8
The Kingdoms and Races of Terren
Kingdoms | ||||
Nostra | Haltengeld | Sabafia | Ealindaes | Hazarika |
Nostra Capital: Nostra Largest City: Nostra Official Language: Terrkovkin Kingdom Languages Terrkovkin, Yamotian Demonym: Nostrian Government: Mercantile Absolute Monarchy.
Legislature: The Nostrian Council of Burgermeisters Establishment: Mariov 9rd -631 Currency: Moneta Korolevstva State Religion
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Overview: The Kingdom of Nostra is a bustling maritime kingdom within positioned along the Southeastern coast of the Zentral Ostrov which serves as the economic heartland of the Terren Empire. The kingdoms port towns and cities are famous for their grand harbors and expansive shipyards which are constantly building and repairing the ships of the Imperial Navy.Nostra's combination of trade and agriculture make it the wealthiest kingdom in the empire by a significant margin. Geography: The kingdom’s strategic coastal locations are blessed with deep waters and natural harbors which has allowed it to develop into the hub for trade and shipbuilding. The coastline of Nostra is lined with lighthouses whose beams provide guidance for the many ships which come by its ports day and night. The inner regions of the kingdom are lush and fertile, making them some of the best places in the empire for farming, and Nostra has become famous for its grand vineyards. Capital: Nostra itself is a colossal metropolis comprised of a seemingly endless rows of guild complexes, homes, trade centers, restaurants and schools. Despite being located relatively inland its position on the Meserian River allows even large ships to sail in and out of Nostra. So large is the city itself that, even compared the truly colossal cities of Terren, Nostra is almost impossible to circumnavigate without assistance, and many of its citizens have not actually explored the entire city, and many know more about what happens in other kingdoms then they do about what happens on the other side of their city. Relations: Nostra is viewed with equal parts jealousy and begrudging respect by the other realms of Terren, with many people viewing Nostra's obsession with trade as dishonorable. Nevertheless, everyone within terror recognizes Nostra's immense strategic importance and Austrian ship builders are frequently commissioned by other kingdoms in order to shore up their own ships. Nostra also serves almost like a bank for the kingdom, providing loans with generous interest rates to friendly kingdoms to support their economic development, with a guarantee from the emperor himself that these loans will be repaid one way or another. Government: The kingdom of Nostrian is an absolute monarchy, but the queen is assisted by the Nostrian Council of Trade Lords, A body composed of the kingdom's most successful financial investors, merchants, bankers, and military officers. They serve an advisory role to the reigning monarch, but thanks to their own economic influence they have a lot of sway in how the kingdom is run. Individual members of the Council have met with Emperor Luka on numerous occasions to help fund his ambitious projects. History: Nostra was founded 600 years before the death of the Menshloyer lord. Its people struggled to form the kingdom early on in their history, and there was a significant amount of conflict with the fairies inhabiting the forest of spirits. Eventually however the people of Nostra would be able to convince them to allow them to settle. Their location meant that they were generally safe from invasion, although there were the occasional skirmishes against the Wendrogian Plantae, and the Sabafians. They swiftly became excellent seafarers and shipbuilders, although they did end up losing control of much of their fleets when they split off to become the famous independent armadas. | Haltengeld Capital: Haltengeld Largest City: The City of Rambles Official Language: Terrkovkin Kingdom Languages Terrkovkin Demonym: Haltengeldic Government: Militaristic Theocracy
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Establishment: Janurina 19th -941 Currency: Moneta Korolevstva State Religion
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Overview: Haltengeld is a hyper-militaristic theocratic oligarchy within the Terren Empire. It is greatly respected for its disciplined warrior culture and the pivotal role it played in the millennium long war against the Terminus Mists. Situated on the northern borders of Zentral Ostrov Haltengeld was once a bastion standing directly in the path of the Mists' expansion, making it the first line of defense against the horrors that emerged from the corrupted lands. The kingdom's identity, politics, and culture were shaped by the horrific centuries of constant warfare, and its people have grown to embody martial values in every aspect of their lives. Geography: Haltengeld's geography is dominated by a rugged landscape of craggy mountains and sun-scorched savannahs. The lands harsh and inhospitable landscape is a result of the dark energies which radiated down from the lands of Gehinnom and the constant assault of mistwalkers. Haltengelds northern most shore is dominated by the legendary Citadel of Unyielding Steel, a massive wall-like structure which runs for hundreds of miles, with large, fortified cities being built as a part of the Citadel itself. Recently Darius has begun a project to turn the now obsolete megastructure into a major housing project. Capital: Haltengeld is a large imposing city built near the center of the Kingdom. It is heavily fortified, its legendary walls standing tall and proud, encircling the great city. The streets are lined with barracks, military academes, and forge masters. Haltengeld is the heartland of the Elemental Orthodoxy, and many temples dedicated to the great elemental goddesses can be found throughout the city. Shines dedicated to Indgodindesu in particular are common. Relations: Haltengeld is universally respected by the other realms of Terren, for it was they who took the brunt of the mists assault upon themselves, standing firm so that the other kingdoms might survive. Haltengeld's citizens tend to be rather prideful of this fact, and many of them have taken to referring to the peoples of the other kingdoms as children who needed Haltengelds power to protect them, which has can cause some friction, although no one can truly disagree with them. Government: The Elemental Primoria holds extreme sway in the Haltengeld and the Supreme Patriarch of the Elemental Orthodoxy becomes the head of the War Council which governs the kingdom. The War Council is a collection of margraves, generals, and distinguished war hero's which serve to advise the Supreme Patriarch in matters of state and government. History: Haltengeld was founded many years before the Menshloyer lord came to power, but when she did, Haltengeld led the charge against her, and it was a Haltengeldic hero who is said to have struck the killing blow. Haltengeld is a nation forged in war, and its history is a mere collection of the endless conflicts it has fought. Haltengeld has battled against the horrific eldritch Mistwalkers, the Verführerin of the Sukkubusreich, the endless hordes of Insektheim, and has even had the occasional skirmish against Castlerain. The people of Haltengeld are deeply intuned to their section of the Fatherland, and never forgot the old ways of Elementalism, and thus it was they who codified the old ways together and create the Elemental Orthodoxy. | Sabafia Capital: Sabafia Largest City: Sabafia Official Language: Terrkovkin Kingdom Languages Terrkovkin Demonym: Sabafian Government: Absolute Monarchy
Legislature: The Sabafian Council of Burgermeisters Establishment: Augodustov 4th -943 Currency: Moneta Korolevstva State Religion
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Overview: Sabafia is a nation located in the harsh deserts of Southwestern Zentral Ostrov. Sabafia has been frequently attacked by missed walkers, but thanks to the incredibly harsh environment of their kingdom, and relative isolation thanks to the colossal mountain range in the north, The Sabafians have not needed to militarize nearly to the same extent as Haltengeld. They are a people who focus far more on the deep spiritual practices of faith, and the creation of art and science rather than the art of war. Geography: Sabafia is located in an extraordinarily unforgiving desert, one which has very little water or oasis. The few large centers of water have since become thriving towns and cities, which are loosely connected by a series of roads which despite the best efforts of the Sabafians, are in constant need of repair. The northernmost parts of the nation are marked by a vast mountain range which separates them from the northern kingdoms of Terren. The sand dunes which spread across Sabafia make traversing the countryside on anything other than its roads a near impossibility. Capital: The city of Sabafia is a wondrous sight to behold. A grand city rising up out of the scorching sand dunes, marked by large towers, intricate sandstone buildings and immaculate pyramids which seem to have been cut into hardened mountains of sand which blur the line between man-made and naturally occurring structures. Unlike the other cities within the Terran empire, Sabathia‘s layout is disorienting and chaotic with buildings being placed randomly throughout the area. At the very center of the city lies a massive oasis whose waters come from deep within the earth and which serves as the lifeblood for the entire city. Sabathia is a wonderfully cultured kingdom and its capital city reflects this with many laboratories, libraries, and museums being found scattered throughout the City of Sand. Relations: The Sabafian‘s are a people deeply connected to art and science, and their cultural pursuits mean that many of the nations of Terren hold them in particularly high regard. In particular the Sabafians hold a deeply close relationship with the Karibdi, as both peoples share a deep love of science, and a unique love of the desert. Karibdi have the ability to move through sand in the same way as they move in water, meaning that they can traverse the countryside far easier than most, making them a key part of the Sabafian infrastructure Because of this Karibdi are found very frequently living amongst the Sabafian‘s. Government: The Sabafians are an absolute monarchy, and their legislative body serves a purely advisory role to the king, who oversees the day-to-day operations of the kingdom and passes all laws as he sees fit. The king of Sabafia also serves as the head of their branch of the Elemental Orthodoxy Having a particular focus on the elemental goddess of earth, Ghodnormea. History: Sabafia is thought to have been founded by a group of peasants and refugees fleeing some long-forgotten war. They managed to escape to the one place within the Terran archipelago which had not yet been inhabited, although they struggled mightily whilst living within the terrible desert. However over time the people of Sabafia became more and more in tune with the land and began to construct cities and towns around the oases which dotted the desert landscape. They have fought occasional battles against the Nostrians however these conflicts have never escalated further than being near skirmishes, for the Sabafian‘s far more prefers art and science to war and terror. | Ealindaes Capital: Ealindaes Largest City: Ealindaes Official Language: Terrkovkin Kingdom Languages Terrkovkin Demonym: Eliadic Government: Theocratic Oligarchy
Legislature: The Eliadic Luminarchy Establishment: Impral 9th -1435 Currency: Moneta Korolevstva State Religion
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Overview: Ealindaes is a kingdom dominates much of the Island of Eliadland. It is the absolute political heart of the Eliadic cult, and it is from within Ealindaes that the Pontifex Maximus and Profanus Magistix reign. It is a deeply spiritual kingdom, and one which holds immense political power and prestige. It also has a surprisingly storied military tradition, and the state troops of the empire are based on the Elaidic Realm Guard, the Kasarnian Blade Guard Geography: Ealindaes is dominated by blasted wastelands in the north, a vast mountain range in the east, and fertile farmland and deep forests in the south. Thanks to its relative isolation Ealindaes has not suffered much in the ways of invasion, but unfortunately the North was scourged by a massive Mistwalker invasion. The mountain range in the east provides immensely valuable ores which fund a thriving mining industry. Capital: Ealindaes itself is a city which rises up from the blasted wastes which surround it, glowing like a beacon in the midst of the devastated landscape. The city has intricate architecture and large intricate buildings of stone and marble, with gold trimmings and iron accents. The streets are dominated by home fronts interspersed with churches, temples, and shrines. At the center of the city is the Luminarchy Cathedral if Eliadis, the largest cathedral within the entirety of Terren. The sound of hymns and preaching can frequently be heard ringing out, and processions of clergy walk the streets proclaiming their faith. Relations: Ealindaes is a kingdom with a complicated relationship with many of the nations around it. It was a kingdom which on numerous occasions attempted to spread its religious ideology across Taryn, to a surprisingly High level of success. Ealindaes and Haltengeld have a very tense relationship in particular due to their religious differences, although recent efforts to pacify them have been bearing recent fruit. On the other hand, Ealindaes has particularly close relations with its neighbor in the East, Vogelreich. The trade between these two kingdoms greatly sustains both of them. Ealindaes and Haltengeld have a very tense relationship in particular due to their religious differences, although recent efforts to pacify them have been bearing recent fruit. Government: Ealindaes is a deeply religious theocratic oligarchy, and the influence of the Eliadic Luminarchy can be felt everywhere within the kingdom. The leaders of the Kingdom are also the leaders of the Eliadic cult. The deep amounts of faith held by the government of Ealindaes is so great that the goddess Eliadis, herself is said to frequently come down to the kingdom to offer her own advice and to make her will clear. History: Ealindaes is a very old kingdom, older than all of the other nations in Terren. Within its history Ealindaes has always been a very religious kingdom, and tradition states that it was founded by the goddess Eliadis herself. The truth of this statement is very questionable, but it is known that they were by far the first nation to begin worshiping the members of the Eliadic cult, abandoning the old elemental ways. For a while they were extremely human centric, however trade with the kingdom of Vogelreich lessened this bigotry until it became little more than an unfortunate note in the kingdom's history. | Hazarika Capital: Hazarika Largest City: Tusreliquiae Official Language: Terrkovkin Kingdom Languages Terrkovkin Demonym: Hazarikan Government: Necromantic Aristocracy
Legislature: The Aristocracy of the Red Sun Establishment: Decindar 4th -1437 Currency: Moneta Korolevstva State Religion
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Valheaven | Wendrogia | Elfenland | Inarishima | Karibdimar |
Valheaven Capital: Iliadstantinople Largest City: Iliadstantinople Official Language: Terrkovkin Kingdom Languages Terrkovkin, Yamotian Demonym: Heavinte Government: Theocratic Archduchy
Legislature: The Devine Conclave Establishment: Novinar 15th 1437 Currency: Moneta Korolevstva State Religion
Major Species Angels Common Traits: Righteous, Zealous, Loyal, Arrogant Magical Potential: Very High Relations with Others: Viewed as wise spiritual leaders by members of the Eliadic Cult, but as pretensions fools by the Elemental Orthodoxy Average Life Span:Functionally immortal Sub-Species: N/A Lore: The usual form of an angel resembles a human with feathered wings and a halo. However, there tend to be deviations from this. Some angels do not have halos and many of the more powerful angels bear monstrous traits, such as extra eyes, elongated limbs, and other uncanny forms, although this is relatively rare. The body of an angel is comprised of holy energy. This composition means that most attacks pass harmlessly through them, a major advantage in battle. Angels tend to be zealous, righteous and arrogant. They have strong convictions about what is right and wrong and will enforce their beliefs on those around them, meaning that they tend to only get along with their own, and occasionally humans. However, Angels will never allow an injustice to go unpunished and will always strive to defend what is right. This applies outside of combat as well and Angels are noted to be vocal champions of the people as lawyers and advocates.
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Overview: Valheaven is the holiest kingdom in all of Terren. Although Elias might be the center of the Eliadic cult politically, Valheaven is the center of the cult spiritually. It is a kingdom forged directly by the hand of Iliadis and a place which frequently comes under assault from foreign powers. Yes the unyielding people within it have not yet faltered and will continue to stand against the darkness. Geography: Valheaven is located in the far north of the Terren Archipelago and is an icy frigid place. The temperature within the kingdom frequently reaches subzero and its biting winds are known to be extremely dangerous. To the north lies a mountain range of incredibly high peaks, all of which are dwarfed by the even larger Tower of Babel, The physical connection to the goddesses' realm. The landscape is heavily dominated by forests, occasionally intermittent with wide-open tundra fields. Capital: Iliadstantinople is a truly magnificent city, constructed of prismarine, iron, gold and marble. Mighty spires reach into the sky whilst the city's large population of Angels can be seen flying from place to place exuding their holy radiance down upon the city streets below. The city has insane numbers of churches and shrines dedicated to the worship of the goddess, and holy energies and magics can literally be seen streaming through the roads. The city is noted for its architectural flamboyance, with arches, domes and sky bridges being particularly common. Relations: The kingdom of Valheaven is near universally beloved. The might of its armies, the strength of its convictions, and the overwhelming radiance and awe they inspire makes it difficult to stand against them. Even the kingdoms which follow the Elemental Orthodoxy are forced to acknowledge the kingdom's impressive accomplishments and uniquely deep connection to the powers of light. Valheaven has a rivalry with Hazarika over which goddess is superior. Government: Valheaven is ruled over by the most powerful and blessed of the angels within the city, and she chooses a council to rule under her and help enforce her will to make decisions. Recently some humans have even been allowed to join this ruling council, known as the divine conclave, although it is still overwhelmingly controlled by Angels. History: The kingdom of Valheaven was founded when the Goddess Eliadis realized that her followers and divine angels had grown far to contend with their lives in her realm and had begun completely ignoring the plight of mortal kind. To solve this Eliadis decided to banish them to her chosen holy land, so that they could understand and become far closer to mortal kind. At first the angels struggled but thanks to the assistance of a couple of humans who had been living on the island, as well as trade with the other nearby kingdoms, the angels managed to establish themselves and overtime distinguished themselves using their wisdom and power to create a mighty civilization. | Wendrogia Capital: Wendrogia Largest City: Sectaplan Official Language: Terrkovkin Kingdom Languages Terrkovkin Demonym: Wendrogian Government: Enviornmental Oligarchy
Legislature: The Wendrogian Council of Dryads Establishment: Marov 6th -532 Currency: Moneta Korolevstva State Religion
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Overview: Wendrogia is the great Forest kingdom, which unifies itself with nature, and which has become indistinguishable from the forest which it originates from. The Plantae of Wendrogia are sworn to protect the mighty world tree which grows in the center of their mythical forest, a physical manifestation of the father lands presence. Geography: The entire kingdom of Wendrogia is part of a great forest which shares its name. This forest's large size means that it is incredibly complex, and has several distinct biomes within it. The southern part of the forest is relatively open with large trees which are decently separated apart from each other. Walking through this region is relatively easy. The western part of the forest is far more elevated and is denser than the south, and because it is located on the beginnings of the great mountain range with splits Zentral Ostrov in half, it becomes rather difficult to navigate this part of the forest. The northern part is the deepwald, an exceedingly dark and dense part of the forest where the trees are packed tightly together and where monsters roam. Finally, the easternmost part of the forest is a very swampy location, with marshlands and ponds which have trees just barely growing out of them. Capital: The city of Wendrogia is an amazingly fantastical city, where the buildings are all made of living trees. The city has levels, each level being a series of paths, walkways and bridges which connect the large number of trees, hollowed out giant mushrooms, and the occasional cave system. These levels are connected by a series of ladders staircases and elevational platforms. Despite being so incredibly natural in its construction, Wendrogia does not shy away from using industrial technology or the tools of civilization to improve their lives, and there is A unique dichotomy between the naturalistic exterior of the buildings and the surprisingly developed interior. Relations: Wendrogia is situated between the kingdoms of Castelrain and Nostra, with whom it has professional relationships. Wendrogia allows these kingdoms to access the forest's resources, as long as they remain conservative in their actions and do not cause permanent harm. However, Wendrogia has an exceedingly positive relationship with the kingdom of Elfenland, and a series of magical underground tunnels connect the forest of Wendrogia with the Forest of Spirits. Government: The queen of the forests rains over the entire kingdom, and her decrees and Will is supported by the The Wendrogian Council of Dryads. The council is composed of the most ancient Plantae in the kingdom, those exalted elders whose wisdom and experience is irreplaceable. To become a member of the council, a prospective Plantae must be at least 150 years old, then they must present themselves to the world tree and pledge their allegiance to it. Finally, they must defeat an existing member of the council in single combat. This duel only goes to first blood. Should they win, they become part of the council. Should they fail, they cannot try again for another 15 years. History: Wendrogia was formed by the Plantae who seemed to naturally grow from around the world tree. During its early history it frequently came into conflict with the other kingdoms around it as it started to protect all of nature from them and their influence. Yet as time progressed it became clear that these conflicts were not helping anyone, and over time the kingdom of Wendrogia would come to teach the civilizations around them how to respect nature's bounty and use its gifts, rather than resorting to violence. | Elfenland Capital: Orientalem Largest City: Orientalem Official Language: Yamotian Kingdom Languages Yamotian, Terrkovkin Demonym: Elven Government: Elected Monarchy
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Overview: The kingdom of Elfenland is a wonderful and whimsical place, where the laws of reality seemed to bend and twist under the skillful sorcery of the fairy inhabitants. The kingdom itself is split in two, half comprises the forest of spirits in Central Ostroff, and the other half inhabits an island which jets off from the Inarishima peninsula. A series of magical tunnels connect these two parts of the kingdom together, as well as connecting with the fairy kingdom to the forest of Wendrogia. Geography: The Forest of Spirits is a deep woodland area, which appears relatively normal on the outside, however once you enter within the depths of the forest it swiftly becomes a whimsical place. Mushrooms which tower over you grow within the forest and are hollowed out to be used as dwellings by Fay inhabitants. Glowing crystal shards emerge from random points within the woods which can sense where you wish to go and will illuminate the path towards your destination. It is noted that as one explores the forest their sense of scale will become very distorted. For example, some areas will make everything appear grotesquely large, only for you to round a corner and find yourself in a place where everything is shrunken. It is highly recommended to have a Fay guide when entering into this forest. Capital: The island of Orientalem lacks much of the whimsy of Elfenland although it is an actual city, and its layout and atmosphere are significantly more familiar to most of the other races. It is here that the kingdom's primary economic, industrial, political, and military functions are maintained and developed. The Elven subrace of Fay run the city with a tight and efficient hand, while their fairy cousins run amok within the city streets causing all manner of mischief. The elves have worked very hard to make the city appear as professional as possible and have taken many inspirations from the nearby architectural styles of Ealindaes and Nostra. Relations: It is difficult not to take a liking to the whimsical Fay, and as such the kingdom of Elfenland is well liked by pretty much all the other races. Although it can be exceedingly disorienting to enter into the kingdom, many people find it to be an excellent tourist destination, as the whimsical and miraculous nature of the entire kingdom make it easy to lose yourself in the entertainment. The Fay have a particularly close relationship with the Plantae due to their shared love of nature and desire to protect it, although the Fay are significantly more diplomatic in their handling of nature's preservation. Although the fairies are not particularly respected due to their childishness, their elven cousins are held in high esteem for their efficiency and to the point attitudes. Government: The leader of Elfenland is an elected monarch, who is chosen by the Fay to preside over them as queen. The candidates are chosen for being among the most wise and friendly of all Fay. Once a queen has been chosen, they will convene the Faerie Court. The Faerie Court is spilt into two branches the Seelie Court and the Unseelie Court. The Seelie Court is not a government in the traditional sense, instead it is more like a forum in which the citizens of Elfenland can come forth and make their grievances known before the queen, who will then attempt to assist them. This court is held within a clearing deep within the Forest of Spirits. This laid-back approach to leadership is the preferred style of governance for the Fairies. Within Orientalem the Unseelie Court is headed up by a council of the more pragmatic and wise elves, who act to ensure that the kingdom remains secure and prosperous in a more material sense. History: Elfenlands early history is pretty much completely unknown, for the Fay do not tend to keep records. From what little has been gathered it is widely believed that the Faye fled from the land of the Grand theocracy due to persecution and came to settle within the Forest of Spirits and the island of Orientalem. The Fay are deeply friendly and trusting, but they never really engaged with the inter-playing politics of the other kingdoms which surround them, instead of preferring a form of playful isolation where any were welcome to come to them as long as they did not hold any violent intent, but they would not engage with the outside world. This would continue during the era of the Terminus Mists, although it seems likely that the Fay did not fully grasp how deadly the Mists were, leading to several unfortunate tragedies. | Inarishima Capital: Inarishima Largest City: Inarishima Official Language: Yamotian Kingdom Languages Yamotian Demonym: Inarishian Government: Absolute Monarchy
Legislature: The Inarishian Kuge Establishment: Impral 17th 64 Currency: Moneta Korolevstva State Religion
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Overview: The kingdom of Inarishima is the most culturally distinct of all of the Terren kingdoms. Its relative geographical isolation, and all the founding mean that it has a very particular culture and ethos which makes it very distinct from the kingdom surrounding it, although its influence can be felt in all of its neighbors. Its is generally considered to be the most culturally significant place in the empire, occasionally being referred to as the birthplace of Terrenic art. Geography: Inarishima is located in a peninsula on the easternmost side of the island of the Zentral Ostrov. The upper most part of this peninsula is occupied by a large mountain range which makes travel into the rest of Zentral Ostrov difficult. Further south the kingdom is dominated by special forests whose magnificently colored trees famously go in and out of molt frequently, leading to much of the region being dominated by pink and purple petals which coat the land and the forest. In the southwestern portion of the peninsula a second smaller mountain range exists which is covered in magnificent naturally occurring Hot Springs which emerge from the frosty ice peaks which dominate the upper portions of the mountains. Capital: The city of Inarishima is a magnificent location with a very distinct and unique architectural style. The roofs are designed with sloping interlocked tile patterns which curve upwards at the corners creating a distinct you like shape on each side of the building. The buildings within the city also tend to have many high stories, each separated with similar roof structures. Long intricate pathways connect to the buildings which are covered over by sloping magnificent triangular roofs which are supported by columns of brightly painted pillars. Bridges designed in an upside-down U shape allow for easy access over the water whilst also allowing smaller vessels to pass by easily underneath. The way the city is built causes it to appear to be bursting out from the forest around it, and the brightly colored reds, vibrant greens and shocking turquoise blues which cover the buildings makes the city stand out even more. Relations: Inarishima has always been a relatively isolated place due to its geographical isolation and significant cultural differences with the other nations of Terren. As such it is still considered by many to be mysterious and unknown, although recently tourism has been increasing as people flock to discover this mysterious kingdom. However, it should be noted that due to the overwhelming amounts of cultural output that Inarishima generates, and the unique appeal of its society has led to its neighboring kingdoms adopting certain customs from them, including their language and occasionally even aspects of their architectural style. Due to their love of art and poetry, Inarishima has played a key role in developing imperial culture to what it is today. Government: Inarishima is ruled over by a Shogun who is the dominant warlord who has managed to rise their way to the top of Inarishimas cutthroat political and military culture. While the Shogun is the one in charge of the entire kingdom, the local lords, lesser warlords, and courtesans occupy a relatively powerful legislative body known as the Kuge. The beastmen's propensity for exulting the strongest members of their society means that even the wisest of their number take second fiddle to the strongest. History: Inarishima was founded by explorers from the far-off empire of Dragonic Kantan. They were mostly comprised of kitsune, Catman, and Tanuki. Upon arriving to the peninsula under unknown circumstances, they would encounter the other beastman tribes which roamed the area. The beastmen originally viewed them with great amounts of suspicion, but the Kitsune were incredibly cunning and managed to subjugate and annex all of the beastmen tribes into a single kingdom. Despite being relatively isolated, only occasionally trading with the nations beyond the mountains their culture still seeped in and influenced their neighbors tremendously, to the point that many of their neighbors actually speak Yamotian rather than Terrkovkin. | Karibdimar Capital: Karibdimar Largest City: Oceangrad Official Language: Terrkovkin Kingdom Languages Terrkovkin, Yamotian Demonym: Karibdic Government: Technocratic Oligarchy
Legislature: The Council of Bio-Lords Establishment: Grey 25th 924 Currency: Moneta Korolevstva State Religion
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Sukkubusreich | Castlerain | Vogelreich | Insektheim | Mortaburg |
Sukkubusreich Capital: The City of Sinners Largest City: The City of Sinners Official Language: Terrkovkin Kingdom Languages Terrkovkin Demonym: Sukkian Government: Elected Monarchy
Legislature: The Sukkian Pleasure Barons Establishment: Marcov 3rd 621 Currency: Moneta Korolevstva State Religion
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Overview: The Sukkubusreich is perhaps the most controversial and polarizing kingdom in the entirety of the Terren Dominion. It is a kingdom famed for its indulgent culture, a place where peoples whole livelihoods are heavily centered around maintaining the atmosphere of pleasure which permeates the land. Originally, the Sukkubusreich was formed to serve as a haven for the last vestiges of uncorrupted Verführerin, although over time it has sense evolved into an exceedingly extravagant realm where visitors from across the empire come to experience unparalleled pleasure. While its reputation for hedonism and sin often raises eyebrows and make certain Luminarchs extremely annoyed, the Sukkubusreichs vital role in the cultural and economic landscape of the Terren dominion has thus far allowed it to continue its operations unimpeded. Geography: Sukkubusreich is located on the Northwestern shores of the Terren Archipelago and is bordered by verdant and lush forests to the east and west, mountains to the south and the straight of Gehinnom to the North. The kingdom has a particularly temperate climate, which when combined with its very scenic landscape, creates a cozy inviting atmosphere which draws a large number of imperial tourists year-round. Outside of the kingdom's towns and cities, numerous resorts and pleasure palaces may be found dotting the countryside, each one seemingly attempting to outclass the one that came before it. Capital: The capital of the Sukkubusreich is Velvetshire, a decadent metropolis nicknamed the City of Sinners due to an enchantment which covers the city in a perpetual artificial darkness. The city is said to never sleep, for people are constantly awake and active all throughout the city at all times of day. Velvetshire is home to the most famous gambling houses, pleasure palaces, and theaters in all of Terren, drawing visitors from across the empire seeking excitement and indulgence. Relations: Sukkubusreich holds a complex but largely favorable relationship with the other kingdoms of the Terren Empire. It thrives as a destination for all the most powerful men and women of the empire to simultaneously do business and unwind. All manner of diplomats, merchants, and nobles from across the empire can be found indulging in the kingdoms luxurious inns and gaudy casinos. However, the kingdom’s openness to all of these vices and sin makes it the subject of some criticism, particularly from more traditional and religiously devout territories. In particular the kingdom of Valheaven has condemned the Sukkubusreich on numerous occasions. Government: Sukkubusreich is governed by a ruling council of Pleasure Barons, Verführerin and Dreamwalkers who control some aspect of the kingdom's empire of sin. They are led by the enigmatic and charismatic Queen Vilna Matra, an ancient Verführerin with vast influence over all aspects of the kingdom. Nothing happens in the Sukkubusreich without her knowledge and permission. The Pleasure Barons rule with a loose hand, forcing minimal laws upon their subjects, except for those laws which ensure that the casinos are paid their due. History: Sukkubusreich was once a relatively obscure enclave, ignored by its neighbor Haltengeld, and shielded from the worst of the Terminus Mists. Before Luka von Heinrich’s rise to power and the formation of the Terren Empire, the Sukkubusreich was primarily focused on surviving with each day being a struggle. After its integration with the wider empire, Sukkubusreich was finally free to indulge in its long-held desire for pleasure the Sukkubusreich thus rapidly transformed into the paradise of sin it is today. | Castelrain Capital: Castelrain Largest City: Castelrain Sukkubusreich Official Language: Yamotian Kingdom Languages Yamotian, Terrkovkin Demonym: Castelrainian Government: Absolute Monarchy
Legislature: The Castelrain Dragonlords Establishment: Fellboras 5th -251 Currency: Moneta Korolevstva State Religion
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Overview: Castlerain is a majestic kingdom within the Terren Empire, a land which is renowned for its mastery of magic, chivalric military traditions, and most famously, its close ties to dragons. This kingdom is the most powerful of all Terren Kingdoms, at least when it comes to military strength. The power of magic is also well understood by these people, and it is not a coincidence that several of the colleges of magic make their home within its borders. The kingdom also holds very firm convictions about marshal honor and chivalry and has pioneered the Cheryl doctrine which is so popular amongst many military branches within the empire. Geography: The kingdom's geography is nothing particularly special; the vast majority of it is located in a flat wide-open plane, interspersed with minor forests. The kingdom is bordered by the Savannah of Haltengeld to the West and the mountain range which separates the Inarishima Peninsula from Zentral Ostrov to the East. To the South the Deepwald creates an impenetrable border to separate Wendrogia and Castelrain from each other, although warriors from Castelrain occasionally venture into the Deepwald to practice monster slaying. Capital: The city of Castelrain itself is breathtaking, built upon the ruins of a long-forgotten dragon god's hoard. This abandoned hoard has been reforged into a famous undercity which is comprised of a massive cavern which used to contain the dragon's wealth, and long snaking tunnels which connect to pretty much every part of the city above. This undercity is home to a large number of market stalls and entertainment venues. The city above is no less impressive, with the architecture being comprised of towering spires which reach into the sky, allowing the Dragoons to stable their legendary mounts, grand keeps which invoke an aesthetic which is considered medieval even by the standards of the Terren viewpoint, and large residential complexes which seem to resemble manors at a first glance. The famed Castelrain Arcane University dominates the city center. Relations: Castelrain maintains respectful and strategic relations with most of the other kingdoms of the Terren Empire. It is especially close to its neighbor Inarishima with whom they share a mutual interest in arcane research and chivalric honor. They also have very good relations with Wendrogia, as they frequently assist the Wendrogians in dealing with the monsters of the Deepwald. Finally, the kingdom of Castelrain has a very well-known rivalry with Haltengeld, and Haltengeldite-Castelranian war games are the most common type of wargame in all of Terren. Government: Castelrain is an absolute monarchy, and the Queen holds the highest authority in government. Below the queen are the Dragonlords, noble warrior-nobles who hold significant political and military power. These Dragonlords govern different estates of Castelrain and are responsible for not only maintaining peace and ensuring that their people uphold the kingdom’s strict code of honor, but also overseeing magical research. Dragonlords are expected to be both mighty warriors and powerful mages. History: Castlerain's history dates back to the age when Dragons ruled the world, a time long before most of the other mortal races arrived on Terren. It is said that the Dragon who ruled the Terren Archipelago was a vicious tyrant who terrorized his Serpentine slaves. One day a legendary hero arose from among the abused slaves and slew the dragon tyrant, freeing his people from their slavery. He went on to form an alliance with the lesser dragons who remained on the archipelago convincing them to unite with the Snakemen and forge a new kingdom free of tyranny. These dragons would assist the Serpentines in settling the land and building their new kingdom. Over time these newly proclaimed Dragonlords would establish Castlerain as a bastion of magical learning and knightly valor to ensure that they would never again fall under the control of an evil master. | Vogelreich Capital: Harpiengrad Largest City: Harpiengrad Official Language: Terrkovkin Kingdom Languages Terrkovkin Demonym: Harpian Government: Elected Monarchy
Legislature: The Vogelreich Estates General Establishment: Novinar 4th -943 Currency: Moneta Korolevstva State Religion
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Overview: The Kingdom of Vogelreich is a relatively wealthy and very welcoming kingdom One which is famous for its rustic relaxed atmosphere. Hobbies are well known for their love of community, and they extend this friendship and welcome us to all who visit them, making Vogelreich one of the most popular tourist destinations in the empire for those looking to experience the more rustic and laid-back side of Terren. Geography: Vogelreich is located in the northernmost highlands of the Island of Eliadland, With the vast majority of the kingdom being dominated by the western mountain range. These mountains have overtime been shifted to become more convenient for the Harpies who lived there, and in the midst of most of the mountains stand gigantic pillars of rock which are nearly perfectly level at the top, which often serves as platforms from which the Harpies build homes, fortresses and occasionally even small farms. Capital: The city of Harpiengrad is built further from the highlands, being nestled in a smaller valley which borders right up against the neighboring kingdom of Ealindaes. The city has massive wonders towers and observatories which seem to be brushing up against the sky itself. The towers themselves are replete with open areas which both harpies and birds can fly in and out of allowing for easy access to the entire city by sky. There are also stairways and accessibility ramps which allow for other races to navigate the city, although it is highly recommended to rent a ride on one of the many Giant Terravens which nest in the city's many aviaries. The city is also home to the famous Skyport which services the imperial navy's legendary Sky Cruisers. Relations: Vogelreich is home to the largest office of the Scholars and Communications Guild, and it plays an extremely important role in facilitating communication and cooperation between the many kingdoms of Terren. Due to this, and the kindness and likeability of the harpies as a whole the kingdom of Vogelreich is widely regarded with extreme positivity by pretty much everyone. The near ubiquity of harpy messengers across the empire means that every kingdom within Terren has to hold at least cordial relationships with Vogelreich. Government: The Vogelreich estates general is a coalition of the most powerful noble harpies within the kingdom. It is a matriarchal organization completely dominated by the female heads of houses. The queen of Vogelreich is elected by this counsel, although traditionally the queen has belonged to the house of Bloodin since Vogelreichs foundation. The council holds significant power and can actually override the authority of the queen if 2/3 of the council agree, although this very rarely ever happens. History: Originally the Harpies were divided into a large number of warring tribes each one fighting each other for territorial dominance. These conflicts left the region which would eventually become Vogelreich exceedingly unstable and constantly dangerous. One day however a powerful Harpy warlord would come to power and found the House of Bloodin. She would conquer all the tribes in a brilliant military campaign before eventually being assassinated by a jealous rival. Nevertheless, her kingdom actually survived and slowly transitioned away from its war-like past into a much more diplomatic and friendly place. | Insektheim Capital: Insektheim Largest City: Insektheim Official Language: Terrkovkin Kingdom Languages Terrkovkin Demonym: Insektin Government: Authoritarian Socialist Monarchy
Legislature: The Hive Council Establishment: Grey 5th 187 Currency: Moneta Korolevstva State Religion
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Overview: Insektheim is a subterranean kingdom within the Terren Empire which is famous for their collective intelligence and uniquely structured society. The unique ability for Insectoids to connect with each other via a specialized hive mind has allowed them to develop a society which prioritizes the collective good over the individual to an incredibly impressive degree. The kingdom's impressive underground cities are widely thought to be impenetrable. Geography: Insektheim is a vast subterranean realm located deep beneath the surface of the Terren Archipelago, spreading over several large cave systems and subterranean tunnels. It is difficult to determine which parts of Insektheim are naturally occurring and which parts are created by Insectoid hands. The surface above Insektheim is dominated by huge hives created by Bienenvolk which stand out against the island. The surface of the island has been stripped bare by the Insectoids in their pursuit of resources. Capital: The capital city of Insektheim is a sprawling underground complex which is buried deep below the surface of the earth. It has sprawling tunnels and disorienting paths cut into the rock and connecting it to all of the different parts of the kingdom. Each of the different sub species of insectoid have a part of the Capital Dedicated to them. Some sections are organized with hexagonal walls and fascinating tunnels, while others are sprawling webs which are strong together to create an intricate and impressive hanging structure, while further others are merely cut into the rock face. Relations: Insektheim maintains a very unique, yet tenuis position within the Terren Empire. Its culture and governance are radically different from the more individualistic kingdoms and although the insectoid kingdom is highly valued for its peoples efficiency, industriousness, and unshakable loyalty, it is also reviled for its cruelty and savagery. Many kingdoms are hesitant to deal with the overly zealous and patriotic kingdom, and Insektheim is pretty isolated in a diplomatic sense. This does not seem to bother them much however, and their mindless pursuit of Terrens interests is enough to quite any serious criticisms. Government: Insektheim’s government is based on a form of what could be called communism, which is centered around the collectivisation of resources by a series of hiveminds. Instead of traditional rulers or elected officials, the kingdom is governed by the Queen of Insektheim and a council of Hive-Queens which represent the various subspecies of Insectoid which comprise the kingdom. Each Hive Queen has a connection to every member of their hive, allowing them to allocate resources with incredible efficiency, and the will of a Hive Queen is essentially impossible to deny. The only exception to this is the current Queen of Insektheim who has no hivemind, instead ruling over her fellow Arachnids with a more traditional leadership style. History: The Insectoids developed their society very much independent from the rest of Terren and as such did not really have any real connections with the surface dwellers as they called them. The hives developed with extreme efficiency and were entirely self-sufficient and as such felt no need to really make much contact with the surface world. They did find themselves interacting slightly with the peoples of Inarishima even going to far as to adapt their language, but that was about it. This would change during the era of the Terminus Mists as the Mists would hit the insectoid kingdom very hard, and lead to an unprecedented civil war which was only culled by Luka. | Mortaburg Capital: Mortaburg Largest City: The Sacred Springs Official Language: Terrkovkin Kingdom Languages Terrkovkin, Yamotian Demonym: Mortian Government: Mercantile Absolute Monarchy
Legislature: The Mortian Statemasters Establishment: Jenera 1st 652 Currency: Moneta Korolevstva State Religion
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