Arvan is a young, prosperous nation located to the south of Valtor and present-day Lyrr, east of Thalass, and north of the desert island of Xanth. The nation was founded by a rebellion led by the Wanderers, two brothers named Darien and Kael Lyrr, who overthrew the Lyrran government and established a new, independent state. Arvan is known for its strategic location as a trade hub, its vibrant culture, and its representative democratic government. The people of Arvan value freedom, equality, and justice, and are proud of their hard-won independence.
Arvan is a sovereign nation located on the continent of Estra. It is a federalized constitutional democracy with a diverse population of approximately 187.5 million people. The capital city is Taren City, which is also the largest city in the country.
Arvan has a strong and diversified economy, with major industries including manufacturing, technology, agriculture, and energy. The country is also known for its advancements in science and technology, and has several research institutions and universities dedicated to scientific research.
Arvan is divided into 17 regions, each with its own government and legislature, and is overseen by the Congress of Standards, the highest legislative body in the country. The Ministry of Compliance is responsible for ensuring that the government and private sector adhere to the standards set by the Congress, particularly in regards to human rights and environmental protections.
The people of Arvan are known for their strong sense of national identity, and the country has a rich cultural heritage that includes music, art, literature, and cuisine. Arvan is also a member of several international organizations and has diplomatic relations with many other nations.
The Arvan Flag, called "The Setting Sun Flag" features a deep navy blue background with a bold red stripe along the hoist. Blue represents liberty from the kingdom of Lyrr and Red represents the valor, blood, and bravery needed to be free. In the center of the blue field is a stylized setting red sun, symbolizing the end of Lyrr's dominance over the region and the dawn of a new era of freedom for Arvan. The setting sun also serves as a defiant message to the Lyrran Kingdom that its control over the region is coming to an end. Overall, the flag represents the struggle for freedom and the triumph of the Arvan people over their oppressors.
The Setting Sun Flag has become an important symbol of Arvan and is widely recognized both domestically and internationally. It and its sister flag, "The Rising Sun Flag" are flown at government buildings, schools, and private residences throughout the country and are often displayed during national holidays and events. The Setting Sun Flag also appears on Arvan's currency, official documents, and other national symbols.
Arvan is a federalized Constitutional Democracy. The highest legislative body is the Congress of Standards, which consists of 301 members elected by the citizens of Arvan every two years, with half of the members up for election every two years. The distribution of seats in Congress is based on the percentage of the population of each of the 17 regions of Arvan. The executive branch is led by the Prime Minister, who is elected by the Congress of Standards at the end of each congressional term, which is four years long.
The Prime Minister appoints the members of the Cabinet, who serve as chairs of various committees in the Congress of Standards. The Cabinet members must be chosen from among the members of the Congress of Standards. If a Cabinet member fails to win re-election to Congress, the Prime Minister must select a different member of Congress to replace them.
The Judiciary branch is made up of the Courts of Justice, which are responsible for interpreting the Constitution and upholding the laws of Arvan. Regional governments in Arvan follow the same federalized structure, with each region having an Auditor as the head of the regional government. Regional governments must ensure that laws passed by the Congress of Standards are adhered to within their respective regions, and must pass facilitating laws to ensure compliance.
1E 120T: The city of Arvan experiences its first growth spurt, as more settlers arrive to take advantage of the opportunities offered by the new settlement.
1E 200T: Arvan establishes its first system of governance, with local leaders elected to make decisions on behalf of the community.
1E 300T: Arvan begins to attract merchants and traders, with the establishment of a marketplace that draws visitors from across the region.
1E 400T: The city of Arvan grows rapidly, as new infrastructure like roads and bridges are built to connect its different districts and support its expanding population.
1E 600T: A terrible storm ravages Arvan, killing hundreds and destroying much of the city.
1E 605T: Arvan begins to rebuild, with the construction of stronger buildings and defenses.
1E 620T: The restrictions on intermarriage between Nobles and Roots are lifted in Arvan, promoting a more egalitarian society.
1E 650T: Arvan continues to grow and develop, with new businesses, institutions, and infrastructure being established.
1E 700T: Arvan becomes a major trading hub, with merchants from across the region coming to do business and the city's influence expanding to nearby territories.
1E 1000T: Tensions between Arvan and Lyrr rise due to limited and infrequent communication between the two nations.
1E 1080T: Arvan government sends Taren Lyrr to Lyrr to reestablish communication and diplomatic relations.
1E 1095T: The Lyrran military launches a surprise attack on Arvan, destroying much of the city and killing many citizens.
1E 1100T: Darien and Kael Lyrr successfully build a partisan army to fight Lyrr and seek revenge for the destruction of Arvan.
1E 1105T: Skirmishes and battles between the Arvan partisan army and the Lyrran military intensify, with the Lyrran military suffering widespread desertion and heavy losses.
1E 1120T: The Arvan partisan army grows in size and strength as more citizens join the rebellion against Lyrr.
1E 1140T: The final battle between the Arvan partisan army and the Lyrran military takes place at the Battle of Broken Shields, resulting in the defeat of the Lyrrans and the signing of a treaty granting independence to Arvan.
1E 1154T: The Treaty of the Broken Shields is signed, officially granting Arvan its independence from Lyrr.
1E 1155T: Arvan establishes itself as a sovereign nation, with the formation of the National Council and the adoption of a new constitution.
1E 1160T: Taren City is named the capital of Arvan, and the government begins investing in its infrastructure and development.
1E 1200T: Arvan begins to focus on rebuilding and growing its economy, with the establishment of new businesses and trade relationships with neighboring nations.
1E 1250T: Arvan establishes diplomatic relations with Thalass and the Galactic Unity Party, leading to increased trade and collaboration in science and technology.
1E 1300T: Arvan experiences a cultural and artistic renaissance, with the development of new art forms and the construction of museums and galleries.
1E 1350T: Arvan invests in education and science, establishing universities and research centers, and attracting scholars and scientists from across the region.
1E 1400T: Arvan becomes a center of trade and commerce, with merchants from across Estra coming to do business in Taren City and other Arvan cities.
1E 1450T: Arvan begins to expand its territory, establishing new settlements and outposts in neighboring regions.
1E 1500T: Arvan experiences a period of rapid technological advancement, with the development of new machinery and transportation systems.
2E 1000T: Arvan continues to thrive, with a strong economy, a vibrant culture, and a growing population. The National Council begins planning for future expansion and development.
2E 1030T: Arvan's population continues to grow, and the government realizes that the National Council is no longer sufficient to represent the diverse interests of the people.
2E 1050T: A series of protests and demonstrations across Arvan call for a new form of government that better represents the people's interests.
2E 1100T: A Constitutional Convention is held, bringing together representatives from all regions of Arvan to draft a new constitution.
2E 1120T: The Arvan Federal Constitution is ratified, establishing a federalized system of government with a President, Congress, and Judiciary.
2E 1130T: The first Arvan federal elections are held, and the first President and Congress are inaugurated.
2E 1150T: The Arvan government establishes a system of checks and balances to prevent any one branch of government from becoming too powerful.
2E 1200T: Arvan's economy continues to grow, with new industries emerging and foreign investment pouring in.
2E 1250T: Arvan begins to invest heavily in scientific research and development, making significant advancements in medicine, agriculture, and technology.
2E 1400T: Arvan experiences a period of political stability and relative prosperity, with citizens enjoying a high standard of living and a sense of national pride.
2E 1575T: Arvan remains a federalized constitutional democratic government, with a vibrant economy and a diverse population.
Sports play a significant role in Arvan, not just as a form of entertainment, but also as a source of national pride and identity. The people of Arvan are passionate about sports and have a deep appreciation for the physical and mental skills required to excel in different games. Sports events often draw large crowds, and the success of Arvan's national teams in various competitions is celebrated across the country. In addition, sports programs in schools and universities receive significant support and funding from the government, as they are seen as a way to promote physical fitness, teamwork, and discipline among young people. Overall, sports are an integral part of Arvan's cultural and social fabric.
Energyball teams consist of seven players, and there are three different roles that players can fill: attackers, shields, and portals. Attackers are armed with the energy ball cannon and are responsible for striking opposing players with the energy ball. Shields can protect their team's attackers by deflecting incoming energy balls. Portals can create gates that redirect energy balls between two gates that can be placed anywhere in the arena.
Players can choose to specialize in one of the three roles or be a hybrid player who can perform multiple roles. The use of hybrid players can increase a team's flexibility during play, but it can limit an individual player's ability to take full advantage of specialization.
The game is played in a large arena, and players wear protective gear like helmets and pads to prevent injury. The arena can be configured with different obstacles and structures to create a more challenging and dynamic playing field.
Energyball is a fast-paced and exciting sport that requires a combination of strategy, skill, and physical agility. It is a popular pastime in Arvan and is enjoyed by people of all ages and backgrounds.
Each team consists of five players, and the game is played in two 20-minute halves, with each segment split into 2-minute "hyperjams." At the start of a Hyperjam, defenders get a 5 second head start, and the Hyperstars must make their way through the defenders to take the lead. The Hyperstar in the lead is known as the "shooting star" or "shooter" and the Hyperstar in the rear is called the "falling star", "faller", or "follower". To score points, the Hyperstar must pass as many defenders as possible to score points.
The Hyperstar is the designated scorer and is the only player who can score points. Typically, upon passing all the defenders including the other team's Hyperstar, they can stop the hyperjam to calculate the score. The defenders of the opposing team can try to stop the Hyperstar in a variety of ways, including physically tackling them to prevent passing or disrupting their ability to find a clear track to pass.
The Hyperjam track is a circular, enclosed arena with a minimum of 40 magnetic channels, with each hyperskate connected to a dedicated channel. The track is also equipped with lighting to display the current path of all athletes, aiding in passing strategy and blocking defense. The athletes wear a neural link that helps them operate their hyperskates and switch channels during the game.
To ensure safety, the maximum speed for athletes propelled by electromagnets is typically limited. In Hyperjam, the safe maximum speed is set at 60 miles per hour.
Hyperjam Tracks
There are three types of tracks used in Hyperjam: standard ovals, skinny ovals, and outlawed hypercircles.
Standard ovals have a length of 200 meters and a width of 100 meters. They provide plenty of space for the players to maneuver and make turns, which can lead to exciting plays and strategies.
Skinny ovals, on the other hand, have a length of 200 meters but are only 50 meters wide. This makes for a more challenging game, as the players must navigate tighter turns and have less space to make their moves.
Hypercircles were once used but are now outlawed due to safety concerns. They have a diameter of only 25 meters and feature only 25 channels, which leads to a higher risk of collisions and injuries.