New Kingdom of Adhomai

New Kingdom of Adhomai
The last major faction is the rebellious New Kingdom of Adhomai, which seceded and declared itself a nation in 2450. The New Kingdom is ruled by a Njarir'Akhran noble line that survived the First Revolution by hiding, owing to the efforts of their supporters. Founded by King Vahzirthaamro Azunja specifically, he denounced both other factions in the civil war as illegitimate and himself as the only rightful ruler of Adhomai. Supporters of the New Kingdom tend to be rare outside lands it controls. However, they believe strongly that the People's Republic was founded on genocide and unspeakable slaughters. The only way to return Adhomai to peace and prosperity is to learn from the mistakes of the ancient nobles and revolutionaries; constitutional monarchy is necessary to prevent abuses of power.

During the war, the New Kingdom faced shortages of all kinds of goods. Both commoners and nobles were stuck in crippling debt and poverty. The support for the war quickly diminished as the conflict dragged on. While the New Kingdom was able to reconquer its original lands and other territories, it failed to defeat the PRA and DPRA. The final years of King Azunja's rule were marked by political turmoil as the people requested further political recognition.

Queen Shumaila Azunja rose to power after King Azunja died in 2463. She now faces a Kingdom in turmoil due to the changes brought by the Cold War. The economy prospers due to the end of the embargo and the presence of megacorporations. The income inequality between the nobles and commoners grows. Dissent movements also begin to appear as the people become more disillusioned with the Kingdom's realities. In the Parliament, infighting ensues as each faction tries to influence the Queen. The future for the NKA remains uncertain.

= General =

Capital: Kaltir

Demonym: Adhomian, Royalist

Official Language(s): Siik’maas and Ya’ssa

= History =

The history of the New Kingdom of Adhomai has its roots in the Kingdom of Kaltir, the entity that was conquered by the People's Republic at the end of the first Tajaran civil war. Regardless of the fall of the old order, the population of Northern Harr'masir was still loyal to the past ruling dynasty, the house of Azunja. Rebellious sentiments and plots started to ferment some years after the occupation by the Republican forces, with intellectuals seeking to break the Hadii domination while the common folk wanted the return of their benevolent rulers.

In 2449, Vahzirthaamro Azunja, the heir of the previous king, was rescued during the plot that would set in motion the uprising that would create the New Kingdom of Adhomai. With the war being declared officially in 2450, the closest supporters of the returning house were granted their places as the new nobility. Instead of seeking to merely restore the old regime, the Crown tried to learn from the mistakes of the deposed nobility to avoid being a victim of the same situation.

The rebellion occupied most of Northern Harr'masir, securing the past territories of the old Kingdom of Kaltir. However, when the PRA’s army was able to organize themselves and mount a counter-attack, the NKA were pushed in a defensive position; they were only able to hold back due to their land defenses and navy. The Dymtris Line, a mighty union of fortresses, trenches, and anti-air defenses, was built to hold the enemy from reconquering the rest of the country.

The tides of war turned in favor of the Kingdom in 2458, with the defeat of a Republican offensive that destroyed the Dymtris line. The royal army was able to mount a limited offensive, establishing the Vlrralkhzazhul ﻿Line. In the next year, a terrorist attack hit the Parliament, nearly throwing the nation into a civil war, as the King was forced to become the head of all branches of the government, while countless candidates disputed with each other the succession of the vacant offices.

Another royalist offensive happened in 2461, reinforced by forces coming from Amohda and loyal Rock nomads, the New Kingdom was able to recover its original territory, forcing the People’s Republic out of Northern Harr'masir. The Kingdom signed the Armistice of Shastar in the same year, guaranteeing their peace and recognition before the galactic community. King Azunja passed away in 2463. Queen Shumaila Azunja, Vahzirthaamro's niece, is the current monarch.

= Culture and Society =

The New Kingdom of Adhomai culture is characterized as traditional; instead of trying to change the Tajaran caste system, those divisions are seen as a natural part of the way of life. While the government does not officially enforce the castes, there is a great societal expectation that each Tajara will attempt to stay in their customary roles related to their ethnicity.

Society is divided between nobles and commoners. The nobility of the New Kingdom of Adhomai was created from the remnants of old Adhomian houses, descendants of the deposed rulers, and supporters of the currently ruling dynasty. Nobles are considered to be the leaders and leading intellectuals of the Kingdom. Most nobility titles are hereditary, with some orders being granted as a reward for one's effort or service to a certain family. King is the highest landed title, followed by Grand Duke, Duke, Marquis, Count, and Baron. Unlanded members of noble families are usually referred to as Princes. Petty Lord is the term used for unlanded nobles that are not part of any lineage; this title is usually granted for outstanding service to the Kingdom. If any landed nobles lose their land, they become a Prince and forfeits their political privileges.

Commoner is the term used for any individual that is not part of a noble family, holds no titles, or is a foreigner. While occupying a social position with less political rights, they have fewer expectations, as they are not bound to repay the Crown for their position through work. Despite the existence of this separation, social mobility is possible, as the most successful Tajaran commoners are able to buy titles of nobility. Citizens of the New Kingdom’s territories usually bear strong patriotic sentiments, seeing the Crown as the protector of their culture and land, while the civilization of the PRA is seen as a threat to their heritage. The People's Republic was unable to stamp down those sentiments during their occupation, due to the stubbornness of the local population and the distance between northern Harr'masir and Nal’tor. Republican imagery and establishments were soon destroyed or confiscated during the uprising.

The inhabitants of the rural areas are seen as rugged frontiersmen and rustic farmers, known for their traditional values and love for the simple way of life. While the agrarian nobility prefers to serve in military positions, having the fame for supplying brave army officers and captains for the Royal Navy. Both of them commonly subscribe to the concept of sacred hospitality, where a guest should be treated with the utmost respect. Urban dwellers are more inclined to pursue the fields related to education, medicine, administration, and arts. A growing working class, composed mostly of migrating peasants, is emerging because of the slow industrialization of the economy. Nobles living in cities may enjoy greater opportunities and luxuries that those rare urban centers may offer while preferring to work in the bureaucracy and politics of the Kingdom.

Patriotic citizens will commonly greet each other by saying: "Suns bless the north.".

Because of its focus on lineages, the traditional Tajaran family has an important role in the New Kingdom of Adhomai. Personal prestige and satisfaction are second to the needs of one’s dynasty. Extended families are the norm, most Tajara continue to live with their parents after marriage. Acquiring a partner of respectable pedigree is a common expectation set upon the nobles. Commoners suffer from less pressure, but many seek to marry into nobility to raise their social status.

In line with the conservative Tajaran culture, deviant behavior is shunned by the people and New Kingdom’s authorities. Laws exist to persecute anyone that engages in such activities, but they are frequently interned in mental asylums instead of serving time in jail. Dating outside of one’s ethnicity is still taboo. Individuals of mixed heritage are seen in a negative light; they are commonly labeled as bastards.

Cuisine
Before the first great war, most of the land was owned by the privileged aristocracy of the Kingdom of Kaltir, which utilized the peasantry to work in the fields. After the great war and with the capitulation of the Kingdom of Kaltir, most of the ownership of the land was taken away from the hands of the nobles and distributed among peasants and bureaucrats loyal to the new government. Under the New Kingdom of Adhomai most of the land was given to supporters of the Azunja dynasty. A large part of the population is still employed in the agrarian field, and traditional agriculture plays an important role. The technology employed in the farms of the New Kingdom is considered rudimentary and outdated. Mechanized farm equipment is a rare sight and shortages of food are still a present menace to the population.

The Earth-Root soup is a common sight on the tables, of all social sectors, in the Northern Harr'masir. Prepared traditionally with water, Earth-Root, and other plants, such as the Nif-Berries. Other main dishes include stews, commonly prepared using Snow Strider’s meat, hunted by the local M’sai population. Common alcoholic beverages might include fermented Sugar Trees and Earth-Root’s extracts, mixed with honey from Messa’s Tears or from the native apiculture. Victory Gin can also be found in the borders of the New Kingdom of Adhomai, but its production and importation have ceased, due to the drink relation with the enemy regime.

Notable Dishes

 * Fermented Hma'trra Meat: large pieces of Glacier Worm meat that have been fermented for months. It has a strong taste and smell because of its large concentration of ammonia, usually causing anyone not accustomed to it to vomit. This dish originated as a way to preserve meat during the harsh winters of Northern Harr'masir. It is served alongside alcoholic beverages.


 * Spicy Ras'val Clams: made from the prized Ras’val Clams served alongside spicy herbs and Adhomian vegetables, this recipe has gained galaxy-wide fame after the First Revolution. It became exceedingly expensive outside of Adhomai during the Second Revolution because of the blockade imposed by the Orbital Fleet; as off-world clam farms were unable to cope with the demand.


 * Creamice: The traditional dessert of Northern Harr'masir is considered by many as being the mixture of ice, Fatshouters’s milk, sugar, and Nif-Berries’ oil, named Creamice. The popular tales claim it was invented after a famine desolated the land, resulting in the population resorting to eating snow, however, such tale has been classified by most historians as nothing but fiction. Creamice is commonly consumed by the nobility since they are the ones that can afford the luxury of refrigeration.

Notable Beverages

 * Tree-Bark Firewater: high-content alcohol distilled from Earthen-Root or Blizzard Ears. Tree bark is commonly added to the drink to give it a distinct flavor. The firewater's origins can be traced back to the pre-contact times where impoverished peasants would make alcohol out of anything they could find. Homebrewing remains a tradition in the New Kingdom's rural parts. These traditional spirits are also manufactured by large breweries and sold to the urban population as handcrafted.


 * Darmadhir Brew: a famous variation of the Nm'shaan Liquor; it is described as one of Adhomai's finest spirits. It is produced solely by a small family-owned brewery in Miran'mir. Its recipe is a secret passed down through the generations of the Darmadhir household since immemorial times. The only living member of the family, Hazyr Darmadhir, is a 68 years old Tajara. His sole heir and son died in the Second Revolution after being drafted to fight for the royal army. Alcohol collectors stipulate that the brew's price will skyrocket after Hazyr's death.


 * Mutthir: a beverage made with Fatshouters' yogurt mixed with Nm’shaan's sugar and sweet herbs. Mutthir is usually consumed during meals by both nobles and commoners. The drink can also be smoked for flavor. Mutthir is believed to have originated from the worldwide appreciated Fatshouters' fermented milk. Rock Nomads living in the Nomadic Host were quick to adopt the drink to their diet.

Gifting Tradition
The conditions at Northern Harr'masir are deemed harsh even for the standards of Adhomai, a planet known for its extreme climate. Due to such, a culture of cooperation and generosity emerged as a response before the hardships supported both by the nobility and the commoners. It is a common tradition when visiting someone’s else household, to gift the host a dish, with the more common choices being Earthen-Root’s soups, stews or desserts. This custom is observed both by nobles and the common population, being recognized as a sign of friendship, generosity, and, as some might argue wealth. It is an act of disrespect to visit someone and do not bring them a gift, and it is considered an insult to reject the offering.

Military Nutrition
The early Alam'ardii forces relied on the landed nobility to provide them food, with the resources being taken from the private properties of their contractors. Their rations were composed mainly of salt-cured Snow Strider's meat, Blizzard Ears's flour, and Fatshouters’s milk. The defection of many officers from the Republican navy to the imperial side introduced the concept of canned goods, a luxury at the time, being used as rations. Large shipments of supplements, included food, were smuggled by the officers and their crew during the formation of the Royal Navy.

With the conscription enacted by the parliament and the king, it was necessary to find a better method to store and feed the armed forces. The Mrraka'te'almalik, inspired by the navy, contracted a canning factory, one of the few to provide such service in the city of Kaltir, to supply canned goods for the Imperial Army. While certain issues were solved with the utilization of canning, the Navy was prioritized above the Imperial Army. Food shortages are still common among the land forces, and many officers have to rely on buying supplies from other sources or even enforcing rationing among their ranks.

Fashion
Commoners and nobles usually wear similar clothing in their daily lives; traditional Tajaran garments or working attires. Military uniforms are a popular choice among the rural nobility, with the urban elite dressing in a most modest manner. Peasants prefer wool and fur clothes, made to withstand the bitter cold of the north. The metropolitan population favors comfortable overalls and worn suits.

Jewelry, tail adornments, and veils are in rich abundance, often showing off small and intricate details of individual personalities. More intricated and fancy outfits are reserved for special events, such as parties or parades. Dresses long hidden that have gone from generation to generation, peacoats, and cloaks adorning every modern gentleman, suits tailored to fit. Even if the Kingdom lacks in treasury they always find that extra credit to spend on a new dashing coat.

Music
The Music in the New Kingdom of Adhomai typically deals with the restoration of the old ways, the idyllic lifestyle of the rural areas, and tales of folk heroes. Folk instruments are widespread, alien equipment can be only found in large urban centers. Artists are free to perform and publish their work without asking for governmental authorization, but without government help or the patronage of a noble, it is uncommon for any producer to gain notoriety. Censorship is usually uncommon, but pieces that are considered indecent or offensive to the Crown are quickly forbidden by the law.

New Kingdom of Adhomai war songs claimed the restoration of the monarchy and the destruction of the Republican enemy during the first years of the Second Civil War. As the Kingdom was pushed into a defensive position, the themes changed to honor the sacrifice of the unyielding defenders and the call to restore the Kingdom of Kaltir’s old borders.

National Anthem
The New Kingdom's national anthem was originally a war chant sung by monarchist soldiers in the battle against the People's Republic. It expresses the royalist intentions of returning the monarchy back into control of Adhomai.

March of the Loyal Soldier From Olska, the masterful library, from Baltor, the great watchmakers of old, As mighty as rolling thunder, Into battle, the riflemen march, As mighty as rolling thunder, Into battle, the riflemen march, Were they made rough.

Furious winds, So did the ruthless storms reign on Adhomai, furious winds, they were made strong, So did the ruthless storms reign on Adhomai, They were made strong.

No exhaustion, no fear! They shall stand up for you! To the waves of the Ras'val Sea! They'll send their greetings! To the waves of the Ras'val Sea!

Remember the terror! Remember the dark times! An ode to old glory, An ode to new found glory! Suns will defend, The prestige of their kind!

The Kingdom is bound to rise! Blazed by the suns! And this song will be heard, To the city of Nal'tor!

Literature
The interest in literature was reignited with the creation of the New Kingdom; as books were once a symbol of status among the old nobility. Pre-contact texts are prized and actively copied in an attempt to safeguard whatever survived the book burnings of the First revolution. Reading for entertainment is associated with the nobility and the urban Tajara, while the rural population has more contact with plays through the theater. The revival of Ya’ssa has also helped strengthen the nobility interested in literature.

While many writers attempt to copy the style of the pre-contact text, the content is largely related to the reality of the Modern Tajara. The romanticization of the Traditional Tajaran life, the retelling of old tales in a modern setting, and tragic stories are the most common themes found in the NKA literature.

Notable Books

 * The New Kingdom: a political text written by King Vahzirthaamro Azunja during his time in hiding. The book calls for the toppling of the Hadiist regime and the restoration of a constitutional monarchy. The New Kingdom proposes the creation of a new political system to preserve the traditional Tajaran society while avoiding the pitfalls of the previous regime. Copies were illegally published and smuggled all across Northern Harr'masir before the uprising.


 * When the Clock Strikes: the retelling of a pre-contact family tragedy centered around the town of Bal’tor. While the original setting was situated during the gunpowder age, this version places the characters in the era shortly before the return of King Azunja. The story follows the daily struggle and drama of two feuding families. The text is famous for its bleak outcome and criticism of revenge.


 * Zhan Mine: a novel romanticizing the society pre-contact and criticizing the First Rebellion. The book tells the story of a group of Zhan-Khazan miners who rebel against their Njarir overseers, hoping to create an underground community where all Tajara are equal. A power struggle soon ensues between the rebels, resulting in infighting and purges. Ultimately, the rebellion is betrayed when a group of Zhan Tajara opens the shaft's entrance to a squad of M'sai enforcers.

Television
Due to technological constraints and its association with the People’s Republic, television is barely present within the New Kingdom. It is only found in noble homes and among some urban families. The influence of the traditional Tajaran theater is still present in the shows; broadcasts are usually theatrical recordings or based on plays. Alien shows have only started to make their way into the New Kingdom.

Notable Shows

 * Kaltir Royal Theater Broadcast: a show dedicated to broadcasting plays performed at the Kaltir Royal Theater. The program is popular with the growing urban middle class; as they lack the time and the money to attend fancy plays in person. Oleg Al'Mor's works are one of the main attractions of the show.


 * Drunken Earthen-root: a low-budget sketch comedy show, created by a group of Kaltir Law Academy dropouts. Known for its black comedy and satire, the show explores the anachronistic nature of the New Kingdom through absurd situations and observational sketches without punchlines. The series gathered a cult following outside of Adhomai thanks to its rather unique humor.


 * The Cold Court: a telenovela set during the gunpowder age. The story is focused on the plots and interpersonal dramas of the imperial court of Ras'nrr. Having no set protagonist, the series follows the stories of several courtiers and their attempts to gain the favor of the King of Kings. The show is infamous for killing off its character abruptly despite their popularity with the audience.

Radio
Because of its simple technology, the radio can be found in most homes in the New Kingdom. Despite this, entertainment takes a backseat before the necessity of broadcasting news and the Crown announcements. Pubs and other gathering centers will have at least one radio that is left on during the entire day. Amateur radios are widespread in rural areas.

Notable Radio Stations

 * The Crown Herald: the main government news station. Originally a pirate radio created to broadcast the return of King Azunja, the channel was brought by the Crown to be its main means of communication with the population. Parliament decisions and the King’s speeches are broadcasted daily to the subjects of the Kingdom through the Crown Herald.


 * Northern Harr'masir Radio: the largest entertainment radio station in the New Kingdom. Situated in Kaltir, it broadcasts traditional Tajaran music and radionovelas on a daily basis. Actors that are not talented or connected enough to join the Royal Theater will commonly find work in this station.

National Holidays
With their roots in the history and traditions of Kaltir and her people, the citizens of the New Kingdom struggled with being unable to celebrate their holidays during the brutal war effort to hold against the PRA's armies.


 * Day of Rightful Restoration (October 27th): celebrated by the NKA, this holiday marks the day Kaltir declared its independence, both during the era of the Colonial Wars and when King Azunja declared the New Kingdom. It touts the resilience of the Northern Harr’masir people and the stalwart Imperial Army. Pubs and bars fill up as its citizens celebrate their victory in the Second Revolution and the enduring legacy of the Kingdom of Kaltir. Museums and art galleries open fully to the public with no cost for tickets. A parade is always held in the capital, attracting people from across the Kingdom, with a royal procession from the Imperial Palace to the Law Academy. Following the ALA’s assassination attempt of the King and Field Marshal, the parade was halted until the war’s end. In D6, the House of Hamiyeh set up an enormous feast around the Sleeping Cannon Pub for the day, buying out food stocks from farms all around Mendell.


 * The Ice Waltz: held to celebrate the passing of the year, the Ice Waltz is a festival common across the Northern Harr’masir people. They gather at the shores of the ocean and set up platters for feasts, stages for musicians and plays, and various competitions ranging from wrestlers to gunslinging showmen. Halfway through the day, the waltz itself begins. To symbolize passing into a new year and a newer person, celebrators enter the freezing waters to demonstrate their own hardiness. While most opt to just dunk their feet in, the more daring don swimsuits and enter the sea. Afterward, as warming pyres are lit, effigies made by families are tossed into the ocean. This is usually to avoid bad luck with the effigies depicting some sort of evil, such as Raskara or Hadii. The waltz is held on different days depending on the city but is always held during the lesser summer. In D6, the NKA community celebrates it on January 15th. Besides it happening on one of the many beaches near Mendell, there’s little to no difference between the holiday there and back on Adhomai.

Sports
Despite claims that Kaltir always had a vibrant sports tradition, sports in the New Kingdom would have never developed to what it is today without Republican involvement. The farehal courts are still locked to nobility who enjoy the game as a valued pastime. But it was the Republican influence that led to the proliferation of the mahmrro clubs to all corners of the modern NKA. The sport increased in popularity during the war as a means for youth to distract themselves from the dire situation in Northern Harr’masir. Now, the sport has become one that the peasants cheer for and students play constantly when they’re free from school and home duties. Many children dream of being a professional mahmrro player. Nobility, meanwhile, stays away from the game. Its association with peasantry makes the Kingdom's noble class view mahmrro as a peasant’s game unfit for bluebloods like themselves. Board games are still seen as an intellectual's choice and thus enjoy popularity among the nobility to help them appear sophisticated.

Farehal clubs are an expensive business in the New Kingdom. Many of the courts are private enterprises that provide all sorts of services for their exclusive noble clientele. Exquisite food, massages, saunas, and prime alcohol bars are expected of any Farehal club worth its salt. Mahmrro players, meanwhile, enjoy some of the most profitable clubs on Adhomai. Private teams are funded by sponsors, usually private businesses or municipal governments, to train and play in championships and competitions televised to the Kingdom through radio. The stadiums are always filled with fans. Devoted fans make up the ranks of mahmrro hooligans who enjoy attacking other teams’ hooligans in fights during or after the games. The most popular Mahrro clubs are the Minharzzka Maritimers (Funded by the company of the same name), the Nusinsk Oilmen (Funded by local industrialists) and the Kaltir Heralds (Funded by The Crown Herald). Lesser popular teams are the Rock Nomad Mahrro Club fielded entirely by Rock Nomads, the Olska bandits, and the Imperial Armed Forces Mahrro Club (IAFMC).

Crime
Crime in the New Kingdom usually takes the form of robberies, hooliganism, and family feuds. With the opening of the economy to off-world investment following the armistice, wealth started to pour through the nation’s railways and ports. Gangs specialized in train robbery and cargo theft are starting to appear. These criminals wait in the prowl for the train to approach, forcing the locomotive to stop by throwing obstacles on the rails or by provoking avalanches. Hooliganism in the cities commonly happens after Farehal or Mahmrro games; fans of competing teams, after spending hours drinking in the pubs, fight each other on the streets over the result of the previous match.

Family feuds are commonplace in the Kingdom because of society’s focus on one’s household. While nobles may prefer to engage in politics and abuse of their governmental positions to provoke and damage their enemies, the rural peasant population is known to participate in bloody vendettas that might span over generations. Many grudges even originate from events that transpired before the First Revolution. The government is eager and fast to intervene when the situation spirals out of control, but little is done to stamp out this mentality.

= Economy =

The New Kingdom of Adhomai uses the Adhomian Knuckle as its official currency. The Biesel Standard Credit is accepted only in major cities. However, due to the expanding corporate foothold in the country, acceptance of the BSC is growing. Royalist banknotes have national heroes and members of the Azunja dynasty stamped on them.

Most of the NKA economy is based on agriculture and mining; as Northern Harr'masir has large and rich mineral deposits. Industry is only present in the major urban centers, and it is heavily focused on the production of weapons and heavy machinery. Despite this, the New Kingdom suffers from an overwhelming public and private debt caused by the Tajaran civil war.

The agricultural land is divided between large farms held by the nobility, and countless small and medium properties controlled by commoners. The technology employed in the farms of the New Kingdom is rudimentary and outdated when put in comparison to the one used in the People's Republic; such is the result of the years of neglect by the Hadii's administration and the isolation promoted by the global conflict. The earthen-root is one of the most common types of crop found on the farms of northern Harr'masir.

All members of the nobility that own landed titles, except for those who already work on their own private enterprises, have the obligation to serve in the public bureaucracy, civil service, or military. Landless nobles are part of a class that can be drafted as part of the service gentry in times of need, otherwise, it is common for them to take positions in education, administration, as officers in the army, or in the medical field. Commoners are able to conduct enterprises of their own and practice most of the professions in the Kingdom, such as acting as doctors, soldiers, professors, and artists. However, the majority of the businesses are under the control of the nobility, forcing many commoners to work under a noble family in their companies. All nobles answer directly to the King and Crown, paying taxes to the government. There are no vassalage ties between nobles, with different titles serving to display how much land and prestige someone has. It is not uncommon for unlanded and petty nobility to seek employment and fortune outside of Adhomai.

The New Kingdom's economy is experiencing unprecedented growth since the Armistice. Intergalactic trade and cooperation with megacorporations are helping the Kingdom to quickly modernize and recover from its debt. However, large national corporations now dominate the economy; thanks to their links with the government, these companies can secure the most profitable deals with the SCC.

The presence of megacorporations is quickly growing since the New Kingdom has been receptive to the SCC. Unlanded nobles and entrepreneuring commoners are known to leave Adhomai to work for megacorporations, seeking fortune outside of the Kingdom.

Notable National Companies

 * Dymtris Construction: a civil construction company based in the city of Dymtris. They are currently owned by the Rukhaylo dynasty, an influential family with contacts in the Parliament. Dymtris Construction specializes in constructing houses and restoring pre-contact buildings. They were responsible for the restoration of the Imperial Palace and are currently working on a large system of fallout bunkers throughout the Kingdom. Dymtris Construction is infamous for paying lower salaries and providing precarious accommodations to its workers, despite this, they enjoy popularity among NKA Tajara as one of the few non-alien construction firms.


 * Royal Firearms: originally funded by a Kaltir's gunsmith as a small workshop, the Royal Firearms is a weapons company responsible for supplying the Royalist military with small arms. The enterprise also has a strong presence in the civilian markets with its revolvers and hunting shotguns. Royal Firearms is currently working with the government to develop and manufacture an automatic service rifle for the Kingdom's army. The New Kingdom's police and diplomatic services are also supplied by this corporation. Royal Firearms made extensive use of POW’s forced labor during the Second Revolution.


 * Minharrzka Maritime Company: situated in Miran'mir, the Minharrzka Maritime Company is the largest maritime engineering business in the New Kingdom. The company is involved in producing and maintaining the Royal Navy's ships. Minharrzka Maritime Company also builds civilian vessels. The organization is currently controlled by the Rahimkulov family. Because of the supposed friendship between the Rahimkulov dynasty and Grand Admiral Mahtra Dynhaas, the enterprise has access to the best contract possible with the navy. They are also the oldest company among the “big three”.

Tourism
Since the end of the Second Revolution, tourism became a fast-growing sector in the New Kingdom. Deals with megacorporations, such as Idris Incorporated, have allowed the nation to quickly offer many touristic opportunities. While some big national companies have started to dominate the market, several smaller agencies still exist. Outside of historical attractions, the NKA is home to areas with a well-preserved native culture and natural beauty, such as the Zarr'jirah Mountains and Bar'jar. Resorts on the Peninsula of Harr'nrr are popular with the nobility. However, the ongoing instability in the south may begin to threaten the Royalist tourist industry. Alien visitors are generally welcome in the Kingdom due to the prosperity they bring, even if the most conservative elements might see them with suspicion.

= Religion =

The New Kingdom of Adhomai possesses no official religion, but the Crown claims the role of protector of the Ma'ta'ke creed and the Worship of S'rand'marr. Most of the population identify themselves as followers of the Ma’ta’ke pantheon, with S'rand'marr Worship being more common in the urban centers and with some noble houses.

Foreign missionaries are permitted in the Kingdom territory, but their activity can be hindered by locals, that are considerably more religious than the average Republican citizen.

= Language =

Siik’maas and Ya’ssa are recognized as the official language of the New Kingdom of Adhomai, used in all official documents, and taught in schools. Other Tajaran languages are also commonly used, with Delvahhi being spoken by Rock Nomads and Nal’rasan by M’sai Amohdan exiles. The language of the nobility, Ya’ssa, is heavily promoted by the house of Azunja; it is currently undergoing a period of revival and renaissance as the official tongue of the NKA.

= Regions =

Old Kaltir
Stretching from Nusinsk, up the imthus, and towards the northern borders of the New Kingdom are the lands referred to as Old Kaltir. As the name implies, these lands were ruled by the Azjuna line before the First Revolution and the collapse of the Kingdom of Kaltir. This is the homeland of the most loyal of the NKA. Previously devastated in the First Revolution and once again during the Second Revolution, Old Kaltir is steadily rebuilding itself post-armistice. Construction workers and other laborers work hard to rebuild and industrialize the cities. Life in the villages continues on as always, but the trappings of modern corporate life slowly creep in thanks to increasing megacorporation presence in the New Kingdom. Planners believe that once the reconstruction is complete, the provinces of Old Kaltir will be the greatest in the New Kingdom.

Peninsula of Harr’nrr
Settled in the very beginning of the Colonization Age and the Suns Wars, the Peninsula of Harr’nrr is a venerable section of the continent. Its largest city, Baltor, was the first settlement to be constructed on Harr’masir. The land's old history is evident in the countless fortresses and sun temples that dot its forests and towns. Many of the temples remain in use, and every Sun Priest will be more than happy to share the great history of them with any traveler. The fortresses were made into museums or art galleries decades ago. Most of the land is covered in woodlands. Lumber exports are a prime industry for this region thanks to them.

The Peninsula was under the control of the Ras’nrr Empire pre-Revolution. It was the only colonial holding kept on Harr’masir and ruled by a line of Kings that promoted strict adherence to their ideas of militarism. Much of the population were involved in supporting its heavily bloated army. Despite their claims of being the greatest fighting force on Adhomai however, the army of the Harr’nrr Kingdom was utterly annihilated by the PRA. Harr’nrri soldiers fought to their last in some of the most brutal clashes in the later stages of the First Revolution. Shockingly, the general population of the peninsula accepted Hadiist rule easily. Many came to see the People’s Republic as liberators from an oppressive military regime. To help transition the populace into the new culture espoused by the Republic local administrators began to promote artisanship and trades.

During the Second Revolution, the population initially supported the Republic in its war effort. But the introduction of the PRA draft in 2458 led to mass protests in the cities and towns. When those protests were suppressed by the PSIS, support for other factions rose and the NKA and ALA began to compete for influence. While cities turned to the NKA, the towns and villages saw the rise of liberator cells. Ultimately it was the NKA who seized control of Baltor when their 2461 offensives swarmed over the land and their marines took Baltor. While the royalists celebrated the liberators were faced with a hard choice: Abandon their land to join their ideological brothers, or swallow a bitter pill and remain home under the New Kingdom. Most chose to leave for the lands held by the DPRA. Today, Baltor is a cultural centre of the NKA with its traditional artisans, artists, and filmographers gaining immense popularity across the nation. The Harr’nrri themselves are considered a more pacifistic and arts-inclined people, with a heavy emphasis on respect towards their fathers and faith.

The Borderlands
The borderlands refers to the region that was once the Duchy of S’rendul, now the southwest border of the New Kingdom. It is home to the Southern Harr'masir citizens of the NKA. During the Second Revolution, this area saw fighting between the People’s Army and ALA-Funded bandits. The Imperial Army took the region after the pact between the DPRA and NKA was signed and the People’s Army was defeated at the northern front. Despite the ceasefire, many of the bandit gangs remained in the region. To this day they continue to cause issues for local law enforcement by robbing trains, transports, or businesses while claiming to be fighting for the liberation of the Southern Harr'masir people. Compounding these issues of crime is the festering moonshining and counterfeiting rings appearing in the local settlements. Law enforcement and the Raakti Shariim have their hands full attempting to handle the problems. For every gang taken down another seemingly pops up to take their place. With the appearance of the Adhomai Democratic Front, an argument has erupted in the parliament over how to pacify the crime-riddled provinces.

Life for the locals has changed little underneath the rule of the New Kingdom. Their traditions and culture are kept alive with currently no state interest in influencing them. The values of the Southern Harr’masir people continue as they did pre-Revolutions and the image of the noble but humble N’hanzafu rider shines on. Nobility from the old Duchy has returned to the region in the hopes of gaining political clout or business success. They’re generally unsuccessful in these endeavours unless they are one of the few granted power by the government or somehow strike it rich in the marketplace.

Zarr'jirah Mountains
Located along the southern border and characterized by its sharp peaks, lush valleys, and hard-lived locals, the Zarr’jirah mountains are a small but beautiful corner of the NKA. The arid grasslands of the mountain sides are contrasted heavily by the valleys between them. During the summers the snow on these valleys melts to reveal fields of vibrant flowers and waist-high grasses. When the wind blows into the passes, the greenery is turned into a swirling grass sea. Towns and farms here are terraced and built into the mountainsides. Tourism has become a growing industry with the Second Revolution’s end.

The mountain range is home to communities of M’sai. These people trace their lineage back to explorers sent across Harr’masir during the colonization age. In exchange for their services, the nobility had granted these M’sai the privilege of establishing their own homeland within the Zarr’jirah mountains. These mountain men honed their survivalist skills by carving out a home in the peaks. Zarr’jiri culture centers heavily around self-sufficiency and survivalism. Children from a young age are raised to be expert mountain climbers, foragers, and hunters. For most of Zarr’jiri history, children were forced to camp by themselves in the wilds to prove their skillset. The PRA ended this practice due to the increase in child mortality rates it caused. Men and women regularly travel into the wilds in the mountains and beyond to better their skills. The families that held the most prestige from their service would be the leaders of their respective town. Nowadays the mayors who preside over the towns are descendants of Zarr’jiri heroes.

Zarr’jiri fought on behalf of the Great Duke of S’rendul during the First Revolution. When the nobility was soundly crushed by the PRA, Hadiist rulership came to the Zarr’jirah mountains. They opened up new mines to extract mineral wealth out of the area while employing the locals as labourers. Some of the denizens even came to join the Grand People’s Army. But when rumors of the restoration came to the mountains, the Zarr’jiri leaders listened. An envoy of King Azunja’s conspirators convinced them to assist in the uprising by exploiting royalist sentiments and tales of past glory. When the New Kingdom was declared in 2450 many Zarr’jiri fighters came to fill the ranks of the Alam'ard. Those who remained in the range fought the local army garrison and dynamited the passes to cut off any counterattacks. The situation in the mountains for the next decade was harsh. Food was heavily rationed and constant patrols were needed to warn of the Grand People’s Army attempting to break the rockpiles or if another bombing run came. When the 2461 offensives of the Imperial Army finally reached the mountains the first thing that the returning fighters had done was loot grain stores to redistribute to their people. Despite the relief that followed, the effects of malnutrition have stunted many. The post-war situation has left much of the Zarr’jiri disillusioned. Their victory came at a severe cost to their peoples’ future with little to show for it besides vague promises from the Parliament, toxin-spewing mines, and a weakened population.

Nomadic Host of the Southern Borders
A semi-autonomous province on the southeast borders of the New Kingdom, it was created after the end of the Tajaran Civil War. The region was gifted to the nomads as a reward for their support during the conflict. It is home to most of Harr'masir Rhazar'Hrujmagh, under the leadership of Rustam Harmaliik. Rock nomads are allowed to practice their own customs and are granted a certain degree of autonomy within this place. In exchange for these benefits, they are tasked with defending the frontier and serving as cavalry in the Kingdom’s military. The low population density of the region allows wagons to roam freely; they are commonly followed by a herd of animals Despite the existence of the Host, most Zhan nomads still don’t recognize its borders. Caravans are known to leave the province and wander the rest of the Kingdom or beyond into the Democratic People’s Republic territories; this is a common source of friction between both countries. The nomads are seen as lesser-thans by much of the New Kingdom, even sometimes by the other settled Zhan-Khazan. When they leave their province they often face discrimination or stereotyping. Nomads have taken to wearing trophies and honors they gained as a display of their competency and might to those who look down on them.

The province is governed by Rustom Harmaliik and his council of elders. Unlike the Kingdom’s citizens, the nomads only answer to their own leaders, instead of being subject to the Crown authority. Rhazar'Hrujmagh living in the Host are seen as traitors by the rest of the Adhomian rock nomad community, as they decided to follow a leader that was elected without consulting the caravans of Ras’nrr. Non-nomadic inhabitants of the province are farmers and ranchers that lived in the region before the creation of the Host; they have a mixed relationship with the nomads. The conflict between the settlers and the Rhazar'Hrujmagh is common, as they often see each other as unlawful occupants of the land.

Bar'jar Amohda Exiles
A large community of Amohdan immigrants can be found in Bar'jar, transferred from the Island to the New Kingdom after the ceasefire treaty with the Adhomai Liberation Army. Composed mainly of monarchists that followed the Royal Army after their retreat from Amohda, they have settled on the coast of the Northern Harr'masir. They have brought their culture and martial art traditions with them, opening lodges and serving the New Kingdom’s military in their own auxiliary divisions. Most of the Amohdan community has not given up on the hopes of returning to their homeland; as the dream of restoring the monarchy in the isle is still alive among them. The relations between the exiles and the Kingdom’s citizens are generally positive. Many nobles seek to acquire Amohdan blades; a sought-after curiosity and sign of wealth. Despite the existence of this alliance, lodge membership and the learning of their swordsmanship remains something exclusive to the members of the Amohdan community.

= Major Cities =


 * Kaltir: the capital of the New Kingdom of Adhomai. The largest and most industrialized urban center in the Kingdom, with its industry focusing on heavy machinery and weaponry. Kaltir is known for its cultural attractions: museums, opera houses, art galleries, and traditional pubs are found within the city. The presence of megacorporations and alien elements is on the rise since the armistice; as Kaltir has the only functioning shuttle port in the entire country. The Kaltir Imperial Palace, the home of the Azunja dynasty, can be found here. The Kaltir Law Academy is one of its most renowned learning centers.


 * Bar'jar: a coastal town, home to the majority of Amohda exiles residing in the New Kingdom. Most of its inhabitants are employed in the fishing or clam farming business. The city is famous for its seafood cuisine, Ras'val Clams are considered a staple in the region. The Amohdan population has started to open their lodges and mix their traditions with the local ones, creating their own blend of culture. Bar’jar also had contact with Zhan nomads during the war; as it was the location where they were temporarily settled before the creation of the nomadic host.


 * Miran'mir: the main harbor of the New Kingdom, where the bulk of the royal navy is situated. Home to the largest shipyard in Adhomai, where several ships dock daily for repair or supplies. Most of the locals are employed in the shipwright industry or in the service sector. The city is visited daily by travelers and sailors from all over the Kingdom. Miran'mir is the home of the Miran'mir Academy of Scientific Pursuits and its museum.


 * Dymtris: the site of the now-defunct Dymtris Line, which protected the New Kingdom for nearly a decade before being destroyed by the major People's Republic offensive in 2458. The city has an important cultural significance; it is the bastion that protected Kaltir from the Republican Army for years. Dymtris was changed deeply by the constant battles close to it, many memorials and monuments dedicated to the ones that fell in its defenses can be found in the streets and parks. Dymtris Polytechnic College can be found in this city. Marryam is the patron god of Dymtris.


 * Baltor: a fortress founded during the Gunpowder Age; it was the landing site of the royal armies during the Suns’ wars. Baltor plays a strategic role in controlling the Ras'val sea during the Second Revolution. A town emerged around the fort over time, attracted by the safety provided by the military presence. The city is known for its skilled watchmaker artisans, a trade that has been passed down through generations. The Mez'gin clock tower, located at the town square, is one of its points of interest.


 * Olska: a mining town close to the Zarragh Lake. The city was one of the last Republican bastions in Harr’masir during the final chapters of the Second Civil War. However, it avoided any substantial damage due to the surrender of the garrison during its siege. The Kraszar Library is the main attraction in Oslka; an extensive deposit of knowledge preserved by its priesthood. The city attracts many scholars and Kraszarrumalkarii, with some of them taking up residence on it. Its parks have reserved spots for storytelling. Kraszar is the patron god of Olska.


 * Tunguska: once a secretive People's Republic military base in the northern wastelands of Harr’masir. The compound was attacked by the Royal Navy in 2459. For unknown reasons, the New Kingdom abandoned Tunguska shortly after its capture. Its underground installations were sealed and all the military hardware was left behind; it is a collection of buildings, tanks, and autogyros that remain left to rust on the cold winds. The compound has turned into an eccentric tourist attraction, with Tajara and alien visitors paying local guides to take them to the area. Many return with stories of unexplained events happening at Tunguska, ranging from disembodied voices to the entire place changing shape and size overnight.


 * Nusinsk: a city built around the extraction and processing of Nas’kin Ocean’s oil reserves. Once a small fishing village before the discovery of oil close to its shore, Nuskink was quickly transformed by Al’mari’s administration into a major refinery center. However, any wealth was drained away to the more central places of the People's Republic; the locals did not benefit from the discovery. Most refineries and platforms were moved or destroyed during the Second Revolution. After the Armistice, the New Kingdom is slowly rebuilding the city’s industry to help fuel their fleet and growing industrialization. Growing air and water pollution are now one of the city’s major concerns.

= Architecture =

The dominant architectural school in the New Kingdom is known as Adhomian Neoclassical. This style seeks inspiration from Pre-War buildings. Its main characteristics are complex structures, colorful exteriors, intricate ornamentation, and asymmetrical designs. While Royalist architects were mostly focused on restoring old buildings to their former glory, the wealth brought by the Armistice has created opportunities for the nobility to commission new extravagant monuments. Even when struggling with their previous debts, the New Kingdom's nobles still seek to build a fancy summer house. While Commoners' houses are more practical and do not stray from cheap materials, they are still adorned with traditional pieces of art and vibrant colors.

Major Monuments

 * Kaltir Imperial Palace: the ancestral home of the Azunja dynasty, the Kaltir Imperial Palace once served as the Kingdom's seat of government. Today, its function is to house the royal family and host events. Much of its previous decoration and furniture was lost during the Hadiist invasion of the Kingdom; the building was transformed into an administrative office by the People's Republic. With the help of Miran'mir Academy's Restorers, the Palace is slowly recovering its missing objects.


 * Vlrralkhzazhul Line: built after the offensive of 2459, the Vlrralkhzazhul Line is a long system of bunkers, pillboxes, trenches, and air defenses meant to protect the northern regions of the Kingdom. Unlike the defunct Dymtris Line, it survived until the end of the war. Despite its distance from the frontier, Vlrralkhzazhul continues to be expanded; its mighty halls and wide complexes are unmatched by any other fortification system in Adhomai. Many suspect that this expansion is nothing but a plot by the military to embezzle funds.


 * Mez'gin clock tower: situated in Baltor's main square, the Mez'gin Clock Tower is a Gunpowder Age era astronomical clock. Commissioned by the Rasn'rr Empire, the tower is the oldest Adhomian clock still in function. The monument is adorned with statues of mythological figures, ancient Kings, and deities. The clock is famous for its accuracy and extremely complex mechanism for its time. Legends claim that the clockmaker who designed Mez'gin was blinded on the order of the emperor so he could not replicate his work.

= Technology =

Much like the Democratic People’s Republic, the New Kingdom inherited a portion of Republican technology when they broke from the once-unified Hadiist government. However, the social strata of the Kingdom is exceedingly different, and their isolated territory in the North did not see that much development prior to the War. The New Kingdom has been forced to grapple with this reality, and, as a result, most advanced technology has been appropriated by the landed nobility unlike the peasants, who are left to return to the old ways.

Civilian
By design, the noble families of the New Kingdom enjoy access to a wide variety of modern inventions. Once again, the nobility has begun to hoard technology for itself, and while different levels of political power and nobility permit access to varying ranges of items, almost all are more easily capable of acquiring imports thanks to their elevated status. Nobles enjoy devices like televisions, radios, gaming systems, automobiles, computers, advanced kitchen appliances - anything they can afford to buy and import and upgrade in their own household. Eventually, though, the prices of these new imports and inventions do fall, giving the peasantry wider access to newer technology - though not before the nobles have had their fill of it.

Peasant homes are usually constructed with wood and stone and may have few utilities. Owing to their far northern homeland, boilers and wood-burning stoves are typical to provide warmth and hot water. The average peasant does not have an icebox, however, and most families store their food and meat in the ground under the snow as Tajara did for thousands of years. Simple, reliable furniture and breathable, sturdy clothing for the workday is favored. Some well-off rural peasants or farmers may be able to have electricity installed so they may power things like radios or simple appliances like irons, but most households rely on oil lamps and the local river for needs like light or clothes washing.

Cities in the interior of the Kingdom enjoy easier access to these amenities. Rural villages and settlements tend to be the most backward, but life in the numerous Imperial population centers does tend to offer a higher quality of life. While by no means approaching the level of wealth and decadence landed nobility might enjoy, city-dwellers do gain access to utilities like plumbing, heating, and electricity. Widespread illiteracy means that most homes in the city have radios so they can receive news and updates from the Imperial government. The New Kingdom has many of these bustling metropolises, and though they are nowhere near as industrialized as the Republic, a melding of technology with older Tajaran styles and traditions has offered city-living peasants a brighter lease on life.

The New Kingdom’s industry is heavily focused on the mining and agricultural sectors, and as such these tend to receive the most investment and attention from Imperial elements. Miners and farmers still use old methods of transportation, like lever-powered mine-carts or N’hanzfu-driven tills for their needs, and mining especially does not come without inherent dangers. A good portion of the populace is devoted to maintaining these two economic powerhouses, favoring the agricultural sector. To escape from the monotony of this work, and in lieu of entertainment like televisions or radios, the performing arts have made a huge comeback in the North. Plays, musicals, poetry nights - anything to help distract the peasantry from the grind of their daily lives. Theaters are especially common in most villages.

Personal computers are a rare sight in the New Kingdom’s homes; only the nobility has enough influence to acquire one. Following the Armistice and further deals with megacorporations, terminals have been shipped to most villages and major cities for general use. These machines are found in the houses and offices of the local governors, which are all usually nobles, for them to decide when it is proper for anyone to use the computer. Owning to this practice, most of the population’s access to this technology is held hostage by the plutocracy.

Notable Civilian Vehicles

 * Pryzark-19: a half-track, brougham style automobile designated to be sold to the nobility. Anyone planning to buy a Pryzark-19 will likely have to acquire a loan. As the Kingdom's economy grows, these cars have become a status symbol. This has led to a subculture of nobility heavily modifying their Pryzark-19’s to suit their tastes and showboat their wealth. Queen Shumaila is known to be an avid admirer of the Pryzark-19; tabloids speculate she owns at least three.


 * Ha'rron Sled: used since immemorial times by the Tajara, the Ha'rron Sled is now only commonly seen in the northern territories of the New Kingdom. As much of the technology is concentrated in the hands of the nobility, the population in most isolated regions has to rely on the old ways for transport. Trained since birth, the pulling Ha'rron can traverse hundreds of kilometers of snow and ice in a matter of days. Sleds were used to bring supplies to the army during the winter. The Raaki Shariim also make extensive use of them during rural operations.


 * Icehover: a boat-shaped, amphibian vehicle capable of traveling over ice, land, and water. The Icehover works by blowing air under the hull that is above the atmosphere's pressure. The difference in pressure causes drift that allows the vehicle to move. The Icehover is favored by fishers for its versatility; it can be used in warmer seasons and when the sea is frozen because of the winter. The Icehover’s appearance among the river pirates of Southern Harr’masir has led to accusations of the NKA government supplying piracy there.

Medical
Advanced medical treatment in the New Kingdom is typically reserved for the upper class. The landed nobility get to enjoy the most of new advancements in gene therapy, surgery, or cosmetic operations - far beyond what the average peasant can get, thanks to their political status and the privilege that comes with it. Equally, with the New Kingdom currying favor with NanoTrasen, they have access to medical care even on par with what the average Republican citizen may receive in cities like Nal’tor. The same, however, cannot be said of the lower classes. Peasants are often hospitalized for longer periods of time and tend to have higher mortality rates both from increased stressors and dangers from work and insufficient medical care.

Traditional remedies, such as the usage of Messa's Tears or S'rendarr's Hands, are popular for cuts and burns. Many peasants still practice old methods of curing ailments, like salt-water gargling for strep throat and even in some rural areas bloodletting to ‘cleanse the body of its unnatural vapors’. Poor understanding of medicine amongst the rural population complicates wounds sometimes, but some medical architecture leftover from the Republicans still remains, giving the typical peasant the ability to visit a doctor - if they can afford it. Most cannot, however, and village religious leaders or family elders tend to care the most for their injured. Education and understanding of anatomy is not as advanced, and experience varies wildly from village to village.

Infant mortality rates in the New Kingdom tend to be high. While the children of nobility tend to have easier access to life-saving care in the event of abnormal births or defects, peasant families are not nearly so fortunate. The typical New Kingdom family will have many children, but there is a high chance a few may die in the first few months or years of their lives. This has diminished somewhat with the introduction of vaccinations to larger cities in the New Kingdom, but unlike other powers, medical facilities lack the ability to mass-produce these inoculations and the government relies on NanoTrasen to step in, leading to a rise in the cost of drug prices.

Military
Unlike the People's Republic or the Democratic Republic, the infantry of the New Kingdom is not as mechanized. While they do have tank corps and technicians, they still maintain the usage of outdated tactics and units like cavalry or grenadiers. Whereas the other powers focused their power on offensive research, the New Kingdom prepped for and successfully waged a defensive war against the invading Republican army. Most branches of their military are aimed towards defending the northern territory - with their most offensive units being their naval forces. Indeed, out of the three powers, the New Kingdom has invested the most into its navy.

Some of the Republic’s most brilliant admirals and veteran ship crews seceded with the New Kingdom, a defeat that the Republican navy has not recovered from. While this benefit does not give them much beyond bombardment for land operations, the massive fleet of formidable ships, aircraft carriers, and anti-submarine detectors has kept both other powers on the ropes when it comes to engagements on the seas. Their enemies are wary of engaging the Imperial Navy unless absolutely required - and as such, this reputation equally carries over with privateers or pirates, who scarcely engage with the Imperial Navy as well.

The New Kingdom is widely known for having very reliable equipment; military research is less involved in experimental or expensive designs, and instead industrial capacity is devoted towards tried-and-true and traditional weapons, like bolt-action rifles or bayonets. Lacking the intense industrialization of the other nations, artisans of the New Kingdom focus on producing arms and armor that is less prone to failure and requires less maintenance. It takes longer, but the end result typically is the production of high-quality armaments, giving the average Imperial soldier a leg up on the battlefield.

Weapons
Due to its prior isolation and economic situation, the New Kingdom of Adhomai relies on more traditional weaponry. Soldiers are usually armed with simple bolt action rifles and bayonets, while sailors and expeditionary marines are given the few available semi-automatic weapons. Officers have more freedom in their gear, as they are allowed to use any personal weapon on the field. Currently, the New Kingdom has no service rifle.

Firearms are more common in rural regions than in the few urban centers, owing to the culture of the agrarian nobility and peasantry. Commoners are able to obtain and carry small semi-automatic weapons, such as hunting shotguns and pistols. Nobles have more freedom in acquiring weapons, having been granted the right to acquire automatic weapons.

Notable Weapons

 * Hand Cannon: created because of a shortage of weapons that happened in the New Kingdom of Adhomai during the second civil war. Old naval culverins found in museums and forgotten warehouses were adapted into portable weapons, combining modern and ancient Tajaran technology. Usually found in the hands of sailors and marines of the Royal Navy, this fearsome firearm is able to propel small cannonballs with destructive force.


 * Royal Firearms Service Revolver: a simple and reliable double-action revolver, favored by the nobility, officers, and law enforcement. The design is known for having an outdated reloading mechanism, with the need to manually eject each of the used cartridges, and reload one cartridge at a time through a loading gate. However, their cheap manufacturing cost has allowed countless copies to flood the Kingdom’s markets.


 * Lawbringer Mk.I: an advanced, rare energy weapon, obtained through a mysterious otherworldly benefactor. The gun has nonlethal, lethal, and explosive firing modes. The presence of the Lawbringer causes awe in the forces of the New Kingdom and their enemies, as the few Imperial Dragoons allowed to wield it are well trained in its use. Due to its highly expensive manufacturing cost, only a few hundred were ever produced.


 * Frozen Sea Harpoon Gun: adapted from fishing tools, harpoons were found to be useful weapons in the hands of the Royal Navy and Army. Their ammunition can be equipped with all sorts of implements, such as explosives and even grappling hooks. Large guns are usually mounted on warships, serving as a complement to their traditional cannons. Smaller versions are usually carried by sailors and fishermen.

Notable Experimental Weapons

 * Worm Signal: developed from research made on Hma'trra Zivr's high-frequency communication, the worm signal is a device capable of luring the aquatic creatures to a certain location to attack ships. Since this weapon requires a radio tower to function, its deployment is limited to the Kingdom's coastal regions. Because the signal is unable to fully control the Hma'trra, the Royalist navy must vacate any place before it is used to avoid being caught as well.


 * Big Alzrun: expanding on the already existing railway gun designs, the New Kingdom's military recently invested in the development of a massive cannon. The Big Alzrun is a fifty meters long and fifteen meters tall artillery piece. Planned primarily as a siege weapon, the gun is able to fire a large round capable of destroying any known fortification over a distance of kilometers. An entire Train, alongside thousands of workers, is used to transport and deploy the weapon. Big Alzrun also has its own anti-aircraft defenses to reduce its vulnerability to airstrikes. Because of its great cost, only one has been built so far.

Notable Military Vehicles

 * Zhsram II: a prewar light tank commissioned by the military at the start of the Second Revolution. The tank turned out to be rather unreliable and had limited space for its staff. Due to a shortage of experienced crew, technical issues, and a lack of concise doctrine, the Zhsram II saw little use. New tanks continue to be built and provided to the army, but the high command is urgently attempting to find a better replacement for the outdated vehicle.


 * Railroad Cannon: artillery pieces or naval cannons mounted on train wagons used extensively by the New Kingdom during the Second Revolution. Lacking fast transportation methods, the military made use of the train system to quickly bring artillery to the frontlines. This also allowed them to deploy bigger guns. The railroad cannon was effective when defending and sieging cities, but proved to be vulnerable to airstrikes and rail sabotage.


 * Armored Aerosled: a propeller-driven sled used for reconnaissance. Introduced throughout the offensive of 2461, the armored aerosled is protected by light metal armor and is usually armed with a machinegun. It is crewed by a driver, which sits closer to the engine, and a gunner at the front. Plans to further develop this vehicle are underway; military officers have proposed arming the aerosled with anti-tank guns and grenade launchers for hit-and-run attacks.


 * Wheel Tank: single-track-wheeled light reconnaissance vehicle inspired by the Tajaran monowheels. It has room for a single driver who also controls its armament, a pair of machine guns. To help with stability, it has two steerable wheels on its sides. Its sacrifices much of its armor in favor of speed; while it can withstand small arms fire, it is very vulnerable to most anti-materiel weaponry. The Wheel Tank was recently developed as part of the Kingdom's attempt to modernize its military.

Extranet
The New Kingdom has officially entered the extranet in 2458 after acquiring a contract with frontier providers. Because of this later arrival, most of the websites are government-related or hosted by migrants. The Royalism extranet is atrociously slow due to the outdated and scarce national infrastructure. Censorship is limited to content considered immoral by the general public.

Notable Websites

 * TheirHeritage: a website destined to cataloging and preserving the history and members of the noble dynasties. Users can create profiles and add themselves to the treelines after confirming their identities through documents and pictures. TheirHeritage is infamous for not allowing non-Njarir and Tajara of mixed background to register.


 * WorkDay: created to help the growing city business find employees, Workday has grown to become the main Employment website of the New Kingdom. Outside of the popularity with the locals, it has helped the megacorporation in finding willing and skilled labor to ship off the planet. Despite originally being a free service, there is now a premium subscription that allows a user privileged access to megacorporation opportunities.


 * Miran'mir Archive: the digitalized archive of the Miran’mir Academy of Scientific Pursuits museum. The website was created as part of an initiative to preserve the Tajaran history threatened by the war. The website provides access to digital versions of ancient Adhomian texts, interactive images of artifacts, and academic papers.

= Government and Ideology =

The New Kingdom of Adhomai is a constitutional monarchy, with the King acting as the head of the judicial and executive system. The Parliament is divided into a chamber of Nobles and a chamber of Commoners. The Chamber of Nobles is constituted by hereditary positions held by the nobility. The representatives in the Chamber of Commoners are elected through elections. The Crown Heir is selected through the appointment of the King, with the approval of the parliamentarians.

Because of the intrinsic relationship between the nobility and the public offices in the Kingdom, rivalities between the existing dynasties are common. Many of the positions are used to gain more prestige for one's family or sabotage a rival's attempt to secure a post of importance.

Royalism
Royalism is an ideology characterized by monarchism, a constitution limiting the power of the monarch, the existence of a noble class, and the acceptance of the traditional Tajaran caste system. Its origins can be traced back to the end of the interwar period, where growing discontent with the People’s Republic allowed the return of an old dynasty bearing promises of change. Royalism attempts to reinstate the rule of the nobility over Adhomai while correcting the supposed flaws that caused the First Revolution. Despite not being adverse to progress, this ideology avoids any kind of fast change.

The caste system is believed to be an essential and unavoidable element of the Taraja species. However, the active enforcement of those differences is considered detrimental; society will naturally enforce and drift towards them without any kind of interference. Instead of trying to make every Tajara equal, Royalism claims that every ethnicity has its own separated but indispensable function. But ultimately, the Njarir’Akhran are the indisputable masters.

Royalism is open to diplomacy with alien powers and is generally welcoming of megacorporations. However, this stance is primarily tolerated due to the necessity of support in the conflict against the other Adhomian powers.

Schools of Thought

 * Conservative Royalism: supported by the land-owning nobility, Conservative Royalism aims to maintain the political and social status quo while bringing economic prosperity to the Kingdom. A Monarch restricted by a parliament, composed of hereditary titles, and a constitution is seen as the perfect system to guide the Tajara people. Decision-making should remain in the hands of the nobility, while commoners should have their survival and basic rights guaranteed by the state. Megacorporations are welcomed with open arms by Conservative Royalists; they are an opportunity to attract foreign investments and modernize the nation. Grand Duke Akym Yudenikh is the main proponent of this ideology


 * Absolute Royalism: supported by the military and the rural population, Absolute Royalism believes that the power should be concentrated in the hands of the Monarch. The parliament and the constitution are obstacles to the progress of the nation. An absolute monarchy backed up by a strong army and navy is deemed as the best alternative to secure the Kingdom against any threats. Due to their might, the Majesty has the right to dictate what is the most adequate alternative to any situation. Absolute Royalists are opposed to diplomacy with alien governments and the presence of megacorporations, for they believe that the nation should not rely on foreigners to stand on its own. Grand Admiral Mahtra Dynhaas is the main proponent of this ideology


 * Populist Royalism: supported by intellectuals and the urban working class, Populist Royalism plans to further democratize the New Kingdom. While the banishment of the monarchy is unthinkable, it should instead be delegated to a symbolic role. All of the power should be in the hands of democratically elected officials. The people should take an active part in the politics and their well-being is the main priority to the Kingdom. Nobility should remain a mere cultural formality to preserve the families' heritage. Populist Royalists are not opposed to megacorporations, but their activities should be tightly regulated to prevent abuses and a takeover of the nation. Prince Serhiy Oliinyk is the main proponent of this ideology


 * Revival Royalism: also called Njarir'Akhran Supremacism by its opponents, this school of thought was formulated by Absolute Royalist extremists. While Revival Royalism shares its parent ideology's authoritarianism, its main difference lies in its reactionary vision of the Tajaran caste system. Revival Royalism believes that enforcing the traditional roles through the law is necessary; society would soon fall into chaos without the ever guiding hand of the Njarir'Akhran. No Tajara ethnicity is superior, only built for different purposes. Revival Royalism considers individuals of mixed heritage to be an abomination - products of a degeneracy that must be dealt with harshly. The alien and its machinations are seen to be incompatible with the Tajara; ignoring them completely is the best course of action. Its adherents are known for their interest in esoteric ideas. Count Tscherim Sanguszkho is the main proponent of this ideology

Political Parties
The Parliament is divided into four parties;
 * Royal Party: this party encompasses most of the agrarian landowners and high nobility, known to be loyalists to the ruling dynasty. Their main interest lies in protecting the rights of the nobility and strengthening the civil government. Nobles and monarchists usually support this party, as they see it as the one that is fully aligned with the interests of the house of Azunja and the Kingdom. They do not oppose the presence of megacorporations and diplomacy with other galactic states.
 * Officers Party: this party is composed mostly of army officers, navy captains, and fervorous patriots. They seek to strengthen the importance of the military in the politics and daily life of the Kingdom, usually clashing with the other two parties. Their main platforms include increasing the spending and modernization of the armed forces. Soldiers and sailors usually support this party, as it is one of the few ways they can improve their condition and participate in politics through their superiors. They are staunchly against the presence of megacorporations and have an isolationist instance in regard to galactic diplomacy.
 * Commoners Party: despite its name, this party is made up of lower-ranking and landless nobles. They aim to increase the rights of the commoners and move the government to a more democratic orientation, reducing the King’s powers and the reliance on the army. Members of this organization are known to hold meetings with the population to gather and understand their concerns, making use of those problems to create their own political agenda. Factory workers, learned professionals, and urban inhabitants usually support this party, as this organization is one of the few ways that their voice can reach the Parliament. While not opposed to the presence of megacorporations, the Commoners Party is against them being allowed into the Kingdom without strict laws to control their expansion. They have an open but cautious approach in regard to diplomacy with other states.


 * Njarir'Akhran Renewal Fraternity: once a private club exclusive to the nobility, the Njarir'Akhran Renewal Fraternity became the main proponent of the Revival Royalism. Thanks to the support of the most authoritarian elements in the Parliament, it was given official party status in 2463. While the Fraternity is still a minority in the government, they are eager to support the Officers and Royal parties to acquire more influence. Supported by the most radical royalists, the Njarir'Akhran Renewal Fraternity pushes for an even more authoritarian government, alongside spouting a very reactionary view on the Tajaran caste system.

Royal Ministry of Intelligence
Formed during the early stages of the second revolution, the Royal Ministry of Intelligence, also known as the Office of Ungentlemanly Affairs, can trace its origins to royalist circles that organized their meetings in cellars of Kaltir’s pubs. First serving as the force used to free King Azunja from his prison, the RMI has evolved into an agency tasked with dealing with all kinds of foreign intelligence and threats. Internal matters are handled by the ministry of interior and its subordinated departments.

Agents of the Royal Ministry of Intelligence are adept in espionage, reconnaissance, interrogation, and surveillance. Information gathering and counterintelligence are the main tasks of the RMI, as they prefer to work closely with the military in their operations. Several diplomats and consular officials are members of the agency, as their positions allow them more contact with the affairs of other nations. They have added Biesel to their theaters of operations after the armistice.

Law
The law in the New Kingdom possesses a written code but most of its decisions rely on precedents and local customs. Judges are directly appointed by the Crown to their position. There is no jury in the Kingdom’s courts. Citizens have the right to hire any lawyer they see fit, but the government still offers public defenders for those who can not afford to pay for one. In spite of this provision, there is a distinct shortage of public attorneys. The justice system is biased towards the nobility, offering them greater protection and rights than the ones afforded to the commoners.

Law enforcement in the New Kingdom is the responsibility of the Royal Constabulary, an agency under the direct control of each province. The police in urban centers are known to be well equipped and trained. Mounted constables are still extensively used in rural areas.

Royal Peacekeepers
Formed shortly after the New Kingdom declared its existence, the Royal Peacekeepers (Raakti Shariim in Siik’maas) are a specialized policing force for the Kingdom. As the Royal Constabulary was formed to manage individual provinces, the Peacekeepers exist as a Kingdom-wide force focusing on higher-profile targets such as spies, terrorists, domestic enemies of the Kingdom, and persons of interest. Their origins lie in the old orders of M'sai enforcers who would track criminals roaming from fief to fief or over the borders of Kaltir. While the Peacekeepers remain mostly M'sai, other races of the Tajara can be found in its ranks.

Officers of the Peacekeepers are specialized in handling not just investigations and arrests, but also surviving the harsh conditions they may come across while tracking criminals. Rock-climbing, foraging, medical aid, and other skills ensure the Peacekeepers will be able to handle anything the wildness can throw at them. Armored cars are the typical mode of transportation for Peacekeepers in urban areas, but they retain bred Ha'rron steeds for rural operations.

Adhomai Democratic Front
As unfulfilled promises pile up, income inequality grows, and megacorporation influence expands, some Tajara within the New Kingdom have become disillusioned with Royalism. Founded by radicals from the Commoners Party, the Adhomai Democratic Front is an underground movement that aims to abolish the monarchy and establish a democracy. Unlike the moderates in the parliament, the Front has no interest in taking part in the government and prefers a more partisan approach. Organizing strikes, protesting, and civil disobedience are their main tools. The Crown considers the Democratic Front to be a terrorist organization; its members are actively persecuted by the Royal Peacekeepers. The ongoing repression is quickly radicalizing the group; calls for armed action are becoming increasingly common.

Because of the distance from the capital and large working population, the Adhomai Democratic Front found most of its support in the region around Olska. Supporters from the former lands of Kaltir, which stretched from Nusinsk and northwards, are very rare. While the New Kingdom accuses the group of being an Al'mariist and Hadiist puppet, there is no real evidence of this. Its leadership and internal structure are currently unknown to the public.

International Relations

 * Republic of Biesel: the New Kingdom of Adhomai was recognized in 2461 as a legitimate state by the Republic of Biesel as part of the Armistice of Shastar. The relation between both nations remains cordial but distant. The Kingdom is attempting to approach the Republic through the further integration of megacorporations in its economy. As part of these attempts, artifacts from the Museum of Miran’mir were borrowed for an exhibition at Mendell’s Museum of Immigration in 2462. Royalist agents operating in Biesel have to take extra precautions to remain undetected; the local authorities are not willing to tolerate their activities.


 * Empire of Dominia: the first state to recognize the New Kingdom was the Empire of Dominia in 2461. The recognition came at a time when the Kingdom was desperately looking for allies. However, this support was received with suspicion by the royalist military faction. The relation between both nations is mainly focused on trade and political support. Dominia’s plan for the future is to incorporate the Kingdom into its sphere of influence. The Empire of Dominia does not recognize the other two Adhomian powers.

Flag
Inspired by the Kingdom of Kaltir's standard, the New Kingdom of Adhomai flag was created shortly after the rebellion by the Royalist clique who freed King Vahzirthaamro. The flag's blue color is the one traditionally associated with the nobility, the tree is the symbol of the Azunja's dynasty, and the Twin Suns Icon represents the New Kingdom's ambitions of conquering all of Adhomai.

= Military Forces =

The New Kingdom of Adhomai is composed of the Imperial Adhomian Army, the Royal Flying Corps and the Royal Navy. The Imperial Adhomian is the ground army of the NKA, made up mainly of infantry divisions, supported by artillery, cavalry, and the few armored vehicles that the Kingdom is able to bring in service. Despite being poorly equipped by Tajaran standards, they are able to deploy efficient defensive tactics. Each commoner family in the New Kingdom of Adhomai has the duty of offering a single member of their household to serve in the military, while the nobility usually serves in positions of command.

During the Second Revolution, the Imperial Adhomian Army was infamous for its mistreatment of war prisoners. The conditions in the prison camps were precarious and food shortages were widespread. Captured soldiers were commonly used as forced laborers in the Kingdom's mines, plantations, and construction projects. Prisoners were borrowed by the military to work on the properties and companies of the nobility. Roads and military works were also built by the inmates. Prisoners were subject to the most dangerous and unwanted jobs, such as clearing minefields. During her time in the army, Queen Shumaila Azunja was known for being a major proponent of using forced labor. It is estimated that at least 65% of the soldiers captured by the New Kingdom perished while in captivity due to a combination of starvation, overworking, sickness, and mistreatment. The Royal Navy is the powerhouse of the Kingdom military, nearly securing supremacy on the seas. Created through the defection of most officers, alongside their ships and supplies, during the uprising. The New Kingdom’s naval force was able to secure the shores of Northern Harr'masir, but was proven to be less useful in the overall land conflict.