The Free Peoples
The Nation of the Free Peoples is the name given to the nation of the Isle of Yorast.
The Free Peoples has its roots in the prehistoric tribal societies that populated the northern tips of the Isle of Yorast. Specifically, two ancient clans still hold significant sway in the Free Peoples’ Nation: The Bloodaxe Clan and The Pureblade Clan. For centuries, perhaps millenia, these and other clans were the closest thing to government the Isle knew. But as time went on, technology and magic advanced, and populations grew, more centralization of influence occured.
Approximately 600 years ago, a separatist group lead by the despotic merchant Aramark attempted a takeover of the various city-states on the Isle. It was then that the name “The Free Peoples” was first used, proudly invoked as a rallying identity for those who united and resisted his invasion.
There followed two centuries of uneasy peace. Aramark’s last stronghold, Aramark’s Gate, existed alongside the Free Peoples, its existence tolerated only because of the profitable commerce and industry it invited. This corruption spiraled out of control until the destructive events of Yorast’s Second Coming, now known as the Great Cataclysm.
In the reconstruction of the Isle of Yorast, the entire continent was united into a single nation. Now aware of the stakes for civiliation itself, its people were determined to find both peace and balance.
The Nation of the Free Peoples is a federal republic. There are three governing bodies: the Council, the Senate, and the Magistrate. The Senate has representatives from each community in the nation, with representation varying by population. The representatives are elected every ten years, with elections taking place at different times for different city-states. The Magistrate is comprised of the elite clerics and shamans from most civilized faiths in the Nation. The faithful are responsible for how their representatives are chosen—some are elected, some are chosen in more mysterious ways. The Senate submits its resolutions to the Magistrate, which decides whether to pass or veto. The Council is an elite intelligentsia, comprised of master philosopher-warriors who act as advisors and enforcers for the Senate and Magistrate. The Council always has a dozen master members, with dozens more in training for when it is their time to have a seat. Council members serve for life, but it is widely acknowledged that a council member has a short life expectancy.