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===Foreign Relations===
===Foreign Relations===
Aarothia is a trading based nation that is not focused on war. The main point of the navy to to defend the trade routes with the other nations. Aarothia is also in the north western trade alliance  
Aarothia is a trading based nation that is not focused on war. The main point of the navy to to defend the trade routes with the other nations. Aarothia is also in the north western trade alliance  
==Economy==
aarothia economy is mainly trading. A list of our imports and exports can be found bellow
IMPORTS
Metal-ajreen
salt-ajreen
gems-ajreen
boats-calnut
EXPORTS
sugar-calnut
Wood-arjeen
food-arjeen
fish-arjeen
===Energy===
===Industry===
===Infrastructure===
===Transport===
==Demographics==
==Demographics==



Revision as of 17:14, 17 July 2019

Kingdom of Aarothia
Aarothiuon
Flag of Aarothia
Flag
Motto: No gods or kings, only man.
Aarothia Xedas-updated iiwiki 1.png
CapitalLou Moredun
Largest cityNew Artho
Official languagesArthoun, Jhoin, Tryou
Recognised national languagesLoucoin, Fryis
Ethnic groups
  • 50% Human
  • 20% Elven
  • 10% Yasil
  • 10 Dawi
  • 5% Goblin
  • 5% Other
GovernmentConstitutional Monarchy
• King
Lou Aj John X
LegislatureMagcion house
Royal People House
People's House
Independent
• Magion Union Treaty
1341
Population
• 1441 estimate
41,001,035
GDP (nominal)estimate
• Total
21 billion
• Per capita
15,000
CurrencySigil
Date formatDDMMYY
Driving sideright
Calling code+867
Internet TLD.ar

History

The first signs of Aarothia where found in the magion union treaty that ended the Lou-Mordur war. The treaty united Lou, Mordur and several other kingdoms to form Aarothia a century ago. The history of Aarothia goes back two millennia.

Geography

Aarothia is made of mostly temperate forest with some alpine and some swamps

Climate

The aarothian climate is hot is the summer and cold in the winter

Environment

Politics and Government

Military

Aarothian navy


Total ships 145


5 - 1100 ton Carracks of four masts and 70 cannon, about 26 of which would be heavy guns, 20 being lighter cannon, the rest being swivels and anti-personnel mounts. up to 40 Caravels ranging from 8 to 18 guns, likely lateen rigged, though some could, I suppose, be square. For coastal protection and trade security along the coasts, then Galleys would be fairly numerous, maybe as many as 100 of all types, from 40 oared sole-masted little dinghies with very little firepower to 200 oared giants of three masts with maybe four cannon on the bows and 6-10 cannon on the broadside.

Foreign Relations

Aarothia is a trading based nation that is not focused on war. The main point of the navy to to defend the trade routes with the other nations. Aarothia is also in the north western trade alliance

Economy

aarothia economy is mainly trading. A list of our imports and exports can be found bellow

IMPORTS

Metal-ajreen salt-ajreen gems-ajreen boats-calnut

EXPORTS

sugar-calnut Wood-arjeen food-arjeen fish-arjeen

Energy

Industry

Infrastructure

Transport

Demographics

Education

Religion

Culture

Music and Art

Cuisine

Sports

A popular Aarothian sport is Watgol. Watgol is played with any number of players. The game takes place in a course with is made of a starting point and a end point. In the game you you travel around on a plaf (a small platform made of wood with a durfi running through it). in the game you move by using a durfi (a staff-like stick that goes through the back of the plaf) the durfi is powered by small crystals called trifs. Trifs are used to make the durfi "jump" 1-2 "jumps" can be held in one crystal. The durfi can hold 20 trifs. the trifs when are out of "jumps" need recharge them . They are recharged by the trifs in a powle. a powle is a 20 by 20 foot room which floor is covered in water. In the center of the room is a chalice. the chalice absorbs energy from the water and charges the trifs when placed inside. Only one trif can be charged at a time and takes two days to charge. The jumps are used to propel the plaf. the game is made of small paths that are filled with water. the player must "jump" from one path to another. The person who uses the least "jumps" wins.