Medina

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The Republic of Medina is a nation occupying the second-largest continent of the third planet of the Gate Dimension. They are known are a contentious and bloody history of frequent civil wars, an affiliation with shadow magics, and breadth of racial diversity.

Land

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The Republic of Medina controls the entire continent of Medina and the smaller islands that surround that continent. In terms of sheer lands mass, the continent of Medina and the islands are quite large, comprising the second-largest landmass on the main Gate planet after the Guardian continent. There are only two major rivers in continental Medina, the North Zeal and the Barghest; both originate from high in the northern mountain range and run north to south. Medina has no major freshwater lakes. The northern border of the continent is ringed by a mountainous range that runs from the extreme west to the extreme east. This area is deciduous forest and grasslands. The interior of the continent is comprised of plains and flatlands, and the southern shoreline is considerably balmier than the northern reaches.

In addition to the mainland, Medina also holds a number of colonies, in conjunction with the Kingdom of Guardia. These colonies are: Sanctuary (Mana IV), Salvation (Merge III) Redemption (Merge V), Conviction (Merge IV), Tantalus (Alter II), Tartarus (Alter V), Testament (Esper IV), and Defiance (Crystal IV). Medina also shares colonial holdings with Guardia on many the Gate worlds, including Gate I, Gate II, Gate IV, Gate V, and Gate VI. Previously, these colonies had been administered solely by Guardia, but as of the ratification of the Medinan Constitution, Medina has begun the process of accepting their colonial holdings back into the fold and providing for their defense and growth.

Population

Including those who registered as ‘citizens of Medina’ in the elections of 2324 (42 WR), Medina’s total Web-Wide population registers roughly around the neighborhood 212 million. This is considerably smaller than any of the Great Powers, and yet much larger than other nations that can be called ‘developing’. Medina’s population fell off sharply in the period between 2316-2323 (33-41 WR), which offset the growth experienced earlier, under the more peaceful times of the first Republic.

Medina is arguably one of the most (if not simply the) most racially diverse nations in the Web. Medina cannot said to be predominantly anything, though the Mystic races comprise a large chunk of the population, nearly forty percent as of the last census (taken in 2324). Humans comprise an additional eighteen percent of the Medinan populace with “other” races filling in the remainder. Given Medina’s close ties with the nations of Alter-Dragon late in the first Republic, many Alterians migrated to Medina. While Gnashers, Henches, Naga-ettes, Diablos, and Imps are prevalent, it’s also not unusual to see Primans, Forest Clanners, Tigrans, Armataurs, Simans, Krydions, or Highlanders in Medina. Other Gate-native races are also present: Ogans, Lancers, Kiwali, Nu, and Robots. Uncommon but not rare are the Mana Dimension races of Nekos, Moogles, and Mantangans.

Despite Medina’s rich tradition of racial diversity, racial tension is a way of daily life within the Republic. Politically, parties such as the Mystic Party and the Human Party promote their racially-motivated agendas on the national stage. There are also factions linked to the Human Nation at work within Medina who, while not endorsing open violence themselves, advocate the extradition of all non-human races from the mainland. Many Mystics still feel a great swell of antipathy towards humans because of the actions of Tyurin Cage and Janus Cage. Conversely, many humans feel that they are unfairly persecuted because of their minority status.

Religion

There is only one church that can rightfully be called ‘organized’ in Medina, and that is the Shadventist Church (Shadventism). This group is comprised mostly of Mystics (though it boasts some humans and members of other races) and maintains the central belief that the God Magus will return and lead his people to glory. Since the fall of Janus Cage, there has been intense theological debate and rifts growing among the Shadventists who claim that Cage as an imposter God, and those who believe that he was the next incarnation of Magus.

The Church of Spekkio and the Church of Fiona also enjoy token presences on the continent of Medina, but their numbers are small in comparison with the Shadventists.

Additionally, there has been a growing trend towards the passive worship of Elementalism. This movement has been spearheaded by the Order of the Prism, which was founded in 2317 by a woman known only as High Priestess Tarrine. According to its precepts, the Order came into existence to fight the evil influence of the shadow in Medina. The Order of the Prism lost much of its influence and support, however, when the High Priestess was revealed as an agent of Janus Cage. The Order still exists, with its central temple in Zealingrad, but its membership rolls have fallen off, and it entertains its own divisions between those who think the shadow should be worshipped the same as the other elements, and those who do not.

Economy, Law

Economy

Medina’s economy, like that of its neighbor Guardia, has always been buttressed by technological advances. Even during the reign of Ozzie and his descendents, Medina was fairly advanced in terms of utilizing new power sources (Sun Stone and Moon Stone in particular). Later, during the first Republic, Medina was home to a number of growing corporations, including Atreus. Despite tension with competing Tasnican corps, Medina benefited from the harsh competition, and maintained a vibrant economy.

The current Republic of Medina is a free market economy, with very few government controls or regulations. In the economic sense, Medina is much closer to Tasnica than it is to quasi-socialist Guardia. The corporations in Medina are privately owned, and the state contracts projects with them and other corps from the Web to provide for internal security and domestic defense.


Medina maintains a minimalist welfare program and a few random social services, but does not provide things such as health care or retirement funds. Since the foundation of the first Republic, the Medinan philosophy has always been to tax less and allow its citizens the freedom of self determination more. (This philosophy was exhibited in the elections of 42, when wealthy businessman Gorgon Wells was chosen as Prime Minister.)

Law

Most of Medinan law can be traced back to a little book that was printed sometime in the 800’s, informally called the “Sayings of Magus.” This book is claimed to be the collected snippets of wisdom gathered from the Magus during his reign in 600. The Sayings are arranged and numbered, and altogether there are around four hundred of them. Saying #1 is “Live for yourself; there’s no one else more worth living for.” Also of note is Saying #16, “I own my body just as I own the product of my labors; Doom to he who tries to deprive me of either.” The authenticity of these quotes is hotly contested by scholars; nevertheless, these basic tenets are the foundation of Medinan Law.

The individual is the basic unit of political worth, rather than the whole. As such, freedoms are attributed to individuals and are protected for each individual. The law acknowledges the Medinans’ rights to own their own bodies; as such, suicide and abortion are not illegal. Most non-hallucinogenic and even some hallucinogenic drugs are legal, though debates rage in the Senate over how to deal with the emerging problems presented by Pyra, which is illegal.

The law also protects each citizen’s right to property and the product of their own labors, while at the same time acknowledging each citizen’s right to bear the consequences, both positive and negative, of their own actions. This is how the law currently stands, though the Progressive Party is arguing for more state intervention in situations regarding children and the mentally ill.

Government

Prime Minister

The Prime Minister of Medina serves 3 year terms. They may serve an unlimited amount of terms. The Prime Minister is the chief ambassador to other nations, and is often the most influential member of his or her party during the tenure in office. The Prime Minister cannot propose laws, but often guides domestic policy through the party apparatus in the Senate. The Prime Minister can appoint ambassadors, and in the case a colonial Senate seat becomes vacated during an unfulfilled term, the Prime Minister has the power to fill the seat.

Verteidan

The office of Verteidan is an odd mix of co-executive and traditional shogun. According to the Constitution, the Verteidan maintains military jurisdiction over any and all Republican forces operating in the mainland provinces. In this sense he is little more than a directly appointed domestic General. The Verteidan is appointed by the Senate for an unlimited amount of four-year terms. Once appointed, the Verteidan cannot be removed until the term is ended. The Verteidan also has a vote in the Senate and can, at his discretion, introduce a Vote of Affirmation, by which a Senate proposal or piece of legislation can be overturned by a majority vote by the Republic’s citizens.

Provincial Governors

Each of the mainland provinces in Medina is presided over by a provincial Governor. These roles are largely ceremonial, but do include the a few very specific and important powers. Provincial Governors have the power to fill vacated mainland Senate seats, and also appoint Keepers of Justice in their respective provinces. The five provincial Governors also have the ability to originate a vote of no-confidence in the Prime Minister. The vote must be endorsed by all five governors, and garner the support of two-thirds of the Senate and three-fourths of the general populace to be successful.

Senate

The whole of Medina is divided into “provinces.” There are five mainland provinces: Capital Province, Heckran Province, Southcoast Province, Zealingrad Province, and Aringail Province. In addition, the Medinan portion of each of the 13 joint Medinan/Guardian colonies is called the “Colonial Provinces.” As of the most recent election, there are 129 Senate seats. Each mainland province is awarded an original 18 Senate seats, and each colonial province has 3 Senate seats. The Constitution maintains that while mainland provinces can increase their number of Senate seats with appropriate proportional gains in population, the colonial provinces are limited to their 3 seats each. A term in the Medinan Senate is four years.

The Senate is, without a doubt, the most powerful body in the apparatus of government. The Senate both suggests and approves or denies who occupies the office of Verteidan. It holds to itself nearly all the legislative powers of government, including the power of the purse and the power to make war. In recent times, the Senate Majority Leader has enjoyed influential status nearly akin to that of the Prime Minister. Though the Senate has no direct veto over the Prime Minister’s lesser foreign functions, it can withhold funding from the Prime Minister’s foreign initiatives, leading to an embarrassing standoff.

Courts and Keepers of Justice

The judicial branch has only a token existence on the national level: the High Keepers of Justice. This panel of five justices meets on a semi-annual basis to hear the highest and most important cases that are of immediate importance to the Republic. These five are suggested by the Prime Minister, and must be ratified by two-thirds of the Senate and the Verteidan.


The rest of the judiciary exists solely on the provincial level. Provincial governors appoint Keepers of Justice to serve as the lead judicator in the courts. In the colonies, Keepers must be elected by a majority vote. Colonial Keepers, rather than swearing on oath to the Republic and the Republic’s law, vow to uphold the joint colonial law agreed to by the Guardians and the Medinans.


Internal and Foreign Politics

Internal Politics

Internal politics have secularized rapidly with the fall and disappearance of Janus Cage. Where one’s faith often dictated where one stood on any issue of the day, now the faiths of Medina are spread across all party lines, and the churches no longer enjoy the power and influence that they once did. That said, internal politics within the Republic are partisan and bitter, dividing solidly along party lines.

The left-leaning and populist Progressive Party has the largest following in Medina, followed by the right-leaning conservative Republicans. The Mystic Party sides often with the Progressives, but proclaims a rigidly Pro-Mystic (and some would say anti-human) platform that has prevented it from catching on. The Leveller Party is a ultra-left wing, quasi-communist party that has been accused of having ties to Scande. The Levellers are small in number but loud and influential. The Constitutionalist Party is an odd group of natural law libertarians who can still win the odd election in certain parts of Medina. Lastly, the Humane Party is a small group of pro-human fanatics that has been accused of acts of vandalism and terrorism. The Humane Party holds no nationwide or provincial offices.

Mainland Senators enjoy a kind of celebrity that affords them great amounts of influence and clout with the general populace. The Verteidan and the Prime Minister, offices set up to clash by the Constitution, rarely do so, as an impending conflict is most usually defused by the Prime Minister backing down.

Foreign Politics

Without a doubt, Medina’s closest and staunchest ally historically has been the Kingdom of Guardia. In recent years the Tasnica Republic has also taken an interest in Medina, resulting in a fruitful friendship that has weathered the twin storms of Tasnican Extraterritoriality and Medinan militarism. Recently, Medina has opened ties with Scande, in the hopes of removing itself from a possible future conflict. Needless to say, this presents the Prime Minister with a fine and narrow line to walk, if good relations are to be maintained with both Guardia and Scande, and old allies like the Esper Union. Historically, Medina also maintained close ties to some of the kingdoms of Alter-Dragon, though those ties have been allowed to wither and die.

Military

The Military of the Republic is currently divided into two parts distinct parts, the Medinan Armed Forces, and the Verteidan. Medina has no space or naval presence, beyond a few scout ships and reconnaissance vessels.

Medinan Armed Forces (MAF)

The Medinan Armed Forces is undergoing a years-long plan to rebuild and restructure its units. In addition to the replenishment of active duty men and equipment, there is also the matter of re-education and reevaluation of those who served in either the First Republic or under Janus Cage. In many way, the MAF is starting from scratch. Currently the MAF has two branches: the Armed Ground Forces and the Strata Wings.

The Armed Ground Forces consist of infantry, mechanized infantry, mechanized cavalry, and heavy tank support. Medina has been interested in making use of mecha, but currently boasts no mecha units. Instead, the Medinans rely on the tried and true tank tactics that the GA perfected in years past. Additionally, the Ground Forces have a new Anti-Mecha Division, put in place to diffuse the tactical advantage gained by those machines.

The Strata Wings are Medina’s newly overhauled air force. With old GA warhorse Gage Rizett taking command, Medina has built the most advanced and powerful inner-atmosphere bomber force that has been seen in many years. In additional to traditional city busting tactics, the Strata Wings rely on precision bombing, as well as support from the more power atmospheric fighters. A few wings of the Strata Wings are suited for both atmospheric and space missions, but for the most part the Strata are an inner-atmosphere force.

Rogue Squadron is not a part of the Medinan Armed Forces, but bears mentioning. Jarrod Rogue, a former High Commander of the Medinan Military, commands this versatile space force that also boasts JetBike cavalry, atmospheric fighter wings, and heavy tank and artillery support. Rogue Squadron is funded and maintained by the Guardian military partly as a defense force for the colonial holdings, but also as a holding pen for the Medinan military talent that Guardia feared was going migrate to Scande or other possible enemies.

People

Gorgon Wells

The Republican Prime Minister is a former businessman whose pragmatic approach to foreign policy has won him support from many, but alienated many of his own party members. He ran for Prime Minister against Tyurin Cage during the First Republic.

D’troth Alazhar

The current Verteidan, D’troth is a former Guardian Squire who was mere steps away from knighthood when the revolution in Medina took place. He worked with Gorgon Wells to organize the Loop mercenaries into a force to evict Janus Cage, but since the advent of the Second Republic he and Wells are not on good terms. D’troth is well-liked and respected for his ability to remain apolitical in Medina’s fiercely partisan climate.

Silas Jaggwing

The Senate Majority Leader, and leading member of the Progressive Party. A former war-hero who fought to evict Ozzie XI, Jaggwing is well-spoken and ambitious. He ran for Prime Minister but lost to Gorgon Wells, and then saw his consolation prize of Verteidan stolen from him due to a Constitutionalist ploy. He is considered the leading candidate for Prime Minister in the next elections.

Mako

The great Medinan Spymaster. Not as eccentric as Norstein Bekkler, Mako has carved out a reputation for being well-informed and thorough. He led the old Medinan Agency for Special Services (MASS), and now serves as the eyes, ears, brain, and many other organs for D’troth’s Verteidan. He also serves as Headmaster for his Spy School on Medialuna in Alter-Dragon.

Jarrod Rogue

The Commander of Rogue Squadron. Still highly respected and admired, his name has been floated for both the offices of Prime Minister and Verteidan, though his future with Rogue Squadron has looked increasingly cloudy with the advent of the Second Republic.

Britta Toughback

The lead Republican in the Senate, and Gorgon Wells’ point-hench for domestic policy initiatives. She is a fighter, but has met with precious little success as the Progressive and Mystic Parties continue shutting down the Prime Minister’s policy.

Burzan the Dwarf

An El Nido Dwarf possessing a tattered old degree in economics from the Palmerston School of Law and Diplomacy. He serves in Gorgon Wells` cabinet as he economic advisor.

Gage Rizett

The commander of Medina`s Strata Wings. He he also become the de facto Supreme Commander of the Medinan Armed Forces. This old GA warhorse leapt at the chance to command fighter and bomber squadrons again, among an administration willing to change their defense policy according to his particular stratagems.

Juzmilla

This highly-talented Naga-ette was a former security advisor in a Medinan corporation, recently promoted to head the Medinan Intelligence Agency. In the wake of Wells` fallout with Mako, Juzmilla has been handed a heavy burden, and her operations are critically underfunded. In addition her expertise does not lie in the field of spycraft, which only accentuates her troubles. She serves in Gorgon Wells` cabinet as intelligence advisor, as well.

Fenris Makosson

One of the many sons of the Spymaster Mako, Fenris operates the shadowy Bureau of Strategic Influence, a front organization for the new intelligence agency in Medina. Answering neither to the Verteidan nor the Prime Minister but only the Mako himself, Fenris siphons government funds into his operation in order to keep Medina abreast with the field in the intelligence game. He occasionally drops info to Juzmilla and her hapless MIA squad.

Major Cities

Medina City

“The Heart of It All” Population: 10 Million

Suburbs and Satellite Towns: Ozgarde, Tetrame, Kujaar

The capital of Medina has been in a constant state of construction for more than a decade. Enduring numerous civil wars and regime changes, Medina City is now home to the Second Republic, and is once again slowly returning to its status as a thriving metropolis. Population is on the rise, and the downtown area, featuring the Senate Chambers and newly minted Prime Minister’s offices, is experiencing new life. Smaller spaceports ring the city, and large highways are under construction, with the express goal of linking one end of the Medinan continent to the other.

Zealingrad

“The Cradle of Magic” Population: 5 Million

Suburbs and Satellite Towns: Baelzaar, Geddan, Toreen

Always a small woodland city, Zealingrad is most known for its expansive museums and the Academy of Magic. The Academy fell on hard times during Janus Cage, and has fallen on even harder times still with the decline of magic. The city itself is also home to the Order of the Prism, a small but influential and wealthy sect of elementalists that seek to exert their influence over policy and culture.

Mt. Heckran (Heckran)

“Industrial Giant of the West” Population: 13 Million

Suburbs and Satellite Towns: Hopewell, Grangarte, Dwennendarrow

In the rocky mountain western reaches of the Medinan continent, no city has been more influential to Medina’s growth of industry and infrastructure than Heckran. The city is crowded and polluted, but continues to grow because of its proximity near numerous industrial opportunities. Additionally, the largest and most used spaceport in Medina is located in Heckran.

Coast Town

“Vice City” Population: 18 Million

Suburbs and Satellite Towns: Kenova, Southcove, Nidohome

Coast Town, a small fishing village in the dark ages, was the only city to gain in population under both Tyurin Cage and Janus Cage. Crime, both organized and unorganized, found fertile ground in this sprawling oceanside city. Smugglers and drug traffickers used the surrounding islands, bays, and inlets to avoid authorities, and the city flourished with the influx of illegal industry. In addition to the expanding drug trade, Coast Town is also known for its oceanside casinos, its massive diversity of restaurants and foreign foods, and its raucous and violent night life. Local authorities have their hands full trying to restore some semblance of order to the city, and there are rumors circulating that either the Prime Minister or the Verteidan will use military might to impose martial law on the city until the festering criminal elements can be expelled.

Aringail

“The City that Janus Cage built… and Magaruitte Stole” Population: 5 Million

Suburbs and Satellite Towns: Enhastan, Vinrae, Barghest

During the rule of Janus Cage, the crazed dictator commissioned the rebuilding of the ancient Zealan cities of Enhasa and Kajar. Ground was never broken on New Kajar, as the worksites were raided by traveling bandits. New Enhasa, however, was built. Some say that Cage was privy to ancient Zealan plans, and the city, complete with a towering golden keep in the center, is an almost exact replica. Shortly after being built, one of the most powerful Shadow Barons in the region, Margaruitte Aringail, moved in and renamed the city after herself. Beside himself with rage, Janus attempted to retake his prize, but found his forces and their loyalty stretched and tested on all side by increasingly powerful warlords. Margaruitte made Aringail famous for her reputed acts of torture and for the Dreamstone mines nearby. Today, Aringail is enjoying healthy tourist industry as well as some cultural advancement, stemming from its charm as an “ancient Zealan” city.

Major Landmarks

Melchior's House

The Grand Palace

Markeis Loop