Zhomadite Hegemony Organization in Ternate Lanterns | World Anvil
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Zhomadite Hegemony

Structure

The Hegemony, contrary to its name, is ruled by the Empress who rules over the concerns of Zhomad-Hur and appoints governors and generals, all trusted officials and statesmen from Zhomad-Hur alone to govern her many colonies in foreign lands and impose taxes and law upon them. Furthermore, there are officials who govern the flow of resources from the colonies to the city-ship. The colonial nations are granted a small degree of autonomy, with their own local leaders having a say in what happens as long as their taxes and quotas are fulfilled.   In their protectorates and less integrated territories, they install puppet leaders who hail from the colonies yet are ensured to be loyal foremost to the Hegemony. Ironically, the actual Hegemon's power only extends over the city-ship of Zhomad-Hur itself, save for the Empress's Technofortress. The Hegemon appoints squadrons of soldiers and men-at-arms to maintain order in the Sprawls, as funds the building of infrastructure, the public utilization of technology and the printing of propaganda. Also there is the Minister of Industry who directly manages the sooty expanse of factories at Waulgatt. There are many bureaucrats and ministers who argue over every small concern of life in the city-ship.

Territories

Aside from the city-ship of Zhomad-Hur itself it carries with it a multitude of colonies, the most notable of which are their bountiful plantations on Rice Island, where they obtain most of their farmed goods. There is the rusty island of Veeda Sojakko, covered in orange slime, where convicts mine bog iron, the tropical atoll of Gobatmego, where giant bats are bred and aquatic marsh life is fished, the vast oilfields of Mouza, the livid swamps of Noorifang, and the secret, cavern-riddled isle of Rolangaat.

Military

Hundreds of thousands of infantry and mercenaries, and even more labourers under their employ. Fortresses and outposts in the colonies made from concrete, impeccable super-scientific weaponry, though most of it would not be out of place during the First World War. Grenades and Gatling guns. Hundreds of peat-fuelled vehicles, tripodal flame-belching metal monstrosities marching the marshes, assisted by a cavalry of amphibian riders. There are also regiments of wizards who do diabolism and necromancy, thus they can summon demons and raise the dead, and some squadrons are comprised entirely of demons or the undead. They've got barbed wire and railguns, dieselpunk things like that. Poison gas is regularly employed in warfare, aided by thaumaturges who conjure directional gales. Their reserves are almost unlimited, and their supply of raw materials is simply immense.
Type
Geopolitical, Empire
Capital
Demonym
Zhomadite
Government System
Technocracy
Power Structure
Autonomous area
Economic System
Command/Planned economy
Location
Organization Vehicles

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Articles under Zhomadite Hegemony


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