Nairatsa

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Nairatsa
nairatsa.jpg
Flag of Nairatsa
Motto: I drank what?''
No Map Available Yet
Region The East Pacific
Capital Nominally: Port Verity

Truly: The Sea

Official Language(s) English, Spanish, French, Thieves' Cant, Naval Flag Dialogue, and Grog-induced mumbling. A significant number of natives also know some form of finger-talk.
Leader That's a state secret, and not for you lads and lasses t'know. It's largely de-centralized, after all.
Population 10 million at page creation.
Currency The Flare (ʃ
NS Sunset XML

Any distinction drawn between Nairatsa and it's numerous agents (including, from time to time, it's leader) are probably minimal, so you probably should read the bottom of this page; (Un)Known Nairatsan Agents.

(-------------------------THIS PAGE CURRENTLY IN THE MIDDLE OF A MAJOR RENOVATION------------------------------------)

The Rogue Nation of Nairatsa, or Freehaven of Nairatsa, is a federalist democratic republic, built around the dualistic concepts of negative liberty and laissez-faire governance. The burgeoning power is comprised of several large island chains, and numerous land-bound assets, but both claims no natural territory, and avoids any subdivision or districting of it's lands into any form of state or district. It is referred to primarily and most commonly as Nairatsa, or 'The Haven', abbreviated as FoN, and in a formal context as variously 'The Freehaven of Nairatsa', 'The Piratical Paradise of Nairatsa', and 'The Rogue Nation of Nairatsa'. The various governmental entities of Nairatsa primarily use one of the latter two forms.

The Rogue Nation of Nairatsa's official founding date is December first, 2005, though it existed in numerous forms prior to that date. The Nairatsan nation is largely indifferent reguarding it's own history, however, so this date is under dispute. The general consensus on it's founding date centers around the establishment of it's first parlimentary council, and subsequent revision of the highly informal Pirates' code into a more uniform, but still informal basis for governance. This revision primarily centered about the establishment and legitimization of government as an extention of the captaincy, and is considered the first real legislation passed. Alternate founding dates include the building of the first docks on Port Verity (January 1, 2005), the first Infamous Captaincy (July 6, 2005), and the first defensive action of Nairatsan militia. (August 23, 2005). No formal founding date is celebrated, though, as the natives say, "It's always a party in port."

Region: The East Pacific

Near December First of 2005 the nation of Nairatsa came into recognition in the East Pacific, seeking to enjoy the fruits of a small and sleepy region, however by the end of the month, dreams of rest and relaxation were cast to the winds, and the Black Flag was a'flyin. Shore leave was never so short.

History of Nairatsa, the Nation

The concept for Nairatsa largely grew from the historical Libertatia and other rumored and extant pirate havens. The rest was conjured from fat air.

Early History

Nairatsan history began in an environment strikingly similar to the Carribean of the 1600's. Minor indegenous peoples were being displaced in favor of large colonies established by distant foreign powers, and enterprising journeymen captains often went rogue, stealing a ship, then preying upon lightly defended shipping. These piratical individuals eventually became a significant threat to the interests of the nations in the region, and were forced to form loose confederacies for mutual defence, as the larger nations exerted military might in the region. These sea coven, along with those of their number lucky enough to retire, either formed or converted the first land-based haven by soaking the region with ready pirate coin. Enterprises sprang up around this source of wealth, designed to cater to the unsavory desires of pirates in port, and an economy was born.

A particularly attractive piratical lass, notify me if this picture belongs to you and you'd like it removed.

With the economy, and a willing fence for stolen goods, came an operations center for pirates, and a convienent place for captains to meet, air grievances (usually by dueling), and form further sea bands. Naturally, the governemnts of these colonial interests viewed this development with trepidation, and early pirate havens were required to move about often, one step ahead of a far superior military. Eventually, these havens grew too large and well established to uproot, and were forced to levy militia, volunteers from among the larger fleets in port, to serve for defense. The irate colonial powers swept in with the full might of their regional military in response, forcing the two largest havens of the time, Port Verity, and the slightly smaller Darnsholme, to band together in an attempt to stave off the invasion force. This was commonly known as the first Infamous Captaincy, as the head of the combined armada was one Roque "Shadow" de Gault, a master of seaborne stealth and fleet tactics, and his reign over the combined colonies was long and prosperous. Subsequently, 'Infamous Captancy' has been used to refer to the reigns of a number of Nairatsan politicals, notable for their stature or particular ability.

These two original mainstays are now referred to as the prime islands. Subsequent additions are not adressed with any formal title, though to some extent the additions are regarded as conquered territory, and held in slightly less esteem. Often, similarly minded territories will informally petition for entrance and protection under the umbrella of the nation, and as such, the territories of Nairatsa are disjoint and scattered across multiple Earths and dimentions. All possess at least some means of contact with the primes, however, as part of their charter. Conspicquously absent from these official governmental documents of the time are any mention of education, social welfare, or public enterprise. This was intentional, and born from the underlying capitalist philosophies of the early privateers.

History After Establishment

After the threat of invasion abated, the freebooters recognized that the union presented unpresidented opportunity, namely to rob everyone blind within sailing distance. The first Infamous Captancy earned it's notoriety for the prolonged period of looting, pillaging, and drunken revel that followed. During this time, the nation became a power to be reckoned with, as fleets swelled, merchant ships being careeened and refitted for war. The first shipyards were built in Port Verity at this time, and it's first tall ship was comissioned for Capt'n Shadow, a one-hundred gun bronze-sided ship of the line. The Black Joker was superior to most nations' largest battleships, and vastly so to any of their local assets.

As time passed, the nations that Nairatsa had begun raiding faded from prominence, torn apart by internecine strife and more local war. With their fall, the young nation turned inward, establishing the more formalized version of the Pirates' Code used today, adopting the Jolly Roger, and co-opting the sea shanty 'What shall we do with the Drunken Sailor' as a (temporary) national anthem, for their recognition and ease of use. It was at this time that the first Ruling Council was formed, as a sort of Captain's Corps. With the estalishment of a Government came the minting of a currency, the Flare ʃ, though barter prevailed as the most common method of transaction for a significant period of the nation's history.

Alongside currency came diplomacy, and the nation shifted it's focus to include all manner of confidence methods. Diplomatic assignments are simply viewed as a way to rob someone blind without actual threat of force. At roughly the same time, government agencies emerged, from the trade unions that survived conquest. In accordance with their roots, however, the agencies themselves are largely mercenary, in addition to being laissez-faire, they pay and accept bids for nearly every service. Intelligence was handled in a particularly unusual way (see below) where the spies are essentially free agents, paid handsomely for results. This has affected the behavior of society as a whole, and the view of the nation in the world's eyes, as noted later in this document.

Since the first, there have been three particularly outstanding Infamous Captaincies. The first of the three, Daniel "The Salt" Schempp, rose to prominence as a member of the upper legislative body, earning his post through a particularly impressive series of raids on a now-defunct nation's diamond shipping lines, returning nearly three hundred million flares of hard assets, and several hundred usable ships. His captaincy was earned through his subsequent exploits, though. Once in his new post, the Salt used the military might of the nation to shadow blockade many shipping lines, establishing no fewer than three sea legends of monsters, electromagnetic disturbances, and flickering portals to other realms.

Modern History

The third and fourth Infamous Captaincies were rumored to be one and the same, or a man and and his son, Ferth "Steel Heart" de Rin. He was rumored to have had a portion of his heart shot free at an early age, and there may have been some measure of truth to that, as he is known to have had a piece of cannon shell affixed to his torso. Steel Heart the First's ascention is lost to the mists of time, but it is known that he disappeared shortly after a manipulative trade arrangement that sent thousands of pounds of hard wealth shipping home for no real export. The second recorded "Steel Heart" was appointed to the council after a unanimous vote by the undercouncil, again under unknown circumstances, and reportedly announced that he was the same man as before. The second Heart continued in the footsteps of the first, wringing every drop of profit out of any trade agreement by any means necessary. It was said, of both, that if you escaped the negotiation with your shirt, he'd simply shoot you and then take it.

Nairatsan natives are often found outside the country in all manner of roles, and it is equally likely that you will find a Nairatsan outside as a foreigner inside, save in times of war.

In recent times, the nation of Nairatsa has served as a below-board intelligence agency, available for hire at it's discretion. The military is largely kept as a militia, and given that the nation is currently in a low state of alert, few troops are levied. The nation is currently building several profitable trade alliances, and diplomatic ties, though there is some suspicion that this is simply to further their covert and piratical aims. Nairatsans are currently enjoying minor renown as shrewd agents of every stripe, and are likely to offer, for a price, significant military technology to both sides of any conflict.

Culture of Nairatsa

From the earliest freebooter's coves, culture has been chaotic at best, a hopeless tangle at worst. Due to the numerous, and largely now-defunct nations that provided the initial populace of Nairatsa, a wide variety of races and species now call the nation home. For each that brought their culture intact another fled some cultural stigma, and would as soon develop one ad hoc. If there were any notable indigenous peoples, They have long been lost to the annals of time, or merged with the population at large. Further, the generally apathetic attitude of Nairatsans toward the affairs of others permits a non-homogenized culture to grow and flourish.

In this varied environ, several eclectic and occasionally high-quality artistic movements have arisen, notably the music genres of Chaos Jazz, Shanty, and Bardic Free Verse. A few painting styles have also emerged in Nairatsa, largely the brainchildren of banished political artists. These include a variant of Cubism, Magical Emotion, and Real Sculpture. The causal appreciator beware, though, for Nairatsan works of art often affect the audience. Paintings come to life, Music inspires action, and Sculpture is often mistaken for animate life. Occasionally, it is.

That said, there are some bedrock values of Nairatsan society, and it is by no means a hazy nation of starving artists and peaceniks. Nairatsans are mainly reserved, stalwart people, compassionate to their neighbors and vicious toward their enemies. The average Nairatsan (Nairatsenne (f.)) is tolerant to a point, believes in the value of private enterprise and aims to achieve notoriety in their life time. Society as a whole is meritocratic, with hard work often the only means to advancement, in direct rebellion to the 'Divine Right of Kings' theory predominant in their countries of origin. Art is a secondary, but valued concern, and hints of hedonism run throughout. Nairatsans are seen by their neighboring nations as a mercurial lot; often sober, yet given to wild revel, a motley crew of characters, and always an interesting gang.

Races of Nairatsa

A Dark Elf in Port Verity, notify me if this picture belongs to you and you'd like it removed.

Due to the unusual foundations and continuing immigration policy of Nairatsa, a number of races comprise the core population, with a non-trivial amount of vagrants shifting through by their own whim. As there is no census, the listing below is in roughly accurate order, by the best guess of the Nairatsan Minister of the Interior.

  • Human: Humans make up the majority of the Nairatsan population, and possess no outstanding features other than their lack of body hair.
  • Demi-humans: Human half-breeds. With all sorts of things. Satyrs through tieflings, with brief pauses at half-elf and elementalkin.
  • Darks: Elfin, slender and sneaky as hell. No one knows from whence they came, and no one asks too closely. Considered by many to be direct kin to Drow. Also present are Dark Elves, but the groups maintain that they are distinct.
  • Elves: Elves, similar to both their Tolkien-esque and D&D bretheren, are unusually found living at open peace with their dark-skinned cousins.
  • Posthuman: Humans or humanoids genetically or mechanically modified to be something else, usually by addition of cybernetic augmentation.
  • Syreen: Green-skinned humanoids, predominantly beautiful and female. Thought to be distant relatives of Humans, they have shown a distinct affinity for the Human males of the nation.
  • A.I.: Assorted forms of free (or rebellious) machine intelligence. Extant forms include one liquid metal entity (LiME), three self-aware computer viri, and sundry humanoid forms.
  • Sapient Animals: Animals made sapient by some biological, mechanical, or magical means. no one significant breeding populace exists, although Timber Wolves are the most commonly seen.
  • Assorted Dross: Nobody knows. Nairatsans come and go.

People and Customs

Religion

Language

Weights and Measures

Education

Economy

Historically

Currency

The 1 Flare coin. If this picture belongs to you and you'd like it removed, do so.

Exchanges

Barter

Technology

Historically

Availibilty

Proficency

Development

Government

General

Political Parties

The Agencies

The Ruling Council

The Shadow Council

Official Demographics

The Intelligence Agency

Errata

Military/Militia

Religion in Nairatsa

Whatever they want. Nairatsans are predominantly monotheistic, but minor cults exist to just about every religion you could think of; as varied as their culture. The culture is such that they do not interfere, so oddly, diametrically opposed theisims cohabitate here.

Government of Nairatsa

The people of Nairatsa regularly elect a group of parlimentary gents who form the ruling council. The council then elects a select few that handle the quick and stealthy needs of the country. Rumor has it that there is one above the rest, but if there is, his existance is shrouded in mystery and myth. Judicial matters are handled by an evolved form of maritime law, with local judges and officers of the law adjudicating as necessary. Juried trial is available, and often prefferred, but most crimes are either those of agression within the country or minor in nature; Nairatsans are too mobile for a static judiciary.

Socioeconomic law is almost unheard of, but what little there is is overseen by the trade associations and community groups.

Economics of Nairatsa

Nairatsan economics are largely driven by corporate-forced, unrestrained capitalism.


To be Continued...

Political Parties and Special Interest Groups

In progress.....


(Un)Known Nairatsan Agents

You may not assume your nation has any information on any of these people, unless you have discovered it through RP (highly doubtful). They are provided as reference for RP purposes. If anything, things and individuals below may be rumored but no more substantially than, say, Keyser Soze.

?
See Mira. (It's a group shot.)
Bio.
What part of '?' don't you understand?
Skills
Some.
Current Location
Somewhere.
Tech. Level
Ever changing.
Mira

(Current Alias)

See Frin.
Bio.
Mira is Mira. More later.
Skills
Unknown.
Current Location
Not known.
Tech. Level
Varies.
Frin

(Current Alias)

See Hunter.
Bio.
Frin is someone. One someone. Beyond that, very few people who have ever seen, or know anything about Frin remain alive, Hunter presumably among them. Hm. Wait, wasn't there a bit about that on the internet a few years back? An obvious urban legend about a global defense net hack or something like that. Heh. Almost as unbelivable as the one after on NIS agents getting mischeviously 'relocated' from their posts. Wonder if they're the sa- (Silence)
Skills
Frin is the essence of long-distance stealth. Frin is probably reading this right now. Frin, too, is a generalist, though not quite as varied as Hunter. Notably not an excellent swimmer.
Current Location
Xharn (We think.)
Tech. Level
Varies.
Hunter de Rais

(Current Alias)

See ?
Bio.
Hunter's first alleged apearance was roughly five years ago, when a young lad apparently left a snipping of old Earth prose in place of a chunk of the Nairatsan treasury. Since then, he has been purported to appear in any number of chancey affairs, including, recently, Xharn's nuclear program. Other than that, ask him/them, it's the only way to know.
Skills
Hunter is one sneaky, sneaky man. Practically a fish, he is supremely skilled in many covert arts, including, but not limited to acrobatics, electronics, and the secret way of MacGuyverism. In fact, it is not even known whether Hunter is one man, or many, given how many places he is reputed to simultaneously be in. Hunter is a jack-of-all-trades.
Current Location
Xharn (We think.)
Tech. Level
MT/PMT (Currently)