Experiences of Writing, World Building

World Focus: Arlatene

I said back before Christmas that I was looking to renovate the site this year, and flesh a lot of it out, and this is still very much the case.
Working with The Homebrewery has really motivated me, in extremely surprising ways, to pull my vast swathe of notes together into a form that is not just for me, but also something I hope will be interesting for others.

Translating some of my notes to digital files has not only caused me to make new art at long last but also to think about how I format my information. The result is that a lot of the 30,000 words currently sitting in the Homebrewery file I am creating are very much ready for a straight transfer to the site when I’m ready.

I’m currently planning to get the bulk of the writing and formatting down before changing the site, and then spending a dedicated week just working on making things look as I would like, without having to worry about writing on top of it.

Still, I now have all my notes about one of Hevna’s most prosperous nations compiled, so for today’s post, I thought I might simply share that knowledge, prior to it getting a proper page on here!

And then I can get back to work ^^


One of Hevna’s most developed and prosperous nations, Arlatene sits in the temperate mid ground of Northern Imyra, flanked by forests and oceans to designate its borders with Duntilik, Rasaal, and Wessenland.
Arlatene competes with Wessenland for both military supremacy and financial superiority, though thankfully the nations are at peace with each other. For now.

Covering a vast swathe of land as it does, Arlatene varies in terrain from the lush forests of the north until it meets the Pendesfern Great Forest, to the open grass plains of its southern fringes before it meets the foreboding jungle of the Savage Edge. In many locales, one may find all nature of rises from low hills to grand mountains, as well as plenty of rivers and lakes to keep the country lush and habitable. This varied breadth of terrain means the people of Arlatene are equally diverse, united more by national identity than similar lifestyles.

Arlatene boasts multiple seaports, air docks, cities, and settlements, and has strong trade connections with most of Hevna thanks to borders with both major oceans. It is also notable for its language, Arlot, which has become the common language the world over, for the purposes of trade if nothing else.

Major Settlements
Capitol: Cerete’Atin (’City of Light’); Palace: Amin’Furin (’Great Palace’)
Northern City: Noroth’Abar (’Below the Forest’)
North East City: Arlate’Cerete (’Stone City’)
Southern City: Nama’Cerete (’River City’)
Plains City: Peres’Cerete (’Fertile City’)

Water: Water is brought into any settlement not on a river by aqueducts from the surrounding mountains, or using pumps to underground lakes. Distribution is handled from central reservoirs, with pipes relying mostly on gravity to reach various districts. In more affluent areas, steam driven pumps raise water to normally inaccessible areas.

Food: Crops are grown across Arlatene’s vast areas of arable land, especially on the floodplains near the major rivers. Government sponsored companies vie for the rights to transport the crops each year on lucrative contracts, and also for the rights to carry the food from herdmasters managing cattle on the great plains. Distribution is handled by networks of contractors within the cities, often in competition with each other, which keeps costs down for the consumer. Airships and Crawlers are often used to move large loads, and most towns are very proud of their produce markets.

Law Enforcement: Arlatene’s capital has a dedicated police force patrolling its streets, while all other cities police of similar nature come under a federal banner. Both groups operate under the same laws, however, set down by the Palace.
Most settlements of any size have a local police department and prison system, as well as a gallows, considering the death penalty continues within the country for the most serious of crimes, such as murder or treason.

Fire: Arlatene is not a country inherently susceptible to fire, though its cities are somewhat more volatile. Aether Storms crossing the country have also been known to trigger fires in some instances, and thus every major city not only employs a firefighting force of some description but also have at least one Weaver on duty, if humanly possible. In the cities, fire departments also keep a stock of magus globes in their vault for firefighting in the Weft.

Utilities: Arlatene offers most citizens in built-up areas access to the usual utilities. Gas flows into most households outside of poor districts, while sewerage flows out. After the Wessen Civil War, Arlatene took inspiration from its neighbor to improve its waste systems, and ensure proper warding on all gas and water lines laid into residential areas.
In large settlements and cities, provision is also made to remove solid waste, such as food leftovers, on a weekly basis to landfill sites. Smaller settlements often make their own arrangements, based on the activity of the community. Some waste is even recycled, for use in industrial processes or composting.

Arlatene prides itself on its armed forces. The country maintains an air cavalry in the form of the Gyr Legion (see Section Twelve: The Bestiary for more details on the Gyr), as well as an air force in the form of its airships.
In addition to air power, Arlatene maintains a navy of sea-faring ships, a large standing army, and two specialized forces based in the capital. The first is the Royal Battleweaver Corps, a unit of aether specialists, while the second is the King’s Reiden Corps, the personal tactical unit and bodyguards of the royal family.
Arlatene runs multiple training bases across the country for its forces, including regular exercises even in peacetime, some of which are conducted in conjunction with its allies for environmental conditioning.
Overall, Arlatene is considered to have the largest armed force in the world, and the most extensively trained – a fact which has some nations nervous.

Aether: Like most nations, Arlatene trades in aether to manage the boon of the Warp, and the deficit of the Weft. Its aether use, however, is of note in recent times as the country has somehow continued to produce a reduced amount of magus globes even in the Weft. This has led to increased export from the country, leaps forward in precision glass blowing, and the cost of Weaving reduced inside the country’s’ borders. It may be some time, however, before the sustainability of this mysterious system in Arlatene is proven.

Building Materials: Stone and wood are both cheap and easily acquired commodities in Arlatene. Slate is also available in certain regions and is a popular material among the wealthy. With building materials so easy to acquire, nobles show their wealth by investing in exotic home décors, such as Rasaalian silk and expensive cast glass. Glass is among the more pricey commodities in Arlatene, as most glass goes into the magus globe factories.

Healthcare: During the Spin, Arlatene’s private providers often offer very cheap healthcare for all citizens, often employing Weaving for the purpose. The rub of this, however, is that most providers require the signing of a multiple year contract, covering Weft years when the cost of medical treatment goes up significantly. Even outside of the Weft, however, if plants are needed, or rare herbs, the cost of healthcare can be quite high.
Non-residents or non-taxpayers may seek healthcare at any doctors office or hospital but will be charged heavily for their treatment. Taxpayers do see some reduction in their costs thanks to their taxes, however.
The capital city boasts three major hospitals, while most other towns have at least one. Outlying villages often rely on local wise women as much as the periodic visits of trained doctors.

Disaster relief: The strongest form of disaster relief in Arlatene is prevention. All major settlements employ wards for the onset of the greatest threat of disaster any place on Hevna faces – Aether Storms. Beyond this, most cities have plans in place and a range of disaster shelter options. In theory, all towns have a back-up fund for rebuilding work in the event of an issue. In theory.
Perhaps the greatest system in place for an unexpected disaster, though, is Arlatene’s law requiring all persons capable of Weaving to donate their services, pro bono publico, if such a thing should happen, on pain of imprisonment.

Unique Imports and Exports: Arlatene’s largest export in recent years have been their magus globes. Second to this, stone and slate make up a bulk of the consistent goods leaving the country, trailed by certain breeds of fish and prized cattle and their meat from the plains.
Arlatene imports most fabrics and spices, as well as shiploads of fine sand from Gita, for use in making magus globes.

Docks: Arlatene trades out of all of its shore-based cities, welcoming ships of all sizes and types. Major shipping lines exist across the Wessen Sound and Esian strait, with ongoing networks through Wessenland and Gita’s ports. With the return to glory (and prosperity) of the Rasaalian Empire in the south, a trade routs by sea now exists between the two countries, to circumvent the troubles of the Savage Edge.

Airports: Arlatene’s largest airport is situated on the eastern edge of Cerete’Atin, with a secondary airhub in the south of the country. International trade and tourism must come in through these two well policed ports, before onward travel to smaller, localized airfields.

State Religion: Arlatene’s Faithful predominantly hail from the Faith of the Seven Guiding Lights, which is no surprise given that the Faith calls the City-state home. While theology mostly circulates around the Grand Cathedral in Cerete’Atin, and laws of the country dictate the necessity of the incumbent monarch to pay fealty to the religion, other beliefs are not outlawed, so long as they do not break other fundamental laws.

Terrorism: Small anarchist cells operate within the country, mostly formed of domestic malcontents chaffing under Arlatene’s regime and the focus of power all in one place.
The country currently has no major disputes with foreign powers, officially, though the secret of their aether production, as well as concern over the military capabilities of the country, may see that change in the future.

Alliances: Arlatene is generally allied with everyone, due to the global demand for its main export, the magus globe, and the necessity for Arlatian stone. True alliance with the mountain kingdom of Duntilik certainly exists, as well as with Gita, while Arlatene’s King is known to disapprove of Rasaal, and Wessenland for ‘some of their policies’ (read: the desire to conquer their land assets). On paper, however, Arlatene recognizes all of its immediate neighbors as allies.

Manner of rule: Hereditary monarchy, with full power. Parliament acts as advisers to the King and processes his laws, but the monarch himself holds ultimate power over the articles put forward and enforced.
Brief Lexicon of the City-State of Arlatene
‘Abar – Beneath, underground, below (suffix)
Amin’ – Palace, sacred place (prefix)
Arlate – Solid, rock, sturdy
Atin – Light, bright, holy
Cerete – City
Cete – Town, city
Furin – Great, large, lots
Quel’ – Barrier, often a mountain or a river (prefix)
Nama – Water, river, lake, wet place
Noroth – Forest, trees, over-grown
Peres – Fertile, healthy, lush


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