Cherreads

Chapter 6 - Ventrois Grand United Provinces

General information (Pre-Great war):

Demonym: Ventres

Capital: Valdorme

Key cities: Aubegarde, Clairvaux-le-Vieux and Vernac-les-Mers

Official language: Vellicien

Total population: 79,532,382

Total land area: 953,837 km²

Currency: Revan 

Government: Confederated Oneiric System of Civil Autonomy

The Presidential Relic (PARTIALLY LOST):

At the onset of Ventrois's inquiry into the nature of consciousness, the project lead, [MYTH], reportedly encountered ⍰⍰⍰ at ● under undocumented conditions. The encounter yielded an exhaustive model of a fully developed adult brain, rendered with anomalous precision and structural completeness. Archival notes suggest the model was intended for future biological duplication. Subsequent verification attempts return ███████

Ontological status (Post-Great war): There is a lack of reliable evidence to ascertain whether the nation continues to exist

About Ventrois: 

Ventrois is a nation born from a single ancestral root, yet fractured almost from the moment it learned to speak its own name. Its people share blood, memory, and origin - but history never allowed them unity for long. For centuries, Ventrois was defined less by governance than by struggle: rival warlords, splintered factions, and recurring civil conflicts that tore at the state again and again. Among the most defining were The Long Disunion (264–331), The Narrow Voie (353–386), The Taking of Haute Main (632–685), and finally the Time of Mess - a turbulent era whose conclusion, paradoxically, marked the birth of the modern Ventrois state.

The Time of Mess was unlike any conflict that came before it. Where earlier eras were marked by fragmentation and ethnic rivalry, this period witnessed an unprecedented internal harmony. Records show remarkably little disagreement among Ventrois's cultural and ethnic groups. Old divisions quieted. Long-standing grievances faded into uneasy cooperation. For the first time in its history, Ventrois did not fracture inward.

Instead, danger gathered at its borders.

Long before its modern form, Ventrois had been part of a larger experiment in unity: the Kel–Cath–Vent Commonwealth, a tripartite polity formed alongside Keldar and Cathair Ghormfhain. The Commonwealth was conceived as a consolidation of power - three cultures bound together to dominate the region and project collective strength. For a time, it succeeded.

But unity proved fragile. Ideological rifts widened. Visions of governance diverged. Long-term policies became irreconcilable. In the year 34, Ventrois formally withdrew from the Commonwealth. What followed was the First Separation War, a nine-year conflict that ended in decisive victory for Ventrois. Independence was secured - but at immense cost. The Commonwealth collapsed entirely, its dissolution irreversible.

From that moment onward, Ventrois was no longer merely a former partner - it became a symbol of betrayal.

Both Keldar and Cathair Ghormfhain came to regard Ventrois as a traitor state, its continued existence a living reminder of humiliation and loss. Centuries of hostility followed. Many of Ventrois's internal rebellions were not spontaneous; they were provoked, fueled, and armed by its former allies. Insurgents found quiet support across borders. Each uprising deepened resentment. Each suppression hardened resolve. Conflict became cyclical, inherited rather than resolved.

At the four cardinal extremities of Ventrois rise the Tours de l'Illusion Voilée - four monumental towers conceived as vertical maps of the dreaming mind. Each tower mirrors the internal architecture of consciousness itself: the base represents waking reality; the middle levels embody lucid dreaming; the upper levels descend into the deep subconscious; and the summit reaches pure dream, unbound by logic or form.

As one ascends, the architecture becomes progressively less rational - lighter, softer, and increasingly surreal. The lower sections are heavy and grounded, built from stone and textured concrete rooted deep into the earth. Narrow corridors, thick walls, and subtle echoes anchor visitors firmly in physical reality. Elevators are deliberately absent. Instead, ascent occurs via floating platforms, unsupported spiral ramps, and stairways that gradually dissolve into gentle slopes, blurring the distinction between climbing and drifting.

At the summit, each tower opens into an exposed space veiled beneath a thin, reflective layer of water. Sky and self mirror one another. Within the towers are vast archives preserving the complete cultural, folkloric, and historical memory of Ventrois. At every apex, the same aphorism is engraved:

"Songe puet tourner en réalité, se sa vérité est assez forte."

A dream can turn into reality, if its truth is strong enough.

This philosophy extends far beyond architecture.

Ventrois is among the few nations to possess an almost complete understanding of the human brain. Scholars have mapped every known region and function, unraveling the mechanics of consciousness, the origins of dreams, the emergence of free will, and the construction of the self. They are capable of duplicating an almost fully functional human brain, manipulating perception, influencing thought, generating dreams, and reshaping an individual's experience of reality.

Yet despite this immense power, Ventrois remains largely neutral on the world stage. It avoids intervention whenever possible. Its restraint - combined with its reputation for profound insight - has made it a trusted mediator in international disputes. A nation that understands the mind better than any other, Ventrois has learned that influence is often strongest when left unspoken.

Brief modern history:

I. THE TIME OF MESS AND REUNIFICATION (1213–1221)

The "Time of Mess" began after the sudden death of Aveline de Clermont, creating a political vacuum and fragmented warlord era. After eight years of chaos, Ventrois was reunified - though not entirely - under warlord Geraud de Clerval. On 8 January 1221, he established the Grand United Provinces of Ventrois, with Aveline's party, the Ligue du Peuple (LP), at the forefront.

II. LA RESTAURE AND THE CEC PROJECT (1221–1235)

Under "La Restaure," the state supervised nearly all aspects of public life. Le Foyer Serre - emergency apartment housing - addressed shortages.

Geraud de Clerval died on 16 March 1223. Aubert du Rochelin was elected head of state, adopting more severe policies toward perceived hostiles. Between 1225–1226, even mild suspicion could result in imprisonment; detainees became experimental subjects.

La Chambre des Etudes Curieuses (CEC) project resumed in 1227 - a research program to understand and control the mind. Prisoners, often coerced, formed the majority of subjects. Methods ranged from hypnosis to direct skull implantation.

By 1235, Ventrois scientists achieved the first complete map of the human brain. Researchers achieved limited success in targeted memory erasure and induction of simple commands.

III. LES BONS MARCHANDS AND DREAM TECHNOLOGY (1240–1244)

On 23 May 1240, L'Ordonance d'Espargne Commune (Les Bons Marchands) marked a major economic transition - from labor-intensive industries toward knowledge-driven sectors. Objectives largely fulfilled by 1248.

In 1242, researchers developed a dream-simulation device capable of projecting and adjusting dreams. In 1244, Ventrois created a device allowing entry into a virtual world - one real day equated to ten years within simulation. The technology remained early-stage.

IV. THE RECLAMATION WARS (1245–1256)

Between 1245–1250, Ventrois attempted to persuade Hauteclaire and Basvallon (separated during Time of Mess) to rejoin. Both refused. Ventrois launched a special operation on 25 June 1251. Hauteclaire and Basvallon received support from Keldar and Cathair Ghormfhain. After heavy losses at Montreval, Clairbourg, and Sernois, Ventrois ceased its campaign on 30 May 1252 - a major blow to government credibility.

On 4 August 1255, Ventrois declared war again, citing an assassination attempt on Armand de Sernois blamed on separatists. Dame Ysane de Clairvaux assumed central leadership. Ventrois reclaimed half of Hauteclaire within a month. Tournedour fell on 13 September; Brisefont fell one week later. Both states were fully annexed.

On 5 April 1256, remaining insurgent leaders were captured fleeing south. The victory propelled Dame Ysane to national prominence. Armand resigned; Dame assumed power.

V. THE FIRST GREAT WAR AND L'ENSOMMEUR (1280–1284)

During the First Great War, Ventrois refused to enter, citing need for preparation. On 8 July 1280, a brief border conflict with Keldar lasted one week.

In 1284, Ventrois completed L'Ensommeur - a device inducing hypnotic states via subliminal messaging in media. Operation Mandat Clair-Obscur (7–10 December 1284) infiltrated Keldar and Cathair Ghormfhain media networks. Civilians exhibited erratic behavior and incoherent speech, later reporting amnesia. The operation was deemed an overwhelming success.

VI. THE SECOND GREAT WAR OF ELDERVALE - VENTROIS THEATRE (1292–1294)

Tensions and attacks on experimental facilities pushed Ventrois to declare war on Keldar and Cathair Ghormfhain (The Multifold) on 3 March 1292 - the Third Soundwind Territorial War.

Ventrois initially compelled numerous enemy soldiers to commit suicide, advancing roughly 40 km². Keldar and Cathair Ghormfhain severed media networks and bombed production facilities. Ventrois transitioned to defensive posture.

Notable engagements: Battle of Ulverhaug (23 October 1292), Battle of Hovrheim (28 November 1292) - Ventrois halted enemy operations. Battle of Gleann Bhraonaig (12 October 1292) - Ventrois escaped encirclement but lost a strategic region. First use of perception-based weaponry (auditory and visual distortions).

Within two months, nearly all captured territory was reclaimed. Ventrois established a defensive line along its border - months-long stalemate.

May 1293: Cathair Ghormfhain's cavalry breached Ventrois' eastern frontier but could not advance further due to cognitive interference. Keldar withdrew from the war shortly thereafter.

Battle of Mont d'Aubre Hill (June 1293) - Ventrois' first major victory. Additional successes at Beaulignac and Montreval. Operation Haute-Lueur - ambitious plan to reach the enemy capital - failed due to heavy fortifications and cavalry harassment.

Both sides launched repeated offensives without decisive gains. Ventrois pushed modestly into western Cathair Ghormfhain (December–March), capturing a supply hub at enormous cost. By mid-1294, both nations were exhausted.

Pax of Seraphic (5 July 1294) - no decisive victor.

VII. THE SENS INITIATIVE AND THE DEATH OF DAME YSANE (1294)

On 6 August 1294, Dame Ysane de Clairvaux died of pneumonia - triggering widespread unrest. Lucien de Brissac was elected successor.

L'Art de Désvoyr les Sens (Sens) was activated - a contingency project conceived under Dame. Dormance Towers broadcast psychoacoustic waves across the state at 19:00 on 12 August 1294, affirming Lucien's legitimacy and urging calm. Within twenty-four hours, opposition sharply declined; by day three, public confidence was nearly absolute.

VIII. PERCEPTUAL ENGINEERING AND THE VOIES DE CHARROI D'ACIER (1294–1320)

Ventrois invested heavily in perception research. By 1301, Ventrois developed visual constructs capable of inducing acute physiological shock or temporary unconsciousness (L'Effroi de Voir Phenomenon).

1310–1344: mass-scale hypnotic conditioning (efficient, broad reach) and direct neurosurgical intervention (targeted cognitive restructuring).

On 4 May 1313, with Toutanglom support, Ventrois developed an artificial brain - used as an experimental model for cognitive distribution systems.

On 4 February 1314, La Nuit Obscure - massive energy collapse caused by excessive consumption, mismanagement, and severe weather. Earliest zones restored after six days; some regions exceeded two weeks. Reforms in energy regulation followed.

On 5 June 1320, Voies de Charroi d'Acier - a complex underground railway system modeled after the human brain - was completed. Served civilian transit and strategic logistics.

IX. THE TOWER OF VOIZ SOUVERAINE AND THE MANAGED REALITY (1336–1340)

On 10 August 1336, the Tower of Voiz Souveraine - principal instrument of mass communication and ideological dissemination - was completed. Each morning at 07:00, calibrated auditory waves were emitted, containing state propaganda and cultural reinforcement.

By 1340, the state approximated Dame's foundational vision: comprehensive cognitive harmonization, perceptual guidance systems, refined mnemonic regulation. Reality became a managed construct. The government determined which aspects of life citizens encountered. Veracity of information became secondary to affective stability.

X. THE ADMINISTRATION OF MARTIN DU BOIS AND THE PRELUDE TO THE THIRD GREAT WAR (1345 onward)

On 19 January 1345, Lucien de Brissac's passing was announced (advanced age). Martin du Bois was elected head of state, pledging to continue Dame's vision. State-directed messaging intensified to prepare the population for anticipated conflict. All cognitive manipulation projects underwent continued development until the onset of the Third Great War.

Ideology: Somne Véritee

Within Ventres's mind, dreams have always held the deepest meaning. They are gateways into the soul, paths that lead away from reality altogether. In dreams, the Ventrois find their true place - where they are free to exist, free to live, and free from the suffering and chaos that the waking world has inflicted upon them.

Their final goal was to actively insulate citizens from chaos, suffering, and the existential uncertainty of the raw, unmediated world. The state would no longer merely govern reality - it would replace it, constructing and preserving a sustainable illusion of pleasure and stability. Its purpose was the creation of a permanent, collective condition of curated contentment.

At the deepest core of this ideal lies the belief that the highest good - and the proper model for the state itself - is the private, domestic sphere: safety, familiarity, and familial love. From this principle emerges a new, inviolable right - the right to turn away from the harshness of external reality and seek refuge in a personally or collectively constructed narrative. Well-being is not treated as an emergent property of freedom or struggle, but as a designed product: engineered, managed, and distributed by a benevolent authority.

To sustain this condition, the external environment must be meticulously curated. Dissonance, ugliness, and sensory shock are seen as threats, as the senses are the primary vectors of "waking up." Beauty is no longer aesthetic alone - it is functional. Beauty becomes a utility, a stabilizing force that maintains psychological cohesion.

The governing principle of the ideal is simple and absolute: in exchange for total security and guaranteed happiness, citizens willingly surrender the desire to question the source of their comfort or to awaken from it. The highest form of civic duty is not criticism, dissent, or innovation, but the grateful acceptance of one's assigned role within the Dream. Stability is sustained not by force, but by participation.

This vision rests on a particular understanding of human nature. Humans are seen as fundamentally dreamers - creatures who seek narrative, comfort, and meaning rather than truth. They are fragile, poorly suited to the relentless indifference of reality. Given the choice between an ugly truth and a beautiful lie, they will - and should - choose the lie. The role of society, therefore, is to provide that lie as a permanent sanctuary.

Citizenship within the ideal state requires voluntary participation in the Dream. In return, the state guarantees freedom from poverty, violence, and existential dread. The system continuously monitors for "waking symptoms" - nostalgia for unmediated reality, artistic dissent, excessive or destabilizing questioning - and responds with gentle reintegration therapies: re-education, curated nostalgia, heightened comfort, and narrative realignment.

To further stabilize the system, the state maintains a sanctioned repository: a fully immersive but tightly contained simulation where citizens may safely explore "paths not taken" or experience harsher alternative realities. This controlled exposure functions as a psychological release valve, venting curiosity and existential longing while ultimately reinforcing gratitude for the Dream through contrast.

In this way, awakening is not punished - it is treated as a temporary illness. And the Dream endures, not through coercion, but through care.

Addition: 

https://www.pinterest.com/pin/618752436373257261/ (The national flag)

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