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Therascura Late 5th Age [Geopolitical Regions]

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The geopolitical regions of Therascura at the end of the 5th Age.

Avvarim Promarcy - The Avvarim Primarcy is a theocratic state ruled by the Primarch of the Avvarim Priory, whose followers were considered heretics by the Solymian Priory and forced to flee Solymia. The Avvarim believe that the avvari, a race of people who long vanished from the world, to be gods, and that one day they will return to destroy the evil and wicked of the world.

The Free Republics - Four independent nations in north-eastern Therascura. They are unusual nations, as they are not ruled by a monarch or other similar leaders. These four nations are ruled by Ministers, each elected by their nations peoples to be their leaders. Each nation has different laws regarding who may vote, the length a Minister serves, and how many terms they may serve. The Free Republics are the only known nations that are active in the freeing of slaves outside their borders, often raiding slave ships to free their cargo. This has often put them into conflict with the North Kingdoms, who use slaves for labor.

Islands of the Merdine - Thousands of islands, some large, most small, to the south-west of Therascura and home to the merdine. The merdine are an amphibious people, with large black eyes, and skin of shades of blue to green. They are a primitive people, using weapons made of whale bone and shark teeth, and living in small family groups across the islands.

Last North - Shielded from the Sea of Ice by a tall mountain range, Last North is a snow covered land which is the furthest north one can go before succumbing to the Freeze, winds coming from the Sea of Ice so cold they snap freeze anything they touch. There are no cities in Last North, only a few tribes along the coast living off whales, seals, and fish, and villages that are home to those wishing to escape things to the south.

Merchant States - Sixteen city-states ruled by the Patricians, the most wealthy individuals of the cities. The Merchant States control various ports and guilds across Therascura, with many more being 'unofficially' under their control. This allows them to control the trade of everything from spices, fabrics, precious metals, grain, lumber, pottery, wine, gems, to most importantly, slaves. The Merchant States act as middlemen in the slave trade, buying slaves from pirates and slavers, and then selling them to buyers from across Therascura who feel safer dealing with the honorable merchants than cut-throat pirates and slavers.

Nekha'am - A desert land at the far south of Therascura. It is the home of the nekal'ii, a race of feline humanoids. At one time, Nekha'am was a fertile grassland, but generations ago, the grass died and sands spread across the land. Most of the nekal'ii fled to coastal cities, but others remained amongst the dunes, living in walled cities around the few oasis to be found. Nekha'am is one of the major players in the slave trade. While nekal'ii culture does not believe in slavery exactly, it does have an entire caste of people, known as shathim, whose sole purpose is to entertain and excite others thru erotic dance. Amongst the nekal'ii, it is forbidden to lay hands on a shathim, but this has not stopped slavers from taking nekal'ii away and selling them as sex slaves. While nekal'ii rulers deny being involved, it is known many receive luxurious gifts to turn the other cheek.

The North Kingdoms - Seven powerful and rich kingdoms in northern Therascura. The people of the North Kingdoms, called Northlanders, are a proud and noble people who hold themselves and their culture as the pinnacle of civilization. Seeing anything outside the pleasures of life as beneath them, the North Kingdoms rely on a large slave force, depending on them for everything from food production, to construction, to even warfare. Over 80% of the armies of the North Kingdoms are made up of slaves and hired mercenaries.

The Seven Sins - Seven cities along the coast of the Sea of Sand. Not much is known about them as few who ever travel to the Seven Sins ever return, but they are said to be full of horror and debauchery. Even the worst pirates and criminals are said to fear what is found within. The Seven Sins purchase thousands of slaves a year from the markets in the Merchant States for use in public tortures, executions, and various other forms of violence.

Silenlendt - Silenlendt is the homeland of the sileni, an agile, goat-horned, humanoid race. At one time Silenlendt stretched from the Blue Sea to the eastern Endless Ocean, but the sileni, being a peaceful race, were unable to defend their land from invasion. Today much of eastern Silenlendt is in the hands of the Empire, while western Silenlendt is in the hands of the North Kingdoms.

The Solymian Empire - The largest and most powerful nation in the world, the Solymian Empire is at the center of virtually everything. So influential is the Empire that the majority of other nations have adopted the Solymian calendar and converted to their state religion, Priorism. Many nations have even bent the knee to the Emperor and have become vassals to the Empire, extending its reach across Therascura.

Syrth - A hot, humid land covered mostly in jungle. Syrth is home to the Syrthassi, a xenophobic people who once pirated, pillaged, and plundered the coasts of the Syrthian Sea until being blockaded by the Solymian navy. The Syrthassi are divided into tribal groups known as syrks. Once every 100 to 150 years, the syrks are united into the Syrate by a figure known as the Syr. Under the Syr, all Syrthassi are transformed into violent, blood-thirsty warriors, and go on a violent rampage against surrounding nations. The last Syrate, under the 9th Syr, conquered much of the southern West Kingdoms until his death at the hands of the Solymian Emperor in battle. The Syrthassi were once a major player in the slave trade, kidnapping people during raids to sell as slaves to the Merchant States.

Ukaalra - Ukaalra is home to the mar'ukaal, more commonly known as Marauders. They are a beast like race, standing eight feet tall and covered in short fur. They are called Marauders because of their practice of attacking small villages and caravans for food, treasures, and captives. The borders of Ukaalra are constantly patrolled by soldiers of the North Kingdoms, West Kingdoms, and now, the Solymian Empire, to watch for any signs of Marauder bands.

The West Kingdoms - Twelve kingdoms in western Therascura. They are united by a common culture and religion, the Faith of the Two Face God, that has endured despite influence from the Solymian Empire. At one time, most of the West Kingdoms were united as a single nation but was divided after many civil wars, wars with the North Kingdoms, and wars with the Syrthassi. Today eleven of these kingdoms are vassals to the Solymian Empire.

Xianbala - Also known as the "Midlands", Xianbala is a fairly dry land of steppes, mesas, and high desert. Only a single river flows thru Xianbala. The various peoples of Xianbala are known for their horse-riding abilities, which includes archery from horseback. The Solymian Empire has recently conquered Xianbala, taking its south-east as an imperial province, and making the rest a vassal state.

Yramar - Also known as the "Elven Isles", Yramar is the adopted home of the elves, who were forced to flee their homeland after war with the Solymians. The islands of Yramar are divided into various elven queendoms, who have very little contact with the mainland thanks to a Solymian blockade.

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