Terrall in Depth

Terrall in Depth: Hominia Part 2: Political Organization

For this article, I’m reposting the Hominia map because it’ll help for reference:

Hominia is divided into city-states and protectorates. Each city-state has varying degrees of jurisdiction over its protectorate, which for the most part are wild and sparsely populated. For example, Teolos’s protectorate is the Forest of Illwyn which it maintains with ruthless efficiency. The City of Sands’ protectorates are the Alamaro Wastelands and Highlands, though it exerts no control over either. Residents in the protectorates can chose whether or not they want to be citizens of their respective city-states. The reason for this can be traced back to when the goblins tribes were wiped  by the goblin plague in 9822. Before this, the tribes moved between protectorates freely.  Not making them citizens avoided potential warfare.

The eight city-states are:

New Delta: The largest, most advanced and most powerful city-state. It is comprised entirely of mile-high towers built of mile-square plots.  New Delta is Terrall’s only democracy; its Mayor and City Senate are elected by popular vote. Its exact population is unknown but generally considered to be upwards of two hundred million. This is more than the rest of Hominia combined and therefore New Delta consumes more resources than the rest of Hominia. It is  estimated that humans, along with half-humans, make up about fifty percent of the population. Deltan elves account for around thirty percent. The rest  is made of every other hominid race along with most other sentient species (Avians, brac’tai, Uthirans etc.) Even the fully-aquatic Mer have a presence as they maintain the vast sewer system under the city. Finally, New Delta primarily uses its protectorate, the Deltan Plains, for farming in order to feed its massive population.

Teolos: The second most powerful city-state and home of the Teolian elves. It is a totalitarian oligarchy ruled by the Mage Council and exerts supreme control over its few million residents. It’s divided into the crystalline section, home to only a few hundred thousand residents and the government, and the wooden suburbs, home to the rest of the population. Teolos’ protectorate, the Forest of Illwyn, is protected fiercely by the Teolian Rangers. They keep the forest wild and safe from poachers and loggers. Despite being small, Teolos is very influential thanks to its knowledge of magic and self-righteous attitude.

Brocenback and Alkhan: Brocenback is home to dwarves and ruled by the Dains. Alkhan is home to gnomes and ruled by the Deep Kings and Queens. They are two distinct city-states with distinct cultural differences and were once bitter enemies. However, in recent times, they’ve grown quite close to the point where they’re considered one political entity. Gnomes and dwarves are interbreeding to the point that the races are merging into gnarves. They’d be second poliitcally, but since they’re both underground they tend to focus on their Cromag Range and Underground protectorate instead of getting involved with others. They do interact with the City of Sands due to its close proximity to Alkhan.

The City of Sands: Technically fourth on the importance scale, the City of Sands is literally a giant metal box sitting on top of the only oasis in the Alamaro Wastelands. It is the “Mos Eisley” of the K23 Universe, a lawless hive of scum and villainy. It has no official laws and its ruler, the Sultan, is largely a diplomatic figurehead. This is where fugitives escape to and where various organizations conduct banned research away from prying eyes. The only organization bringing order to the city is the J’Harderith, a religion of hominids who worship Harderith. They regularly feed criminals to the Uthirans who park themselves inside the temple. Finally, the city sits in a mystical vortex where the wall of reality of thin and the divine presence is felt more strongly. The city regularly gets shaman pilgrims due to this. While the city technically has the Alamaro Highlands under its jurisdiction, it doesn’t have the power to rule over it. The native Komodo are completely autonomous and do not consider themselves under the jurisdiction of anyone.

Tirkvah: This is a large tent city used by the kobolds in the winter to create cooked gelatinous cube gel, an expensive delicacy enjoyed by all. During the rest of the year when the cubes and other livestock are being herded on the Kobold steppes the city is lightly populated and is mostly used for commerce with various merchants.

Siquan: Like Tirkvah, its existence is mainly economic as is the major vacation destination for all of Hominia. It was literally carved out of the trees in the Mederwari Jungle by the purrs. The purrs are all too happy to suck tourists’ bank accounts dry as Siquan can be quite expensive. With resorts perpetually expanding as the trees grow and the environment kept pristine, however, it’s well worth the money.

Gruck: Not really a city state, just a collection of dwellings sitting in the mud in the middle of the Ogunlands, home to ogres and goblins. It has no government and no economy. All of its residents are considered the poorest in Hominia. 36 Hours in Gruck explains everything one needs to know about Gruck in detail.

In the next article, I’ll explain Hominia’s trade and economic set up as it has a standard currency, calendar and measurement system.

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