The Republic
The Republic of Iridine, spanning from the boundless ocean in the west to the trading outpost of Astraea in the east, and from Cinera in the north to the Blackroot Mountains in the south, is one of the most civilized countries in the world of Midlight.
Iridine is, essentially, the early Roman Republic. Snipets of Imperial Rome and the late Republic are present, but for all practical purposes you are in the middle of the city-state of Rome expanding north and south. As such, the city is a maze of buildings, monuments, activity, slums, and people all trying to make a living in the world's most powerful Republic. Senators argue over politics and foreign affairs and major commercial ventures such as the Moon Bay Trading Company vie for both government and private contracts.
The Republic of Iridine is currently engaged in a war with its neighbor to the North, Cinera. It has been a conflict since the game began and continues to be fought by members of Legio I and II. The war has affected the city in many ways and a stroll through the monuments of the Garden or reading in the library can tell you more about it. Some characters may even have fought in the initial battles decades ago and are often willing to tell their stories to eager listeners over an ale. Simultaneously, Iridine is expanding in the barbaric lands to the south surrounding the small colonial town of Rock Valley. Wild game, barbarian tribes, and dangerous creatures stalk the lands there. If you're seeking adventure away from the toil of the city, it is a good place to call home and get to know.
For information on the capital city, see City of Iridine.
Geography
Regions & Settlements
Below are a list of regions and settlements within the Republic of Iridine.
- Argosius —> Lumber town.
- Astraea —> Eastern most trading post, bordering Cinera & the Aestivan League.
- Blue Sands —> Brick-making town.
- City of Iridine —> Capital City of the Republic of Iridine.
- City of Monlon —> Holy City. Founding place of the Cult of Ereal.
- Cullaiden Island —> Island for slave breeding.
- Darpen —> Cattle-trading center.
- Harmony —> Lumber town.
- Kelestian Outpost —> "Peaceful" settlement of the invading Kelestians.
- Tepsin —> Hill-town famed for local spicy dishes.
- The region of Rock Valley
- Three Hills —> Popular destination for the wealthy to relax.
- Town of Franlius
- Town of Rock Valley
- Town of Vetallun
- Village of Blackvine
- Village of Seld
- Village of Stromheim
- Village of Viron —> Large fishing village.
*Areas in bold are available to travel to.
Appearance
TBC
Culture
- A number of Organizations operate within the Republic.
- Many Shops available to purchase items from.
Rumours & Word of Mouth
- "Iridinian is spoken throughout the whole of the Republic. It's not uncommon for the Senate to break out into intense debate arguing back and forth in Spoken Iridinian."
History
Iridine was founded upon ruination—ruination brought about by the arrogance of a civilization that vied for the power of the Gods, a civilization where magic flowed unchecked by wisdom—where the dim light of the moons tried to rival the glory of Ereal, the Sun.
It is said that in the aftermath of this ruin, during a time of darkness and despair, Ereal turned his back on the world in anger, and that no propitiations or offerings would appease Him. In an attempt to understand the God’s wrath, one old priestess sojourned to the mountain temple of Ereal’s Oracle at Lake Monlon, only to find the temple abandoned and the Oracle’s voice silent. In despair the priestess returned to Thalia, the valley of her people. There, she called the people of the various clans and villages to her, and together they climbed the Basran Hill and faced to the East. For days they fasted, prayed, and made offerings to Ereal so that He would return His radiance to them. On the morning of the eighth day, just as the despair of the people had encompassed them fully, Ereal re-embraced the world, and once again it knew light.
The people rejoiced and hugged one another, and ran to where the priestess sat in prayer. When they reached her and shook her to rouse her from her devotions, they discovered her dead, a slight smile on her face, her eyes open to the morning Sun. There, they buried her and erected a shrine in her honor to Ereal of the Morning, whose aspect shines upon the world each day with compassion and hope. That day also, the Tulca, chieftain and champion of his clan, called a festival and declared that a city would be built upon that hill in honor of the priestess’ sacrifice, and that it would be called after the priestess—Iridine. Although the Tulcas were Cineran—the chieftain was brother to a Cineran warlord—the gathered elders selected him as the Chieftain of Chieftains, and Tulca I became the first King of Iridine.
— Galinus the Historian, 57YP
Following the ascension of Tulca I, Iridine was ruled by 6 monarchs for a period of 213 years—most of whom were descended from Tulca’s Cineran dynasty. His successors were Granthulius, Vetallun, Quintus the Marauder, Tulca II, and Parsos Emrial. It was during this period that many of the rudiments, if not the actual incarnations themselves, of present-day political, social, and religious institutions were established. It was also during this period that the Iridine people developed their fabled intolerance for monarchs. As the line of kings grew increasingly abusive of its power, the concept of the Republic incubated. Parsos Emrial, the last monarch of Iridine, was overthrown 213 years after the ascension of Tulca I, and the Republic was born.
During the period of the monarchy, Iridine expanded, conquering Monlon and warring against both the Aestivan League and Cinera. These conflicts have continued unabated into the era of the Republic. Today, some 221 years after the foundation of the Republic, Iridine is locked in a bitter war with both Cinera and the Aestivans. There have been few decisive battles, and the cost in soldiers and talents continues to grow.
For specific events in the chronology of Iridine, see History.
Religion
For information, see the Cult of Ereal.
#Politics
Iridine is a Republic, from the Latin Res and Publica, roughly meaning 'Of the People'. The People is a term interpreted as those with the wealth in land holdings to justify caring to defend it and govern it appropriately. As such, Iridine is truly a Republican Aristrocracy with much of the legislative and executive power balanced towards the land-holding elite. The Head Count, those in a class who do not meet the minimum requirements for military service and income, are represented though they wield very little political influence.
Any new law or legislation must be initiated by a magistrate, discussed and debated among the Senate, and then brought before one of the People's assemblies for a vote.
Related Topics:
#Laws
The Laws of Iridine are spelled out in the Twelve Tables. Of special interest may be the Crimes and Punishments Table. It lists all offenses that a character can commit and be jailed for the player or non-player law enforcement forces. Non-citizens and citizens alike are bound to the same rules, but the punishments and crimes vary based on your status with the Republic.
Check here for a list of warrantable offenses. Crimes of Iridine

