General Description: Loose constitutional monarchy influenced by Elven culture, several large cities and much farm and forest land.
Location/Boundaries: On the west side of the northern continent, north of the Achaean city-states and west of the Kingdom of Mithraea. They share borders with those two entities as well as several smaller states such as Sienova. Their northern border is formed by the Tanébôk and Armagh mountains, and their eastern border by the River Kerry and the Mountains of Mist. On the Western border of Gallacia is the semi-independant border state of Bealach (on the North edge of Intertia). The clans there nominally owe loyalty to the Queen, but they lie far form the capital. Their tendancies for disobediance (or at least disregard) are heightened by the fact that the majority of the population has at least a little Mithraic blood and follows the Mithraic Church.
Government: The government is a hereditary monarchy. The ruler is generally the first-born of the previous monarch, whether male or female. The current ruler is a woman, Queen Maeve II. Galacia is a true Constitutional Monarchy, and the Council of Lords has the political and economic power to make it impossible for the monarch to enforce a decision that a significant majority of nobles opposes. The constitution of Galacia was written down by a Royal Bard over 700 years ago. It deals with the most basic rights and responsibilities of all citizens and the running of the government.
Laws/Legal System: The legal system of Galacia is presided over by the Royal Bardic College. The bardic class has always been responsible for recording the laws and traditions of the Gallic people. Though officially each Lord is responsible for settling disputes on his own land, he or she will not do so with out consulting a bard. Decisions of important cases that are not interpreted with approval by the Royal College will, by weight of tradition, be overturned by the monarch. In matters of moral or religious significance, Druidic input is nearly as important as Bardic comment. Like their secular counter-parts they are consulted by the nobility at almost every level of rulership. The law codes of the Gallic people are reasonably well-documented, and though they vary some from province to province they are all based on the constitution. The Gallic system of interpreting and enforcing these laws tends to be a bit haphazard and slow to function. This is one reason that Galacia has trouble with bandits and rebellious clans in her more rural and border regions. Punishment of crimes is usually done through compensation of the victim monetarily, exile, confiscation of property, corporeal punishment (whipping, amputation, death) or, in the case of the nobility, imprisonment.
Social Classes/Status: The nobility are not hieratic. Other than the royal family there are a few semi-hereditary appointed positions like Ollave (Foremost Bard), The Queen's Advisor, Chief Druid, etc. All other nobles hold the simple title of Lord regardless of their holdings or relative wealth. Lords are generally the heads of major clans, but the title may be given for other reasons as well. The Lords have considerable say in the governance of the country. There is a large middle class of tradesmen and merchants. Artisans also fit into this category and are generally quite well respected in Gallacia. People of any social status may attempt to become bards or druids. The training for either profession is quite rigorous and both are highly respected fields, even for one of noble birth. The social hierarch is fairly flexible. It is quite possible to "marry up" or to increase one's status through learning a trade.
Cities/People: There are several major cities, mostly along riversides or other trade routes. The largest of these is Kerry, a so-called "free trade city" with a population of over 50,000 people. It owes only nominal allegiance to the crown due to the nature of its charter, and though the residents pay taxes they generally do not have to contribute ships or levies to military ventures. Most of the cities are old, having been founded at least 500 or more years in the past. They are not as technologically sophisticated as those of Achaea. They tend not to have been carefully planned and some have quarters that are very old. In general, most Gallic cities tend towards ornate architecture, many green spaces and trees, quaint winding streets and occasional magical devices such as street lights. The people of Galacia are Eastern Gaels, many with some sea-raider blood as well. There is also a significant line of elven blood running through the population (the average Gael might be from 1/32 to 1/128 elven in heritage. There is a significant Elven population (from 2-10% depending on where in the country) as well as Achaeans, Dwarves, and the occasional Westerner or Northerner.
Military: None standing. In time of war, each Lord raises a host from among those fighting men and others loyal to him. Participation in such a war band is a matter of honor, and raising forces is not difficult to accomplish. Much like their western kin in the highlands of Mithraea, the Gaels have a reputation for ferocity and unequalled heroism in battle and are a respected fighting force throughout the lands. The longbow-men of Galacia are a feared force on the battle field. This reputation is based on the near-constant practice the Gaels put in with the weapon. Gunpowder weapons haven't made much impact on the Gaels yet. There is also a Royal Fian Guard that exists for the protection of the Monarch and royal family. This unit which numbers from one-fifty to three hundred men (depending on the times) is highly skilled and uses no little magic. They form the core of the Gallic military and are looked up to by all the warriors of the land.
Education: There are several universities in Galacia, not least of which are two Bardic colleges: The Royal College and the more Elven-influenced Elorshan College. There is a university of Medicine, Natural history and the "Technical Arts" (Architecture, Engineering, Ship Building, etc. ) in the southeast on the Achaean border, and a unique school in the central mountains, the Shadow School, that teaches medicine, history, fighting arts, ancient lore and more. Although primary education is not mandated, it is encouraged, and can be found for free or for a very low cost. This is because all Journeyman bards (and many initiates in the Druidic orders) must teach the basics for several years, asking only subsistence monies, before being considered for fully initiation. Their living expenses are either met by the parents of the students or a local lord wishing to provide such services to his followers and bondsmen.
Technology: In the cities it is about on par with Achaea, but for reasons of trade rather than innovation. The Gaels cooperate closely with Achaean cities in the development of new technology, but their specialty seems to lie more in the arts and artistic crafts. They have access to many old elven magics as well, and whereas this old knowledge is not always practical in and of itself, the Gaels have become adept at applying it to new needs. The countryside, especially far from the cities and in areas with a low population, can be as primitive as anywhere in the Highlands or the Fisher coast, lacking all but the basic necessities and reflecting a way of life unchanged for centuries.
Production & Industry: Galacia is a rich land. There is much farming that goes on, of wheat, barley, oats, and many vegetables and fruits including apples and grapes. Honey bees are raised by most farmers as well, and Gallacia is renowned for her mead and wine. The people are also pastoralists, raising fowl, sheep, horses, pigs, and cattle. Gallacian horses and hunting dogs are greatly prized in many lands. In the cities there are many crafts at which the Gaels excel: weaving, wood working, stone carving, architecture, jewel smithing, and musical instrument crafting are just a few.
Foreign Relations: Galacia has good relations with just about everyone. They do not have the sorts of treaties that compel them to go to war for an ally, however. Their treaties focus on trade and technology exchange rather than military commitments. The Queen, in the tradition of her most recent predecessors, is known for her skill at diplomacy and her ability to charm the socks off of even the most grim and formal Empire ambassadors, not to mention everyone else.
Religion: The Gaels are polytheists who have been strongly influenced by the Elven world view. They follow gods worshipped in one way or another throughout the continent: Lugh (Mithras), Mannanan, the Tri-part Goddess, the Huntsman, etc. as well as several more minor powers such as Brigit, goddess of fire and inspiration, or Taliesin, the patron of bards. Like the Elves they also believe in a Tao-like semi-anthropomorphic creator force, though they do not pray to it. They see the fey, both Seelie and Unseelie creatures, as a natural part of the world and extensions of natural forces rather than beings of "good" or "evil". Having anything to do with demons in Galacia is still generally frowned upon. It is considered dangerous and a mage who does so may well face charges of endangering the populace if not very careful. Magic is not regulated like it is in the Empire or Kingdom, but anyone with a reputation of being a mage will be closely watched by the local authority(ie. the Lord and/or the local Bard or Druid).
Magick: Achaean
technical magicks are accepted, though not
generally practiced.
Magicks tend towards simpler elemental manipulation magicks and the
visualization
of magick as music. Healing is also taught is Galacia, both that which
comes from
the Gods and that derived from more technical magicks and a knowlege of
anatomy.
Their divine magicks tend to be of the less dramatic sort. There are
very few druids
who do such things as bringing the dead to life or such. Much of what
they do involves
the natural world, healing and manipulating plants and animals,
ensuring the fertility
of the land and such. There is often a very sexual overtone to these
magicks, but
it is less strange and potentially violent than that found in the
Fisherlands.