Emberia is a diverse nation of free-folk in the east of Falderia, formed from the ashes of The Race Wars as a member state of Eschenfeld. The capital of Emberia is Embersail, a strategic port city that survived a brutal year-long siege during The Race Wars.
Flag:

The flag represents the flame of Emberia as it burns brightly. The burgundy lower half signifies the blood shed during The Race Wars. The white upper half signifies the purity of the new age, and acknowledges the absolute destruction caused by the Scorched Earth event which left nothing in Thonham. The three shades of triangles represents both the shades of a flame, and the ever brighter future of Emberia.
Culture
Emberia is a society forged in the crucible of The Race Wars, where the survivors of the Embersail siege and their descendants have developed a culture of resilience, unity, and defiance. The people of Emberia, known as “Emberians,” are a diverse mix of humans, dwarves, and other races who united during the war and have since built a society based on shared service and mutual defense.
Core Values
- Unity Through Adversity: The shared trauma of the siege has created an unbreakable bond between citizens
- Defiance of Oppression: Emberians are fiercely proud of their resistance against The Falderian Empire
- Honor the Fallen: Memorializing those who died in The Race Wars is central to their identity
- Self-Reliance: Years of siege taught them to be resourceful and independent
Social Structure
Emberia has a relatively egalitarian society compared to The Falderian Empire, with social status based on service rather than birth. The society is organized around:
- The Veterans: Those who survived the siege and their descendants hold the highest respect
- The Builders: Craftsmen and engineers who specialize in construction and fortification
- The Traders: Merchants and sailors who maintain Embersail’s port and commerce
- The Newcomers: Refugees and immigrants who arrived after The Thonham Accords
Religious Practices
While The Church of Kulkysm has some influence, Emberia has developed its own spiritual practices:
- Ancestral Worship: Honoring the spirits of those who died in The Race Wars
- The Eternal Flame: A sacred fire that has burned continuously since the siege ended
- Martyrs’ Shrines: Memorials to the fallen throughout the city
- Defiance Rituals: Ceremonies celebrating their resistance and survival
Governance
Emberia operates as a Service-Democratic Federation within the Eschenfeld union, with a revolutionary system that directly reflects its origins as a militant resistance movement. While The Thonham Accords required Eschenfeld to disband its militias, Emberia has creatively interpreted this requirement by establishing a Civil Defense Service that serves both military and civilian functions.
The Civil Defense Service
The foundation of Emberia’s governance is the Civil Defense Service, where every able-bodied adult serves in a capacity that combines civilian expertise with defensive capabilities. This creates a unique form of direct democracy where service to the community and civic participation are inseparable. The service is structured to comply with The Thonham Accords while maintaining Emberia’s defensive readiness.
The Service Assembly
The Service Assembly is the highest authority in Emberia, consisting of:
- Service Council: The five-member inner circle (voting on all matters)
- District Council: Regional representatives (voting on local matters with Embersail having heavier weight)
- People’s Council: The demographic representative body (voting on oversight and review)
The Assembly meets:
- Monthly: For regular business and policy decisions
- Quarterly: For major budget and trade decisions
- Annually: For leadership elections and constitutional changes
- Emergency: When called by the High Marshal or 2/5 of any council body
The Inner Circle - The Service Council
- The High Marshal: Elected by all service members, serves as both civil defense coordinator and head of state
- The Voice of the Fallen: Spiritual leader and keeper of the martyrs’ memory, elected by members of the Veterans’ Service
- The Builder’s Representative: Head of the Builders’ Service, elected by members of the Builders’ Service
- The Port Admiral: Naval coordinator and trade master, elected by members of the Maritime Service
- The Care Master: Head of the Care Service, elected by members of the Care Service
The Middle Circle - The District Councils
Each of Embersail’s five districts elects representatives to address regional concerns:
- The Citadel: Government and civil defense district
- The Port: Trade and commerce district
- The Forge: Industrial and construction district
- The Memorial: Residential district with many shrines
- The Quarter: Residential and commercial district
Note: Embersail as the political capital receives heavier representation weight in district voting
The Outer Circle - The People’s Council
The People’s council consists of representatives elected by different demographic groups, allowing Emberia to collect a comprehensive census of its voters:
- Age Representatives: Young adults (18-30), middle-aged (31-50), and elders (51+)
- Family Representatives: Parents, single adults, and childless couples
- Economic Representatives: Wealthy, middle-class, and working-class citizens
- Gender Representatives: Male, female, and non-sex citizens
- Species Representatives: The 5 most populous races each have a representative
Note: Citizens can vote for any representative for which they qualify as a member of that demographic group, creating an impromptu census
The Four Core Services
Veterans’ Service
- Primary Functions: Civil defense coordination, security, intelligence gathering, emergency response
- Military Value: Command structure, tactical planning, veteran leadership
- Infrastructure Value: Security systems, emergency protocols, crisis management
- Membership: War veterans, security specialists, emergency responders
Maritime Service
- Primary Functions: Port operations, naval commerce, coastal defense, trade coordination, merchant marine
- Military Value: Naval defense, supply lines, reconnaissance, amphibious operations, rapid warship conversion
- Infrastructure Value: Harbor maintenance, shipping logistics, trade networks, merchant fleet management
- Membership: Sailors, port workers, merchants, naval specialists, shipbuilders, trade coordinators
- Unique Feature: All merchant vessels are designed for rapid conversion to warships, and all trade routes are actively patrolled and protected
Builders’ Service
- Primary Functions: Construction, engineering, fortification, infrastructure development
- Military Value: Defensive construction, siege engineering, supply fortifications
- Infrastructure Value: Public works, building maintenance, urban planning
- Membership: Engineers, architects, construction workers, craftsmen
Care Service
- Primary Functions: Healthcare, education, social services, community support
- Military Value: Medical corps, morale maintenance, population health, training
- Infrastructure Value: Schools, hospitals, social programs, cultural preservation
- Membership: Healers, teachers, social workers, community organizers
The Service Democracy Process
Decision Making
- Service Council: Major decisions require approval by the Service Council
- People’s Council Oversight: The People’s Council can review and challenge Service Council decisions
- District Input: District Councils provide regional input on decisions affecting their areas
- Veteran Weight: Veterans’ votes count double in security and defense matters
- Maritime Veto: Trade and naval matters can be vetoed by the Port Admiral if they threaten maritime interests
- Spiritual Guidance: The Voice of the Fallen can call for a “Moral Review” of any decision
Leadership Selection
- High Marshal: Elected by all service members for life, can be recalled by 2/3 majority (regularly deposed)
- Service Council Members: Elected by their respective service members for 2-year terms
- District Council Members: Elected by their district residents for 1-year terms
- People’s Council Members: Elected by their demographic groups for 2-year terms
Emergency Powers
- Service Mobilization: The High Marshal can call for full civil defense activation without approval
- District Autonomy: Districts can declare emergency status and operate independently
- Veteran Override: In times of crisis, veterans by council can override civilian decisions, including in private businesses
The Service Code
Emberia operates under the Service Code, a set of principles that govern both civil defense and civilian life:
- Every Citizen Serves: Civil defense service is mandatory for all adults
- Every Service Member is a Citizen: Service grants full political rights
- Unity Through Service: Shared service duty creates social bonds
- Defense of the Fallen: Honoring those who died in The Race Wars is sacred
- Collective Defense: The safety of one is the responsibility of all
- Democratic Command: Leaders are elected and can be recalled
Local Administration
Each district operates as a Service Unit with its own:
- District Commander: Elected leader of the district service unit
- Quartermaster: Responsible for supplies and logistics
- Chaplain: Spiritual leader and keeper of district memorials
- Guild Representative: Economic coordinator for the district
- Training Officer: Responsible for training new service members
Economic Policy
Emberia’s economy is built on three pillars: Trade, Industry, and Defense.
Trade Dominance
- Port of Embersail: One of only three major naval trading hubs in Falderia (alongside New Thonham and Sal’Taq)
- Naval Commerce: Limited but crucial trade routes between the three major naval cities
- Merchant Marine: All vessels designed for rapid conversion to warships
- Craft Exports: High-quality weapons, armor, and tools for neutral parties and strategic settlements
- Resource Trading: Strategic materials and magical components from Sal’Taq and the Eastern Archipelago
- Land Trade: Small-scale overland trade with Karstenfey, the Northern Marches, and The Duchy of Parzelon avoiding port fees
Industrial Base
- Weapons Manufacturing: Producing arms for neutral parties and strategic settlements (not The Falderian Empire)
- Shipbuilding: Naval vessels and merchant ships for the limited naval trade network
- Fortification Construction: Defensive structures and siege equipment
- Magical Research: Limited but focused on defensive applications
- Strategic Supply: Government-supplied weapons to strategically important settlements like Hovehelm
Economic Principles
- Self-Sufficiency: Avoiding dependence on The Falderian Empire
- Strategic Trade: Focus on trade with Sal’Taq, Eastern Archipelago, and neutral parties
- Veteran Support: Special economic benefits for war veterans
- Guild Protection: Supporting local craftsmen and merchants
- Mandatory Stockpiles: Strategically important settlements like Hovehelm are required to maintain weapon stockpiles by government mandate
Foreign Relations
Emberia maintains complex relationships with other powers, shaped by its history and strategic position.
Relations with The Falderian Empire
- Formal Peace: Bound by The Thonham Accords
- Trade Relations: Necessary but tense commercial exchanges
- Mutual Suspicion: Both sides remember the siege and its aftermath
- Naval Competition: Competing for control of trade routes
Relations with Sylvana
- Allied Nations: Both members of Eschenfeld
- Cultural Exchange: Limited but growing understanding
- Trade Cooperation: Minimal due to The Cardlemounts barrier
- Military Coordination: Joint defense planning and strategic positioning
- Strategic Alliance: The Cardlemounts provide opportunity for pincer attacks against The Falderian Empire
- Supply Lines: Emberia provides weapons and supplies to Sylvana via overland routes where possible
The Eschenfeld Military Alliance
The Eschenfeld union is primarily a military alliance rather than an economic one:
Strategic Benefits
- Two-Front War: If The Falderian Empire attacks either Emberia or Sylvana, they face a two-front war
- Pincer Attacks: The Cardlemounts provide natural defensive positions and attack routes
- Mutual Defense: Both nations are obligated to come to each other’s aid
- Geographic Advantage: The Cardlemounts create a natural barrier and strategic position
Economic Reality
- Limited Trade: The Cardlemounts barrier restricts overland trade between the allies
- Separate Economies: Each nation maintains its own economic policies and trade relationships
- Supply Lines: Emberia provides military supplies to Sylvana
- Independent Trade: Both nations trade independently with other powers
- Shared Currency: The Thonham Accords established a shared currency, but it has limited practical impact
The Shared Currency System
While The Thonham Accords established a shared currency within Eschenfeld, its practical impact is limited:
Emberia’s Use
- Primary Currency: The shared currency is the standard for all trade and commerce
- Port Operations: All port fees, taxes, and trade transactions use the shared currency
- Government Functions: All official business conducted in the shared currency
Sylvana’s Limited Use
- Tribal Economy: Most of Sylvana operates as an internal economy, rarely trading externally where the shared currency carries value
- Elvenwatch Only: Only the major settlement of Elvenwatch regularly trades
- Minimal Trade: Limited commercial activity means limited currency circulation
- Barter Systems: Rural settlements continue to use traditional barter and local currencies, in violation of The Thonham Accords
Practical Implications
- Trade Complexity: Eschenfeld must maintain multiple currency systems for trading with The Falderian Empire
- Limited Integration: The shared currency doesn’t create economic integration between Emberia and Sylvana
- Currency Exchange: Emberia maintains underground exchange systems for various regional currencies
Relations with Other Powers
- Karstenfey: Limited overland trade, no naval contact (not coastal)
- The Duchy of Parzelon: Neutral relations, occasional overland trade
- Sal’Taq: Major trading partner, source of exotic goods and resources
- Eastern Archipelago: Active trading partner, source of raw materials
- New Thonham: Tense but necessary trade relations (one of only three naval cities)
Governance Impact on Diplomacy
Emberia’s unique service-democratic federation system creates fascinating diplomatic challenges and opportunities:
Diplomatic Advantages
- Rapid Decision Making: The service system allows for quick responses to threats
- Unified Voice: All citizens are invested in policy decisions through their service representation
- Military Credibility: Other nations respect Emberia’s military capabilities and defensive readiness
- Trade Stability: Service representation ensures consistent economic policies
Diplomatic Challenges
- Consensus Requirements: Getting all service councils and districts to agree can slow negotiations
- Veteran Influence: Military veterans often dominate foreign policy decisions through the Veterans’ Service
- Maritime Veto Power: The Port Admiral can block trade agreements that threaten maritime interests
- Limited Trade Partners: Constrained to only three major naval cities limits diplomatic options
- Currency Complexity: Must maintain multiple currency systems for different trade partners
Unique Diplomatic Features
- Service Diplomacy: Military-to-military relationships are often more important than political ones
- Maritime Negotiations: Trade agreements are negotiated directly with the Port Admiral and Maritime Service
- Memorial Diplomacy: Honoring fallen soldiers from other nations builds goodwill
- Strategic Supply: Providing weapons to Sylvana creates military dependency and alliance strength
- Underground Exchange: Maintaining secret currency exchange systems for regional trade
Military
Emberia maintains a Civil Defense Service designed to protect Embersail and support Eschenfeld’s collective defense while complying with The Thonham Accords.
Military Doctrine
- Fortress Defense: Embersail is designed to withstand prolonged sieges
- Naval Superiority: Control of the seas around the port and trade routes
- Guerrilla Warfare: Hit-and-run tactics learned during The Race Wars
- Rapid Mobilization: All civilian services can quickly transition to defensive operations
Service-Based Military Structure
The military is organized around the four core services, each with both civilian and defensive functions:
Veterans’ Service - Command and Control
- The Ember Guard: Elite defensive forces and security specialists
- Intelligence Corps: Information gathering and threat assessment
- Emergency Response: Crisis management and disaster relief
- Training Officers: Instructing other services in defensive tactics
Maritime Service - Naval Operations
- The Port Fleet: Naval forces protecting trade routes and coastal waters
- Merchant Marine: Vessels designed for rapid conversion to warships
- Harbor Defense: Coastal batteries and port fortifications
- Trade Protection: Escorting merchant vessels and patrolling trade routes
Builders’ Service - Engineering and Construction
- The Forge Company: Engineers and siege specialists
- Fortification Corps: Building and maintaining defensive structures
- Supply Lines: Maintaining infrastructure and supply routes
- Siege Engineering: Defensive construction and siege equipment
Care Service - Support and Morale
- The Memorial Corps: Veterans and faith leaders maintaining morale
- Medical Corps: Healthcare and battlefield medicine
- Education Division: Training and knowledge preservation
- Community Support: Maintaining civilian morale and social cohesion
Defensive Capabilities
- Fortified Walls: Multiple layers of defense around Embersail
- Naval Defenses: Harbor fortifications and coastal batteries
- Underground Tunnels: Escape routes and supply lines
- Magical Defenses: Limited but effective protective enchantments
- Rapid Conversion: Merchant vessels can quickly become warships
- Strategic Supply: Weapon stockpiles for Hovehelm and other settlements
Compliance with The Thonham Accords
The Civil Defense Service is structured to comply with the requirement to “disband militias” while maintaining defensive readiness:
Civil Defense Functions
- Emergency Response: Firefighting, search and rescue, disaster relief
- Public Safety: Maintaining order, crowd control, community protection
- Infrastructure: Building and maintaining public works and fortifications
- Education: Training citizens in safety and emergency procedures
- Healthcare: Medical services and population health
Service Defense Capabilities
- Rapid Mobilization: Can quickly transition to defensive operations when threatened
- Fortification Construction: All Builder’s Service members trained in defensive construction
- Intelligence Gathering: Monitoring threats and maintaining situational awareness
- Resource Management: Ensuring adequate supplies for extended defensive operations
- Strategic Positioning: Working with Sylvana for collective defense
Legal Compliance
- No Offensive Operations: Focused on defense and civil protection
- Peaceful Intent: Emphasizes cooperation and trade over conflict
- Alliance Integration: Works within Eschenfeld’s collective defense framework