Innaria, a land situated in the most eastern region of the realm of Crown, was believed to be the first settlement on the continent after the mass migration from the lost continent, until the first contact of the great city, First Landing, in the United Principality of Otaria. Historians argue about which one first reached the status to be called a proper city, but one thing is certain: they are two of the major powers that hold the fate of the realm today.
Innaria was situated in the most eastern part of the continent, separated from the mainland, making it a massive island. Surrounded by the mainland itself, it enjoyed natural protection against external threats. The weather was always warm, never experiencing a single drop of snow, although rains were common, serving as the main source of drinking water. The entire island was slightly elevated, making it resistant to floods. Traveling between the mainland and the island was difficult until the construction of three bridges began after the formation of Tradehold. Each direction had a giant bridge connecting to the island, except for the east, which faced the open seas. Being an island, its trees were small, sturdy, and fast-growing, aiding citizens greatly in building their homes. After the declaration of Tradehold, three walls separated the country into three different casts, each wall smaller than the one before. Each wall represented a caste, with the outer being the lower caste and cheaper, and the innermost being expensive and luxurious. However, even citizens in the lowest caste were not hungry. There was not a single hungry citizen in the Innarian Tradehold.
Innaria wasn't always a tradehold; it started as a feudal village soon to become a kingdom. After the disappearance of the beggar king, its first king was known as Arkon the Settler. No one is quite sure how he came to power, but research suggests he was the first to domesticate the abundant wild roots on the island for consumption. Even though Innaria was filled with diverse fauna, no one knew what was safe to consume at that time. Taking advantage of his food source, he may have convinced the scattered villages to unite. Surviving ancient texts reveal he was a benevolent leader who governed his people justly. After his death, Viran the Cruel took over, usurping the throne from his eldest brother, Donavin the Tolerant. Viran discriminated against people who weren't originally from their kingdom, dividing the kingdom into two. Those who were deemed outsiders settled on the mainland across the river to a city now called Refugee Point, which acts as one of the city's gates in modern Innaria.
Viran’s rule was short-lived. Legend has it he fell down stairs while chasing one of his concubines while drunk. Historians cannot be sure due to possible translation errors, but his son, Rovan, who was crowned after his father's demise, also died falling down city walls while chasing a prostitute while drunk.
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Six more rulers came after, each worse than the previous. Their names were not worth mentioning. Faced with the instability of consecutive unsuccessful leaders, despite women facing discrimination around that time, Frena the Bold initiated the revolution of equality. She argued that the people, and only the people, should have the right to choose their leader through elections. She became the land's first elected president, changing the entire opinion about the capabilities of women. Under her rule, the Innarian Republic prospered. Most powerful civil guilds were formed during her reign, including The Trading Union and Wanderers Guild. The freedom of capital that the system provided gave birth to powerful private mercenary armies, such as Silver Rock and Children of the Emperor, which still operate today, securing the fate of modern Innaria. Frena granted tax leases and freedom of operation to merchants all around the Crown, including Otaria, which had first contact with them only thirty years prior. Each prominent guild representing a community had an opinion in the grand assembly of the Madame President.
With its new powerful form of government, Innaria prospered. However, Frena the Bold was aware that people far away still suffered. Her ambitions surpassed the borders of Innaria, so she organized a grand gathering in central Innaria, inviting every leader alive at the time.
The organization was a spectacle not forgotten, even by today's standards. With unlimited riches, she spared no expense for the event. A total of 38 leaders participated, including all 12 kingdoms of Otaria.
At the event, to every leader and citizen's surprise, she declared the sale of the whole Innaria. Every minor and major kingdom had an equal share of the land, free to trade with each other for a certain amount of land for the right price. No country could hold more than 25% of the land, and no country's national army would be situated in Innaria. Security would be in the hands of the private armies already serving in Innaria, paid by shareholders accordingly. Every right of government would be in the hands of the equally elected president and members of his or her supreme council.
Not everyone was content about the decision, and a few embers of rebellion heated up in the world's economic capital, soon to be extinguished by the unmatched power of Silver Rock and Children of the Emperor. With everyone participating in the game, the newly formed Innarian Tradehold prospered even more, along with all of its shareholders.
A large wall was built surrounding the entire island of Innaria, which no shareholders opposed its construction, fearing potential future sieges. Another wall was erected between the already standing inner wall and the newly built large wall, further fortifying the land's sovereignty. Thus, Innarian Tradehold became an impenetrable fortress.
It became a place where everything was on sale and could be considered a share in a company. Even the home one grew up in could be bought and moved in half a day. It was a place where one could be rich in a day and lose it all in a second.
Thus, the old Innaria became the Innarian Tradehold.