Giralda (pronounced gear-all-duh) is a large, triangular continent in the northeastern hemisphere of the planet Ertho. The land is divided into six major territories - Annorica, Brelan, Dholen Sûr, Noria, Thisbē, and Vanyar - with a significant portion of the northeast covered in the unclaimed (but not uninhabited) Wildlands.
About a century into the current Age, the realms unified into the greater entity known as Giralda in order to protect themselves from being conquered by the expanding Swabian Empire. In both the short and long term, this unification proved to be hugely beneficial to all realms within it beyond the scope of its original intent.
Giralda is governed by a High Council which is made up of five parts or chairfolk. They are representatives from the four major civilizations (usually their respective rulers, but not always) – Brelan, Dholen Sûr, Thisbē, and Vanyar/Triston – and a High Monarch. The High Monarch has the deciding vote in any split decisions and is responsible for overseeing the whole of Noria. Their position is unanimously decided upon by the other Council members and the Council members are appointed by the laws of the lands from whence they come.
Current Reigning Council Members:- Brelan Chair: Liselle "Old Mother" Branwin
- Dholen Sûr Chair: Open
- Thisbē Chair: Kristophr Rivenn
- Vanyar Chair: Éodred (aka Logan)
- High Monarch: NPC, for now
Advising Roles:- Brelan Chair: Agriculture
- Dholen Sûr Chair: Trade & Commerce
- Thisbē Chair: Foreign Relations
- Vanyar Chair: Warfare & Peackeeping
- High Monarch: Deciding Power
Population: Approximately 68 million people populate Giralda (including the islands, the Wilds, and nomadic folk), with nearly half residing in the capitol Noria.
Language: Officially, the language of Giralda is the common tongue (aka English, for our purposes). Although there is an extraordinary wealth of languages throughout the land, prior to unification, the vast majority of the continent already spoke it, even if it was not their first language. And, it is the primary language used in trade globally.
Magic: Magic use is legal in the capitol but not necessarily protected. All magic-users in Noria are required to obtain identification from the proper agencies in order to practice magic. This comes by way of a sort of magical
tattoo that covers the back of one hand - blue for permanent residents, green for visitors. Temporary marks glow red and begin to burn the wearer upon expiration, only disappearing once they have exited the city walls. If caught (or sometimes merely accused of) using magic without having obtained the mage’s mark can result in binding or being fully stripped of one’s powers.
Technology: Unless noted otherwise, everything that existed irl before the year 1400CE is fair game. If you’re interested in having your character pioneering or inventing something that does not exist within those parameters, please contact the staff.
Currency: Sometime after unification, the continent universally switched to the marks system. Old currencies are no longer widely accepted nor in circulation. Many of the old coins were recycled to make the new ones. The ones that did not were typically collected by historians, remain a valid form of currency in more isolated communities, and have sometimes been seen in the major marketplaces turned into kitschy jewelry.
Slang: “got any dowd?” “not a jot” “I’ve got a few cuke”
cuke(s) (like quid or bucks)
dowd (money in general, cash)
jot (low-value currency)
Exchange Rates
1 mark = | 1 jen = | 1 roy = | 1 moss = |
1 mark | 0.2 marks | 0.04 marks | 0.01 marks |
5 jens | 1 jen | 0.2 jens | 0.05 jens |
25 roys | 5 roys | 1 roy | 0.25 roys |
100 moss | 20 moss | 4 moss | 1 moss |
Mark - large in size, octagonal, gold. Face: stamped with the Giraldan flag's Hydra. Back: stamped with Council seal.
Jen - medium-large in size, circular, silver. Face: stamped with shieldmaiden. Back: stamped with three roses
Roy - medium in size, triangular copper coin with three holes down the middle and raised edges.
Moss - size varies but tends to be a bit smaller than a roy; irregularly shaped/roundish with oddly scalloped edges, named for the green coloring. Face and back: stamped with milkweed and sometimes a butterfly
Judicars: After unification of Giralda's realms many, if not most, of the old laws still hold sway. However, a new law system was developed and spread across the continent; in most cases, upheld by the existing legal systems. The Judicars were founded to handle extreme crimes, crimes which cross territorial borders, transporting criminals to and from Purgatory, matters which the realm requires specialized help or can no longer expend resources on solving. These individuals are given the twin authority of both the Crowns and the Council to track down lawbreakers and bring them to justice. They are selected for their passion to uphold the law and see justice done. Whilst many are excellent fighters and trackers, this is not a necessity - a keen mind being considered more important, in many cases. As a whole, Judys (as they are rather insultingly known in some circles) are not well liked, and tend to work undercover or at least without proclaiming themselves to be Judicars until it is necessary.
Military: Giralda’s military is based on a modular combined arms strategy. During peace time, companies from the various parts of Giralda will train together either in encampments across the country or by patrolling the surface of Dholen Sûr/the Wilds. This means that an army in Girlada benefits from the variety of skills and tactics of the parts that make up its whole. The many heads of the hydra make it all the more deadly, after all. In times of war, this means that a commander can easily round up whichever companies are available nearby to form an ad-hoc army for the duration. The most senior officer present take overall command, unless a specific officer is assigned by the Crown or Council. This allows Girlada a great degree of flexibility and adaptability when it comes to fighting on their own turf.