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August 13, 2008, 12:46 PM
The Perils
As Aelyria undergoes a period of significant change and defined uncertainty, the exciting opportunities of a prosperous new future are being tempered by the realities of harsh perils and and risky dangers that threaten its legacy. Though His Royal Highness, Prince Milo, may have the finest intentions of building a "Covenant" with the Ancient Aelyrians, analysts are cautioning that any lasting success will depend largely on how the new Royal Regime addresses the many issues facing the Realm. The Chronicle takes an in-depth look at the Perils facing Aelyria and how they may play out over the next few months and years.
Separatists
Though situations have generally improved in Jaedaxia, the last major separatist threat to the unity of Aelyria, there are still significant forces at play encouraging provinces and cities to assert their independence. "Many people are operating under the delusion that they do not need the Empire," remarks Professor Dafydd Beqr of the University of Aelyria's College of Princely Affairs. "This stems largely from isolation and relative tranquility without regular interdependence with the rest of the Realm, and is a tremendous temptation for ambitious statesmen seeking glory in political adventures." After Empress Alyssa Chrysinaria's death, latent nationalism among the provinces surged to an all-time high, and Governor Ambrose Devere declared Enamoria to be a separate, independent country. "Separatism is generally a no-win proposition," explains Beqr. "In the case of Enamoria's secession from the Empire, the Xet Alliance used it as a pretext to occupy Medonia and began a genocide. The regions regions most likely to secede -- the places on the periphery of the Empire -- are also the most vulnerable to foreign occupation and antagonism."
"Secession has been on a significant decline since the Occupation of Jaedaxia," lectures Professor Lyndara Phoul, of the Soc de Ambergois Center for Public Policy. "But the ruthless approach of quelling rebellions and smashing revolutions only addresses the symptoms of the problem, not the cause." Regionalism often stems from feeling disconnected to the central government, and can be inflamed by racial tensions, magical artifacts, prophetic visions, or even simple ambitions. "If His Royal Highness is serious about keeping the Empire united during this transition to Kingdom, he will be prepared to send in the Army whenever necessary but also willing to convene councils to let disparate views be heard," says Phoul. It is a dangerous proposition, for there are many factions eager to express their views and competing and conflicting interests may destabilize, rather than stabilize, the security of the Realm.
Pirates and Brigands
The Frontiers have been plagued with a resurgence in highwaymen, banditry, and ruthless rogues, as brigands have made travel over the lesser-patrolled roads less secure and more uncertain. "The Legions have held their ground and prioritized their policies," explains Major General Bonratty of the High Command. "Limited resources means that we have to pick and choose our battles more carefully." This often places the task of patrolling the highways and great roads in the hands of the provinces, whose militias tend to consist solely of light infantry and light cavalry, often too undisciplined to face off against well-organized brigands. "Arakmat and Lauryl are especially problematic areas," acknowledges the Major General, "and while we can keep the cities safe, anyone traveling over roads these days knows to bring an armed escort whenever possible." Yet the situation on the High Seas is no better.
Pirates are known to have found refuge in the far-off island-city of Freeport, where they have congregated for decades unmolested by the Navy. Many of them were even hired as privateers and issued Letters of Marque by the Admiralty to augment the fewer numbers of ships traversing the oceans and patrolling the bays. "Much of the Navy has been mothballed or in drydocks," laments Admiral Nelina Granchek. "While there has not been a serious threat to the Empire's naval security, our Fleets haven't been as active as they used to be, and there are some troubling signs." Many of those signs have manifested along the Southern and Eastern Shores of the Realm; pirates raided Taralon several years ago, and marauding corsairs threatened the Enamorian and Southern Sherian coast earlier this year. "They are growing bolder; it is almost as bad as a decade ago," continues Admiral Nelina, recalling the successful sacking of Kaldira, a Carmelyn city on the Eunesian Sea, which rallied adventurers to raise merchantmen and privateer ships to protect the coast.
Facing off against Brigands and Pirates will require a substantially larger military presence. "This is something that has long been needed on the Frontiers," agreed Lieutenant General Dervan, once a captain patrolling the Arakmat deserts himself. "Yet the provinces must be ready and willing to raise taxes to fund the Army and the Navy appropriately, so that our sovereignty and territorial integrity can be strengthened, to free up our military to begin to assist provincial militias with the task of restoring order in the countryside. These are intertwined challenges." The Army readily admits that adventuring guilds might find considerable opportunity finding and dispersing brigand bands or pursuing the pirates, since great treasures and plundered wealth are rumored to be held by these disparate factions, but rules out an all-out assault on Freeport. "Smashing the City of Freeport would only embroil the Continent in a dangerous occupation hundreds of miles away, tie up our resources, and could limit our military flexibility," warns Lieutenant General Briggs.
Anarchists
Since the collapse of the Second Empire, there have been political and adventuring movements specifically designed to destabilize the state. Anarchists, who often advocate the total overthrow of the institutions responsible for law, order, and justice in the Realm, have seen increasing success in the past few years, and many government officials in Centripax admit to having compromised with them in weakening and liberalizing their regimes to avoid fighting in city streets. "Yet the real threat of Anarchists comes not from their own little factions," explains Professor Ugen Garce, an expert in Group History at the University of Aelyria. "It is when Anarchism intersects with a more potent ideology - like Religions, or Magic." Gone are the days of "anarchist political parties", like the Industrial Radicals which once advocated the overthrow of the Aelyrian Royal Assembly (the Imperial Senate) during the Second Empire, but there is growing evidence that disgruntled and disillusioned magic users might be turning to violence in their opposition to political regimes. "The Rakrya's downfall may have been met with relief by most mages," explains Garce, "but for the extremists who remained fiercely loyal to Julos, they see a government headed by only mages as the sole acceptable outcome."
Challenging anarchists, whether they be former Rakrya fundamentalists or misguided idealists, will require an approach similar to addressing the Separatist threat. "A sense that even their views can be heard can lessen the charge that their grievances and petitions have been ignored," says Professor Phoul, "but it must be tempered with a firm stance against anything that might threaten the stability and order of the Realm. If emboldened, the anarchists could build upon their successes in 'negotiating' with the local city and township municipal governments of Centripax, and began to make greater demands. Inevitably, such demands must be met with force to prevent being held hostage to the terror that they espouse."
Monsters
Fantastic beasts have always been a part of life in Aelyria, and when the roads are not being plagued by separatists, brigands, or anarchists, dangerous creatures lurk about in search of shiny objects, flesh to consume, or possibly worse. Since the adventuring guilds have recently recallibrated their efforts to focus on local provincial issues, the great King's Highway and the Via Ioannes which connect the Capital City with the rest of the Realm have seen a resurgence of these troublesome foes once more. Guildmaster Wolfgang Abenteur of the Guild of Adventurers notes, "It is only marginally safer during the day than it is at night to travel these days," he says. "Most cities are wise to close their gates by sunset to keep away these miserable monsters. I don't see conditions improving until more heroes join local guilds and begin to route this pestilence." Officials have long considered monsters a "minor threat" or a "nuisance" that does not threaten the political stability of the Realm, but they have been quietly admitting that the recent surge in monstrous activity in the forests and the countryside has been alarming. Ultimately, this is a threat that can only be met with increased vigilance, and the local cities will have to begin getting serious about offering significant rewards for adventurers slaying these foul beasts.
The Underground
As the disintegration of Imperial Authority left cities and provinces to handle their own law enforcement, the detection and apprehension of increasingly sophisticated crime syndicates and organized thieves has become more difficult and it is a problem that many prefects and constables admit needs attention at the Realm level. Within Aelyria Prime itself are numerous organized gangs and complex networks of families and favor-exchangers who have exerted considerable influence over the above-the-board dealings behind which they masquerade their nefarious deeds. In many cases, these organizes are involved in extortion and racketeering, but there are reports of blackmail and even murder-for-hire or blood-vendettas. Though Narim used to be legendary for its deep-running family feuds, Aelyria Prime today is said to be a hotbed of intrigue, and as the center of political and commercial power, it is having rippling effects upon the other cities with which it interacts. "Trade is utterly being paralyzed," mentions Minister Hans, a mid-level functionary in the Finance Ministry and a member of the Board of Trade. "Goods one day will be worth a fraction of what they were originally worth the next, and then in a neighboring city will be sold for quadruple their value!" It is clear that criminal speculation in markets and businesses has begun to have a decisive impact upon the Aelyrian economy, which is perhaps why thus far no official, during the Regency or now under the Principality of Milo, has authorized the re-opening of the Aelyrian Stock Exchange. "It would cause the financial collapse of the Aelyrian economy," acknowledges Hans.
Aside from stronger presence of militias and constabularies, the local Watches and Guards of cities must begin diversifying their skillset in order to confront the challenge of organized crime. More widespread adoption of magic in the interrogation and investigation phases of crime-solving, coupled with the employment of more diverse and talented races can ensure that cities will begin to crack the code behind these mysterious organizations. But central authority, Hans agrees, is the most effective way to begin to undermine the Underground. "They are using their decentralized presence against us, and their own organization by most accounts is more dynamic and fluid than the Imperial Government's ever was." In order to restore order and impose justice upon the land, Prince Milo and his ministers will undoubtedly have to consider significant changes to the way that the Kingdom is run and how it is organized at the highest, and widest, levels.
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About the author |
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Juan Gonzalez (aka "Kaelon") is the Chief Executive Officer of Play by Post LLC and the Creator of Aelyria. He holds degrees in History and Government from Dartmouth College, and is a specialist in Ancient and Medieval History with a focus on political institutions in the Mediterranean and the Middle East.
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