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Republic of Thrymma

Race Percentage (~25 000mi², ~150 000 people)
High Elf 20%
Half Elf 70%
Genasi 5%
Other 5%
The Republic of Thrymma is a mountainous region, hugging the Western Goat's Horn. It is a land of elements, with vast lava flows beneath the surface forming moss fields above. Powerful winds drift through the crag fields, their whistling heard from miles away. Waterfalls roar, building walls of mist around themselves. The Elemental affinity of this place is unmatched.

Republic of Thrymma

  1. Everything is a Gamble - If you want to get somewhere in life, you have to risk. Sometimes getting somewhere isn't worth it.
  2. Patience - Let your mind be tempered by the whims of time and chaos. Let it grow timid once more. And once all was felt, make the decision.
  3. Everyone is born different - You cannot blame an eagle for acting as an eagle. You cannot blame a dog for acting as a dog.
  4. Balance - No order without chaos. No dark without light. Learn to harness the entirety of what life has to offer.
 

Overview

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  The Thrymmian people are natives to these lands. Their population of half-elves comes not from humans, but rather their bloodlines being corrupted through the abuse of Thrymmian Crystals. Whereas they were once a magical people, many now require the use of these crystals to unlock their deeply-rooted arcane potential. In doing so, they diminish this potential for their future offspring, but that's just the ways thing are.   They are a Magocracy, split into three, very distinct castes - The Casters, who make up 5% of the population, and became nobility after surviving the extended usage of the Crystals. Those that succumbed, became the Thralls, taking up about 45% of the population. The remaining half are people who did not want to risk the gamble, and who were satisfied with a life of mediocrity.   The Magocracy is ruled by four Magisters, formerly known as Sorcerer Kings. In the olden day, everybody below them used to vie for their power, and they would use powerful arcana to eviscerate their foes. The same can be said for today, except that instead of duels, the Magi engage in politics. Each of the four Magisters is elected by and from the Magi of Thrymma. Anyone not possessing arcane powers is excluded from their own governance. Perhaps the only reason that the "common" folk are not opressed by their magically-gifted and hugely egotistical masters is because of the vast abundance of Thralls.   The ministries are as follows:
  • Industry - Harvesting of Mana Sites. Exports. Thrall supervision. Taxation.
  • Arcana - Preservation of the Elemental affinity. Military preparations. Lorekeeping.
  • Justice - Laws. Confidence in the meritocracy. Records.
  • Culture - Art. Events. Preservation of History. Foreign affairs.

The Industry

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The Republic of Thrymma deals in power. Not in gold or arms or political prestige - actual, condensed power. In the form of white crystals, glowing from the arcane power that they house within. While the substance is dangerous, it grants the user a surge of arcana, allowing them to accomplish great feats with no prior training. A single martyr could accomplish the same as 30 trained soldiers - for a miniscule fraction of the cost and training. A single endebted laborer could levitate tens of tonnes of rocks, saving weeks in construction time. Of course, the Crystals are used for far less pragmatic uses - the town's healer or an adventurer might carry one to close off a grevious wound, which they otherwise could not treat, a wizard could use it to regain a fraction of their power, etc.   The crystals coalesce in mana sites, forming on natural rocks, trees or around arcane aparatuses. A mana site represents a location where flows of magic are particularly strong. A practised individual can use solutions of rare salts placed strategically throughout the area to cause mana crystals to form. The flows of magic tend to move as they ebb and flow so the methods used to catch them must be continuously adjusted. Many different methods of measuring or focusing the natural flows of magic are used, the most common being mirrors, geometric solids, lenses, and objects such as windchimes whose movements can be interpreted to determine any adjustments that need to be made.

Naming Traditions

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Inspired by Turkish names.   Family Names: Ayik, Yesin, Sengul, Dereli, Reza   Masculine Names: Ferit, Kurt, Soner, Ilkan, Yuce, Erden   Feminine Names: Isin, Secil, Canan, Arin, Sen, Maya

Look and Feel

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The Look

 
  • General: The Thrymmian people are noble and proud. Even the lowly commoners keep in their house a single set of fine robes, probably passed down generations. These robes are usually loose, often flowing. The look is somewhat inspired by Ottoman fashion, though more mixed in with the general idea of a mystic - dark robes, velvet turban with a ruby, representing the third eye - you get it.
  • Commoners: The men dress the same as always, except for special occassions. In those cases, they wear loose, black pantaloons, a similarly puffed white shirt with colored vest, and if they're well established - a long cloak or coat, usually draping to the floor. The ladies' special attire usually consisted of tight-fitting colored robes with a cloak flowing around them, the tail tapered to a point. They also usually have a plethora of rings in their sharp ears. This proves two things to any onlookers - she ir rich both in coin and in the purity of her blood. The longer the ears, the truer the elf, after all.
  • Nobility: What the commoners wear for special occassions, the nobility wears for everyday situations. When they decorate - it's all flowing robes. The longer and more mystic-looking, the better. The most afluent of all would incorporate magic into their attires, or hire assistants to "billow their cloaks" and such.
 

The Feel

  The Thrymmians are, at first glance, a harsh people. And one could not blame them, if that were the case - they are doomed to live out a life of mediocrity, and those that decide risk it either become power-hungry sorcerers or their mindless thralls. However, that's not entirely true. The commoners, while confined to their homesteads, learn to cherish their beautiful lands, seeping with elemental energies. They find that inner peace is just as good as the thrill of adventure. Those who decide risking their health to gain mastery of magic don't turn into a black-staff-wielding villain the moment their powers are solidified. The days of Sorcerer Kings are long gone - now it's all about sharp tongues and beautiful robes. The Thralls... Well, that's an evil that they've brought unto themselves and no one else. You can't blame them for being gloomy every now and then.

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