Therrezia
Not all nations in the region known as The Shattered Realm have fallen to great calamity and death. Out of the fires of the Vastalian Dark Ages, a Kingdom was formed that would become known as Therrezia.
A resilient and powerful nation, Therrezia is located on the north-eastern side of the continent of Vastalia. Coast surrounds it on the southern and eastern side, and the natural barrier of the Valeryn Mountains are on its west. With a size of roughly 210,000 square miles, it shares borders to the north and south-western sides with other countries. However, these regions belong to The Shattered Kingdoms, a desolate place that offers a constant threat to Therrezia.
A tumultuous history of surviving against these neighbouring dangers has resulted in the need for adaption, and Therrezia is well-known for its advancements in technology. A deep devotion to its religion and echoes of the past have seeped into every aspect of Therrezian life, which is scarred with a deep divide between rich and poor, a land harassed by vile creatures and a mistrust of the ways of magic.
History and Formation
Out of the Vastalian Dark Ages, several nations arose to re-establish governance and civilization in the wake of the eldritch energies that ravaged the land. Around the year 500 BA (Before Arden), several prominent Tiefling families united under one ruler, and the first iteration of Therrezia came to be. In current times, this is now referred to as Old Therrezia. Old Therrezia struggled from the onset – with resources being sparse and strange beasts wandering the land. Trade with neighbouring nations aided in keeping Old Therrezia afloat, and a doctrine influenced by followers of The Seven Celestials of the Imprisoned ensured its survival. Change would soon come to Old Therrezia from across the Sapphire Ocean. The Old Kingdom known as Elystrium had collapsed, and wanderers from the outset of that catastrophe eventually found their ways to the shores of northern Vastalia. The first of these arrived around the year 100 BA, but over the next few centuries, more would appear. Cursed Humans known as Kalashtar found refuge in Old Therrezia, and soon integrated themselves into society. Three hundred years would mark the period known as “The Migration”, and change Old Therrezia greatly. It was the fall of several nearby countries that led to drastic actions being sought by the Therrezian rulers. Hearing of eldritch horrors and cursed lands, it was the Kalashtar that bought their experience to bear. With a need to defend their land, it was decided a mighty wall forged from alchemy and magic would be erected, sealing off the neighbouring region that would become The Shattered Kingdoms. The Eternal Wall of Therrezia would mark the beginning of the new age, and Therrezia would thrive in its shadow. This act sealed the pact between the ruling Tiefling families and the Kalashtar; both species would make up the upper ruling class from then on.Government Structure
At the head of governance in Therrezia is a dual monarchy, with power being shared between two rulers. Kings or Queens that follow a line of succession, these are two separate entities that govern together. At all times, one of the monarchs must be from the Tiefling nobility, and the other from Kalashtar. Succession itself typically follows a bloodline, but over the centuries there has been cases where a different individual has had to take one of the thrones. Despite having this monarchy, it is primarily a ceremonial role. The true power in Therrezia lies with the council of nobles and advisors that support the royalty. Wealthy and influential families rule vast estates and entire cities, setting laws and taxes as they see fit. A life of luxury is enjoyed by this ruling elite, and the common folk are seldom thought of unless it is to support this lifestyle and the “good” of Therrezia.Religion
The primary religion of Therrezia is the Seven Celestials of the Imprisoned, with the Church of the Septennial Gods having influence and presence across all aspects of society. Other religions are followed in more remote locations or away from urban areas, but these are often kept secretive in fear of bringing the wrath of Therrezian nobility down upon the worshippers. More details of The Seven Celestials of the Imprisoned can be found hereSocietal Structure
Therrezian society is harshly divided between those that are rich and those that are poor. The ruling Tiefling and Kalashtar families enjoy lavish lifestyles and will govern from grand estates within the industrialised heart of the nation. Wealthy merchants and artisans are also counted amongst the rich, using their businesses and craft to carve out their own miniature empires in Therrezia. The lower classes struggle under the weight of oppressive taxation and often live in poverty. With little chance of improving their lot in life, most of the common folk have no choice but to work for the upper class, be it in fields, mines or the alchemical industrialisation that is becoming prominent. Those that are able to tap into the magical powers of The Weave are heavily policed in Therrezia, with magical arts being seen with distrust from the common folk at best. Magic is reserved for the nobility of Therrezia, and very little is seen in day to day life of the peasants. Those that do show magical potential are swiftly discovered and rounded up, often forced to join one of the Twelve Magical Colleges to better suite the kingdom. It is not uncommon for children and young adults to be taken away and to never see their families again. A variety of species of humanoid can be found living in Therrezia. Alongside Tieflings and Kalashtar are regular Humans, as well as Dwarves, Halflings and Elves of all kinds. Greenskin species, such as Orcs, Goblins and Hobgoblins are rarely found, their homeland being on a different continent. For those Greenskin' that are present in Therrezia, there is little hope in climbing any higher than the lowest of society. Perhaps replacing the role of Goblins in other countries, it is Kobolds that can be found in relatively large numbers, often in great packs just outside of towns, or working as cheap manual labour. Making up he upper class is primarily Tieflings and Kalashtar, although these species are found all throughout Therrezian society. Some families of other species exist within the upper class, although these are rare and may still be seen as outsiders to the nobility of Therrezia.Therrezian Adventure Guild
The land and wilderness of Therrezia is a hostile place, and more so than other nations is prone to strange creatures of all sorts stalking the countryside. It is thought that the eldritch energies that still permeate the region lead to an increased outbreak of strange magical phenomenon. This has led to various monstrosities, undead and monsters of all sorts being much more commonplace. This obvious disruption has required a solution from the Therrezian nobility, and for centuries they have endorsed what is referred to as the Therrezian Adventure Guild. Each town and city will have one or more Guild-houses set up to recruit from the general populace to hunt any monsters that pose a threat to the population or the interest of the Nobility. More details of the Therrezian Adventure Guild can be found hereBlack Powder
A technological discovery in Therrezia that occurred roughly a century ago, black powder has catapulted the Kingdom in regards to its power on the world stage. Much of Therrezia's industry is now focused on exploiting the alchemical element known as black powder, a secret closely guarded by the nation. This has led to the development of cannons and other firearms, and bolstered the economy greatly. Many other nations have trade pacts with Therrezia for the supply of such weapons, although this is monitored and regulated fiercely. Black powder has also boosted Therrezia's industry in other ways, including mining and production, with the substance being used in limited quantities in the working of strange machines to produce all manner of goods.
Founding Date
~500 BA
Demonym
Therrezian
Government System
Monarchy, Absolute
Currency
Gold
Silver (5 silver = 1 gold)
Copper (10 copper = 1 silver)
Silver (5 silver = 1 gold)
Copper (10 copper = 1 silver)
Official State Religion
Subsidiary Organizations
Location
Official Languages
Neighboring Nations
Related Species
Tieflings: 30%
Kalashtar: 22%
Humans: 18%
Kobolds: 9%
Dwarves: 8%
Halflings: 5%
Elves: 5%
Other: 3%
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