Ruler: There is no ruler per se in Daryion; representatives from the council of mystics are chosen when needed.
Style of Government: Primarily tribal, with a council of mystics guiding the tribal elders.
Capital: Daryion has no capital due to the decentralized tribal government.
Major Cities: Tasav, Jaulud, Halaed
Culture: Daryion's culture is based off the extreme northern peoples, such as Lapland and northern Russia. Daryion's technological level is lower than the rest of the Twelve Nations, lending to the attitude that her people are "primatives."
Economy: Most of Daryion's people eke out lives at a subsistence level, doing some farming, but mostly relying on vast herds of elk and caribu. There is a healthy fur trade, and some consider the cheeses that come from Daryion to be delicacies. Fishing on the coast is very successful, being the home of several rich king crab beds.
Military: Daryion has no organized military. Each tribe has a circle of hunters that serve to guard the tribal lands. They use stealth and skill to make up for the lack of numbers and technology, and are considered even more ruthless than Herathi soldiers. Also, the mystics of Daryion lend aid to the defense of the country.
Notes: There is a disproportionately high number of non-Guild Talented "mystics" in Daryion, most notably witch-women.
The "major cities" listed are really large towns, as Daryion does not have large population centers.
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