THE KINGDOM OF CARNO
or the Merchant Republic Flag: Primary colour: Dark red Secondary colour: Red, white Demonym: Carnite/Carnonian Nickname: "The Merchant Republic" Primary real world influences: A large nation of firmly unified city-states with strong mercantile traditions akin to Venice or the Hanseatic League. Ruler: King Ludwig I (ruler in name only - The Grand Mercantile Council controls state finances and thus determines all state policy) Ludwig, King of Carno (by @Garmadon) Capital: Aden People and history:  Settling the Madrice peninsula during pre-history; Carnites are closely related to Altonians and Garvians with who they share cultural and linguistic ties and have more in common with than their Eslandolan, Mardiarian and Namerian neighbours. While the descendants of Gar the Conqueror settled along the rough southern shores of the peninsula and founded what would be know as Garvey, some of their people made the trek over the arid northern Dragonspine Mountains and settled the fertile lands surrounding the mighty river Karn. One such city was Essen, founded by Hraban the Founder. Aden, the capital, was another city founded during this era. Originally culturally and linguistically one with the people of Gar's Way, the hard to travel distance eventually severed most links and the people of the river came to be known as Carnites - 'those living by the river Karn: the churning river'.  Ruled by Mardier after the fall of the Madrice Empire, ethnic Carnite city states revolted in the aftermath of the War that Time Forgot (or Mardierian Intervention) and in 355AE banded together to form the nation of Carno. Situated in a strategic location astride trade routes from Garvey, Eslandola, Mardier and Balondia, trade and commerce became the focus of the new nation. Although Carno never came close to amassing the wealth of neighbouring Eslandola, her citizens lived comfortably and Carnite markets gained a reputation for the quality of goods and fairness of their traders. Powerful trade and craftsmen guilds came to dominate most cities, appointing officials and even raising militias. After some time, these guilds eventually outstripped the monarchy in influence and today the King retains power in name only; which is probably a good thing as King Ludwig has been known for his impetuous and sometimes erratic behaviour. Some centuries ago, several city states amassed such wealth and power, they defied the King himself in a bid for power. The von Helborg dukes of Essen rose up in rebellion, intent on taking the crown for themselves. In a bitter civil war, now referred to as 'the Dance of Dukes', filled with treachery and blood-spilling, they were eventually beaten back into submission by the King - ruling from the city state of Aden, and his allies. Since then, Carno has been mostly at peace, even though the occasional powerplay between guilds, cities and politicians still takes places behind the scenes. Carnites are a practical and pragmatic people. They tend to be conservative, hierarchical and organised in culture.   Carnite Cities and Towns of note:  - Aden, the capital
Chief city of the city state of Aden and surrounding territories. Seat of the King and the Grand Merchant Council. - The Free City of Essen (click for more info in dedicated topic)
The Free City of EssenThe Raven City, the Black City and home of the Ever-Oak - is nested in the upper bend of the mighty river Karn, at the foot of the Iron Hills. Once a powerful and high-standing duchy, it lost most of its might and territory during the Dance of Dukes: a dynastic dispute with its rival Aden that saw the death of all of Essen's von Helborg rulers and thus their claim to the Carnite throne. 

Despite its historical misfortunes, Essen still remains one of the strongest city-states of Carno, backed by a powerful economy that thrives on metalworking, forging and arms manufacturing, which have earned the city the title of Carno's Armory. - The Grand Principality of Wisimar
Nestled in the mountains beyond the flatlands and hills of Essen, Wisimar guards the passes and southern borders of Carno. The 'Last Hearth' of Carno, its optimal location on the Carno - Kieg - Terelli overland trade route has made the ruling princes filthy rich and allows their excessive lifestyle. Carnite settlements in New Terra:  Poorvintia, Poorvintia, West Prio Sea Waypoint, Gernia, East Prio Sea Neustadt, East New Haven Sea Treesborg (Fort Arltrees, a shared settlement with Oleon), East New Haven Sea   Diplomatic relations: Corrington: Friendly Oleon: Friendly Eslandola: Friendly Sea Rats: Indifferent Garvey: Very friendly Namere: Unfriendly  Kingdom of the Lotus: Hostile  War:  A state of war exists between Carno and the Kingdom of the Lotus over colonial possessions in the New Haven Sea.  Alliances or pacts: 'The Winter Alliance', or officially the Lütz - Vestergaard Pact: an act of cooperation signed between Carno and Garvey in the winter of 621AE, by their respective foreign dignitaries Nils Lütz and Olav Vestergaard. Defining characteristics: Each NPC nation has values for eight primary characteristics set by the leadership for the purposes of understanding the powers of NPC nations. These values are dynamic and may change periodically in response to events in the Brick Seas.  Naval power: • • • • • • • • • • Carno is undergoing a rapid transition from a small but powerful coastal fleet to a moderately sized ocean going navy to support their colonial ambitions. Large ship yards are still in their infancy and some vessels are purchased from Garvey and Eslandola.   Military power: • • • • • • • • • • Due to their position wedged between constantly warring Namere and the large empires of Eslandola, Mardier and Corlander Balondia, the guilds have long recognised the need for a moderately sized standing army. Carnite conservatism has prevented the adaptation of tactics and lessons learnt in the Corrington/Oleon Juniper war and the older system of pikeman and musketeers supported by armed cavalry and artillery is still in widespread use.  Scientific advancement: • • • • • • • • • • Generally Carnites are slow to adapt to scientific advancement, although they have proven an openness to accept advances once they are tried and tested by others.   Political/diplomatic influence: • • • • • • • • • • Carno is generally well regarded by her neighbours; with the exception of Namere. Carno has enacted military intervention numerous times during neighbouring Namere's almost constant civil strife when Carnite interests have been threatened. Intervention is usually of a limited nature and duration.  Inner stability: • • • • • • • • • • Most Carnites live by the philosophy that trade and commerce are more important than political intrigue and stability is good for business. The guilds rule with a light hand and are generally very sensitive to any issues that may disturb the status quo.  Treasury/coffers: • • • • • • • • • • Trade has made Carno wealthy, although the old Eslandolan joke is that a Carnite merchant is too honest to be fabulously rich.  Exploration: • • • • • • • • • • Having missed the first wave of exploration and colonisation of the new world and upon seeing the great wealth obtained from the colonial possessions of her neighbours, Carno swiftly implemented a program of ship building and expeditions. Feeling that the best lands in the Sea of Thieves and Prio Sea had already been claimed by other nations, exploration was focused in the New Haven Sea with logistic settlements established in the Prio Sea to support the exploration of this area.  Cultural advancement: • • • • • • • • • • Carnites share a strong cultural identity with a focus on pragmatic areas such as architecture. Carnites are also well known for their love of the theatre.   Known Carnite personalities and organizations:     Examples of Carnite builds: Examples of Carnite troops: Carnite state troops by @merc Die Essener Totenköpfe, Essian city troops by @Khorne