried to abuse magic within the city limits, such as threatening someone into giving them a discount or other sorts of persuasion and manipulation. Most mages are punished in the Arcane Court.