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Draco-Aroace-the-1st — Talso 2.0 Map: Nations

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Published: 2017-09-15 16:11:15 +0000 UTC; Views: 2910; Favourites: 17; Downloads: 4
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Description Note: sorry for errors (language disability)

Northern:

The Snowskin Tribes:
The Snowskin's (or Sawol as they call themselves) have no central government and if just a loose collection of semi-nomadic tribes lumped together do to location, culture, and ethnicity. The Snowskin are a race albino humans who range from 6 to 8ft tall. They claim descents of a advanced civilization of great giants that lived in the deep north who collapsed thousands of years ago. Each tribe is lead by a Lorekeeper (typically a matriarch but not always) that then appoints three chiefs: the Chief of Hunts, Chief of Lodges, and a Chief of Outsiders. They move to the settlements on the coast in the spring and summer to hunt and trade. In the fall they move to inland settlement built around hot springs and volcanic vents. Most of the equipment is commonly made of bone, hide, and fire glass (obsidian) and are often primitive looking to outsiders. The believe the Aurora of the northern lands is a being that escorts the spirits of the nature and dead. The also place high strange red orbs found north of the Gray Wastes which they claim once powered the creation of they distant ancestors.

Nor (Buetrærland):
Nor is a ancient kingdom even predating Great Talsoan Empire. The Noreln are a tall people with white or tan skin, blue or brown eyes, and black, blond, or ginger hair. Their sociably is formed around clans that are based family bonds or sacred packs. Each clan governs a part of the island, ruling it as basically their own separate nation. The Clans are ruled by a High King, this king is pick every 30 year in the Elder Games. Winners of the games are brought before a counsel of clans who pick the next High King. The Noreln revere the sea and the steelwood trees but above all they worship the the great Elder Tree in which is carved the Hall of Nor, a places that only the High Kings and the Warrior Priests of the Elder may enter. while minor shrine house are made of cut wood, major temples are shaped from living steelwoord trees which are bent and form as they grow to for great halls. Of course the thing the Noreln are best known for in Talso is their vicious sea raids. The Noreln steelwood longships are incredible fast and durable, able to navigate water that would sink most other ships of their size.

The Raider Havens:

The Raider Havens are a fragmented collection of raider forts and outcast hideouts. Many are Noreln Clans who either have lost favor with their homeland or outcasts trying to make a live in the cold, rocky islands. With the Republic's increasing navel power in the region has lead main haven to start working together to get their hands on cannons and firesalt.

The Shifting Kingdoms:
On the Broken Isle is the Shifting Kingdoms. The Shifting Kingdoms is a politically unstable region where border change almost yearly and whole kingdoms can be created or destroyed overnight. Most in the Shifting Kingdoms are of Noreln Descent or descendants of native people you survived the Requiem.The Northern Tundra plays host to Noreln Colonies, Outlaws, and Nomads. The biggest of Nor's colony is the Twin Horns in the northeast, named after the bay of the same name. In the South is a great Firewing Desert created by the Doom of Erin at the start of the Requiem. The desert is dominated by the remains of the Black River, which is the own livable land in the area. This fertile river bank is currently rule by the Kingdom of Egen and is the most stable of the Shifting Kingdom having maintained control of the southern bank of the river for a two hundred years, mainly just gaining and losing territory in the northern bank. While Ellen Is the capital of the kingdom, the most notable is in the nations is in fact the city Leyrune which has has stood for as long as anyone can remember. The city eerie port city surrounded by ancient, half melted thumaium wall with a great warped tower at it center that hold a very burning green fire beacon that can be seen for miles even through fog and sand. Mists for the Sea of Doom are know to sometime drift onto the coast, spiriting away people who linger to long in the fog. The center of the isle is where the land really gets its name, with a hundred petty kingdoms warring and scheming for control. While the area has valuable resources, including the salvage from the ancient ruins around the Heartwell Lake, the main prize the kingdoms fight over is control of trade between the Republic and the nations of the Remnant. Going over the isle is to dangerous do to icy water and raiders and going under put one in the Sea of Doom and blocked by the Coral Shield Islands. Sadly, or ironically, this very fighting along with the travel time, and richer southern trade as convinced the Republic and Coluo to try to create a way through the Bow Breaker Islands. Adding to their problem are demons and plague that sometime cross over the stepstones from the wildlands of the Forest of Ruin into the southeast corner of the Broken Isle. The land's politics are diverse but for the most part the system of government is split between warrior familys who swear loyalty to lords in return for land and power, these lords and their family then swear loyalty to greater lords or one of the many petty kings. As a nexus of trade the region has also has a great diversity of faiths including the old Imperial Gods, Noreln Fae, the many faced god of the Colou, and the Republic's god of Omshean.

Western:
The Talnor Freeholds:
After the fall of the Talsoan Empire the mountain folk of Ina united and conquering the northern coast, forming the Tallna Empire. With the knowledge of iron working lost in the Requiem, due to the mass use of the now non-reproducible Thumaium, the Talina turn to bronze. Tallna was complex society centered around labor, duty, and the worship of the Sun. Talina had no currency, instead using a complex system of credit where the central government provided everything a citizen need in exchange for labor and tithes. Around 1000 A.R. Nor began raiding the Empire. Soon these raids turned into conquests, including iron and later steel weapons. By 1150 A.R. the last great city of the Tallna was sacked, but the Noreln who settled Ina began blend with the native Tal people, identifying themselves as the Talnor. In the War of the Gray the clans of Talnor proclaimed themselves independent of the High King of Nor, forming a league of freeholds. The Talnor are a pale copper skinned people with brown or dark blonde hair and hazel eyes. While the Talnor follow the Tallna faith of the Sun the religion has changed drastically, taking on many nor elements such as war priests, tree formed temples, and sea worship.

Free City of Deragontirs (Dragontooth):
Deragontirs is the oldest contentious inhabitant city in Talso and last holdout of the Talsoan Empire. While it claims to be capital of the old empire it is in fact just a incredibly well fortified city-state positions on a peninsula at the opening to Bel Bay. The City is Protected by three large thumaium walls, two shielding the peninsula and its farmland and the third protecting the inner city and coast line. The wall where once lined with ley cannons however like all ley weapons they ceased to function after the Requiem and have mostly be replaced with ballistas and trebuchets. The city is filled with tall carved marble buildings and large, colorful, stepped pyramids connected to a intricate system of plumbing and sewers. Official the city is ruled by the Empress of Talso, unofficial the secret society known as the Eyes of Erin hold the true power.

The Coluo Empire:
Coluo is the largest and powerful empire in Talso rivaled only by the Areaien Republic. The Coluo homeland is nestled in the Blue Crescent Delta at the mouth of the Coluo River. Its capital of Shahrang is a splendid port city of colorful domes, arches, and tall tapered temples over a hundred feet tall, settled where the Coluo meet Bel Bay. The Coluo Capital and Blue Crescent are protected by the Seven Red Forts Al. Over time Coluo conquered and assimilated its neighbors including the Kingdom of Sow in the Green Belt and Southern Ina, Fireglass in the Tooth Desert, and most of the Remaining Talsoan Empire in the Dragontooth Peninsula. The Empire also claims to have conquered Felen but the Horselords remain independent. The Coluo have skin of oiled copper with brown eye and curled black hair. Coluo society is split into four caste: Priests, Warriors, Tradesmen, and Laborers. At first this system was purely hierarchical with Priests at top followed by warriors, tradesmen, laborers, and casteless at the bottom. This changed in 1853 A.R. with the Bare Feet Rebellion. As part of the terms of peace three big changes where made; first a law of universal rights was created (including the casteless), Second the 'lower castes' and casteless where aloud to keep weapons, and third was the forming of a ruling body known as the Assembly, where representatives of the castes could come to make laws that would be approved or vetoed by the Holy Emperor. Each castes votes as a caste, with the Tradesmen, laborer, and casteless being lumped into one estate called the lower castes. While clearly unfair it was seen a acceptable compromise. The Coluo has a elected monarchy, originally picked by a counsel of Priests and later by the Assembly. The Coluo national deity is the Many Faced God, which they believe presets itself in the form of four separate goddess represent the 5 elements and castes. The Priests are associated with __ god of Spirit, the Warriors guided by __ goddess of Fire, The Tradesmen have __ goddess of water, the Labors have __ goddess of Earth, and finely the casteless and foreigners are governed by __ goddess of wind.

The Coluo Vassallands:
Following the Requiem the human darkfolk of the Iron Sea begin to migrate to Talso. Finding the Remnant To crowded they settled Leno and the mostly abandoned Ember Isle. After a century the settlers of Ember Isle had turn into a group of powerful merchant princes know as the Sliver League. In the 3rd War of the Coin the Sliver League where forced to surrender to the Coluo Empire, agreeing to be vassals of the Empire in exchange for local autonomy. While they are under the Empire they have refuse to except Coluo's caste system as it goes against their belief in meritocracy. With the Republic's construction of Breaker's Pass through the Bow Breaker Islands nears completion Leno shits it alliance towards Areay. If war should breakout between the Empire and the Republic is is unclear who the Vassalands will side with.

The Horselords of Felen:
Descendants of refuges from what is now the Forest of Ruin who traveled to the Remnant in a event which the Felen call the March of Death. The Felen believe that without their horses they never would have survived the journey. While some would join with local refugees and survivors to form the Kingdom of Haven other moved on the grasslands forming a loose confederacy of nomadic horsemen. The Felen worship the horse as a sacred animal, to needlessly harm or kill a horse is seen as the highest blasphemy. Horselords are elected in events call hoof votes, where candidates bring call on people to back them with their horses. Was the candidate with the most horse win, horse ownership can be see as the mark of citizenship. this is reformed as their is many rights own given to horse owners. The Felen are consistently in conflict with Coluo, raiding their settlements and try to force the Empire out of the grassland and Horse Coast. In resent years their a forced peace with the Felen trading horses with the Coluo for manufactured goods.

The Kingdom of Minstr (Haven):
Between the Shield River and the Doom's End Mountains lays the The Kingdom of Minstr. The nation was founded by survivors and refugees of the Requiem lead by a philosophy king known as Yon. Like many Talsoans their skin is a copper color thou lighter then the Coluo. The people of Haven mostly follow the practice of Yonaism, which they see as both a way of life and a religion. Yonaism preaches universal ethics, simple living, and merit based bureaucracy. "Those that follow must give of what they have but those that lead must in turn provide for their followers" is one of the most famous teachings in Yonaism and the philosophical base of the Minstr government. While lead by a hereditary king the nation is governed by a counsel of officials and generals how must past test of merit to join. As well Minstr has no warrior caste or martial nobility, thou their are noble families known for long lines of warriors, instead relying of citizen armies and conscripts. The main defense of the Kingdom is the Shield River, a deep river that has cut a short cliff into the Haven side. On this cliff the Kingdom has build a long defensive border composed of forts, towers, and stone based palisades.

Key'abeba (The Red Marches):
The Red Waste is a toxic, foul-smelling place. Few live there, fewer what too. Despite this there are a collection of underground city-states who make their home in the wastes. From the surface they would just resemble a small walled collection of clay brick houses, windmills, and tall, hollow towers but underneath is a complex network of tunnels, pipes, and vents that include snail and fungus farms. The towers act not only as a means of get clean air down into the city but as focusing light in glass prisms what illuminate the first few levels of the city. Deeper levels are lite sealed brimstone lamps whose fumes are vented out of the city. Water is pumped from underground river and wells. The people of the Red Marches, sometime call the the ghost people, are very secretive and wear red of yellow robes that cover their whole body. For reasons known own to them, they swore loyalty to Yon and his kingdom vowing to be marches of Minstr and rally to its defense when needed. In battle their most feared weapon is ghost-fire, a green flamed fire bomb that produces toxic smoke and can't be put out by water.

Eastern:
The Kingdom of Ronel:
Living on the plateau of the Ronel Mesa between the Dragon Wall and the Hearthspring River the small kingdom has never once be successfully invaded. Copper skinned with brown hair and eyes the Ronelen are fair standard for Talsoans with the exception of being stockier and having great stamina when in the low lands do to their adaption to living in high altitudes. The culture of Ronel is highly urban with a long history of mining and metal working. In fact the Ronelen are some of the greatest metal workers is the work, second only to the Alhadid of the Iron Sea. The origin of the Ronelen is unknown but they believe the Kingdom of Ronel was founded when the Phoenix Goddess Ronel gave the first king of Shadronel the Ash Crown. For most of its history Ronel and the Republic have be rivals and enemies warring over control of the Hearthspring and the lands of the Cloister In the last 200 years tensions have cooled and the two nation have slowly become allies. 30 years ago fell into civil war between the Lord of Portos supported by the nobles and the Princess of Shadronel supported by the guilds and the forge-knights over the Ash Crown. After 5 years of war Queen Leona Shadronel was declared the victor, deposing of the noble houses and forming a parliamentary monarchy with the crown as the executive and the parliament as the legislative.

The Areaien Republic:
The Areaien Republic is one of the most powerful and scientifically advanced civilization in the world. Before the Requiem the Areay and the Cloister was inhabited by civilization of beings know as the First Race by the Areaiens and as Dragons by others. The Dragons where 15 long serpent like beings with two arms and a pair of branch like horns. Their skin was a brass color with dark blue or red scales. Their eyes where often green or amber. They had a natural connection to the Ley Lines, their magic granting them long lives and great power. When the Requiem came, while their lands where unharmed, they knew their time was coming to a end. It is said by worshipers of Omashean that many of the dragons used last of their magic many ascended to the heaven, those that stayed transformed themselves in human forms and interbred with refugees fleeing over the Dragon Wall. Areaiens are strange looking with brass skin, dark red, brown, or blue hair, and narrow gold, green, or red eyes. Their heads are slightly elongated and they have long fingers. Republic like is centered around the following of Dragon's Song, a region centered around equality, compassion, knowledge, and Democracy. Worshipers of Dragon's Song believe Omashean is the creator of the universe and source of all souls; when beings die their soul returns and their knowledge and memory becomes part of Omsashean. The Selfish, Greedy, and Tyrannical do not join Omashean, instead becoming spirits that plague the living.Their are three types of Spirits. Petty Ghosts that are the souls of people who tie themselves to the world with their selfishness or greed. Honored Ghosts are people who have chosen to say behind or have committed a sin for the greater good and such are are just can't become one with Omashean. Demons are cannibalistic ghosts born from great suffering or tyrants and being misfortune and disaster.
The Republic government is a representative democracy, split into provinces that each elect their own senator. The highest position is the Archon which runs the excessive branch. Any citizen can vote and run for office, however elected offices are required to give up all worldly positions and ties for the duration of the term. Voting days are seen a religious holidays and corruption or the breaking of constitutional rights as heresy. Enforcing this religious democracy and acting as judges is a order of monk made up of past office that are in good standing and orphans who have be trained from birth to be arbiters.
The Areaiens are masters of alchemy and have created many different medications, oils, building materials, and explosives. Three of their most famous inventions is Riversteel, Liquid Stone, and Firesalt. Riversteel is a strong but flexible metal that dose not rust, its name come from the wavy, water like pattern. Liquid Stone is a powder made of lime and ash sand that when mixed with water and dried turns into a hard stone like material that is resistant to cracks and weather. The most powerful and secretive creation of the Areaiens is firesalt, a highly explosive powder originally created for mining but later used for flamethrower, cannons, and most recently handguns.
The Republic is fairly pacifistic, they have no army instead relying of a militia network and marines for land deference. In stark contrast the Republic has one of the most powerful navies in the world, including 15 of 600ft long Sanctuary class battleships, a 1000 warjunks of varying size split between five major fleets.
Recently question of how well the Republic can govern colones that can be up to three months away has cause friction between Areay and its distant territories.

Southern:
The Merchant Republic of Eindihum (Leno):
The Nation of Leno is a very old nation, dating back to at least the Requiem if not before. Sitting at the main crossroads between the Blackstone Empire and the nations of Talso the merchant republic has become one of the wealthiest nation in the world. The people of Leno have pitch colored skin, dark brown eyes, and black curly hair. They are know to wear brightly color clothing with intricate patters, and cylindrical hats with a flat or cone top. Leno is rule by a counsel is rule by the head of Lenoin guilds as well as three mayors elected by the three provenances of the Greater Leno, namely the Thumb, the Veil, and the Isle of Leno. Its most famous feature is the colossal bronze statue that overlooks massive marble shipyards and Red Cites, which are twin 150 ft tall walls cut off the passes into The Veil. The head of the Leon is the chancellor and is appointed by the counsel. Well mainly a oligarchy of the rich, the merchant republic does have a code of rights and government serves for the poor. How strong these protections are can be a matter of debate. While they do major trade with them the Leonin have a great distant for the Colou Empire do to the Third War of the Coin.
  Leno does not rely on a traditional military or warrior caste, instead Leno employs mercenary armies and merchant militias. There are two major exemptions; the first Lenoin Guard, a group small but elite citizen soldiers that defend the homeland or acting as generals, coordinating Leno's Mercenary armies. The Second is First Fotilla, a small force of elite ships of the line that act as the tip of the spear for the Merchant Republic.

The Blackstone Empire:
The Blackstone Empire is the oldest empire in the world even predating the Great Talsoan Empire. The Empire rule the metal sand of the Iron Sea and northern shore of the Great Crucible Lake. It rules and main inhabitants are the mineral eat Alhadid. They are 6-8 ft tall thick, stockily humanoid metal beings with eyes made of gold. They are black skinned with spot of silver with the skin of their joints rube together, as the lack any hair. Alhadid have neither and male nor female gender and in fact lay eggs sacks that drain minerals from the sand and rock. Their bodies can withstand incredible amounts of heat allowing them to work many metals in the forge, like humans would work clay. Their greatest work is windsteel, a metal 1/5 the weight of steel but just as strong. They as mass produce black steel which, while not having any especially remarkable properties, is of a much higher quality them most steel made is Talso
The Empire gains its name from the tall blackstone monolith and smaller pyramids found at its capital. As well as it own people the Empire rules over many ash skinned human freecitys and nomads.
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Comments: 3

DarkRBX [2017-09-17 11:35:11 +0000 UTC]

I love the map you have created.

👍: 0 ⏩: 2

godzillaSan In reply to DarkRBX [2017-09-17 23:05:58 +0000 UTC]

Cool land map

👍: 0 ⏩: 0

Draco-Aroace-the-1st In reply to DarkRBX [2017-09-17 14:02:15 +0000 UTC]

Thank you, any part you like to talk about?

👍: 0 ⏩: 0