Terusia Isthmus

The Terusia Isthmus is a small area bordering Azan, and was a part of it until about 50 years ago. The area's residents, a mix of drow, humans, and tieflings, rebelled in response to Azan's plans to raze a large slice of land to build a large canal to connect the north and south seas. It however is likely that their independence will only last as long as Azan's eastern border continues to be a problem.
== History ==
The border between the drow and the Azan Empire has changed frequently since the drow first established themselves in the Ashlands, with many battles fought among the hills and valleys of the Scabbard Range/Terusia Isthmus. For several centuries, the Whispering Woods have served as the de facto border on the southern side of the mountains, and the Grey Marshes have served as the northern boundary.
However, 50 years ago, rumors began to spread of a plan to demolish the city of Valens, and dig a canal to the nearby dwarf ruins of Zalivarr, which it is said was once the entrance to a massive underground canal leading to the far side of the isthmus. The goal of this of course would be to rehabilitate the underground canal, allowing ships below a certain size to be pulled from one coast to another.
It is unclear whether this plan was ever truly viable, or even anything but a rumor, but needless to say, this wasn’t popular in Valens, and also in other cities as well, as most rely on the transport of goods through the mountain passes to form the backbone of their economies. The legion and local administrators were either driven out or defected during a three-year long rebellion, and the Terusia Isthmus as been independent ever since.
== Government ==
Niikolai, a fort city near Whispering Woods, is the de facto capital, though the smaller the community, the more independent it is, with the smaller villages and hamlets essentially self-governed. The Council of Worthies rules Niikolai, and to a lesser extent the other cities and towns.
== Economy ==
The backbone of the economy is the transfer of good from the north coast to the south coast, or vis-versa, via footpaths through the mountain passes. Most cities and towns other than Niikolai and Varens have a “twin” located on the opposite coast. 
Fishing is also a key industry, as is ship building and repair.
Due to the mountainous terrain, farming is difficult and is mostly restricted to what is needed to support the local population. Small grain farms and vineyards are common along the coast, while sheep herding is common along the mountain slopes.
Forestry to support the ship building industries is also important, with several fast growing species like the Oderica Pine providing most of the wood.
Due to the threat of invasion by the drow (and more recently by Azan), little wealth is kept or invested in the Isthmus. Buildings tend to be small but functional, made from wood or white stone and terracotta tiles. Wealthy nobles and merchants tend to have roots in other nations, and many send much of their wealth abroad to banks, investors, and family for safe keeping. 
== Foreign Relations ==
=== Azan ===
Although 47 years has past since the end of the rebellion, everyone knows that Azan will one day attempt to regain this province, though it is unclear whether they will invade directly, subvert politically, or perhaps merely wait until the drow launch their own invasion, then come to the rescue, for a cost... Despite this, many of the merchants that ship goods through the Isthmus are Azanese, and the two regions are too culturally similar for there to be a strong hatred between the commonfolk.
=== Drow City-States ===
The drow have controlled the western portion of the Scabbard Range for over two centuries, and it is almost inevitable that one or more city-states will try to expand eastward. But for now the main drow alliances prefer raiding northward, and only occasional minor raids pop up from the cave networks beneath Terusia.
=== Bumi, Gvilderstaaten, Terpysythea, Azhar Nar, and Lorient ===
Aside from Azan, these nations are the most frequent users of Terusia’s mountain passes, and you will find merchants and sailors from all of them in Terusia’s port communities. However, Terusia’s government trusts none of these states as all of them would benefit if Azan were to somehow forge an underground canal through Terusia.
=== Daligrad and Moreelese ===
Two more relatively frequent users of the mountain passes, the criminal organizations of these regions have mixed feelings about Terusia’s independence. On one hand, Terusians are far easier to bribe now that they are independent, on the other hand, the underground canal would also open interesting possibilities. 
== Geography ==
Although the coastal regions have a similarly warm climate to neighboring regions, most of the central isthmus is mountainous, and in some places the mountains directly border the sea, while in others they are surrounded by foothills. 
When the Terusia Isthmus province rebelled, most of its smaller administrative subdivisions were swept away. However, Terusia is often subdivided into seven informal regions based on varying subcultures and economic ties.
Despite its small size, it has a range of interesting features:
=== The Marchlands ===
Once this region was well fortified by Azanese Legionnaires, but Terusia’s governments can’t (or won’t) pay the salaries of a large army, so now this region is home to a few minor forts and half-empty villages. 
==== Geistfox River ====
A medium sized river, ignored by most maps of the region but crucial for northern trade it is frequented by trade and cargo barges, small river watch boats from Niikolai and even river bandits. It's source in the Northern stretch of the Scabbard Range has yet to be found and it stretches for hundreds of miles down to the sea. Passing a number of small towns and villages before reaching Niikolai.
==== Dhornfaldur ====
On either side of a narrow but deep valley, some ancient dwarven civilization has carved several massive statues in a style not recognizable by modern scholars. 
==== Fort Daligrad ====
Named for the city of Daligrad, but otherwise has no connections to it. This isolated fort is at the end of a long valley between two mountain ranges. Some say the drow could have overrun it ages ago when Terusia became independent, but like being able to having something to torment without crossing deep into Terusian territory.
==== Iasedon ====
This fortified harbor has been sacked by drow slavery on several occasions, but people keep returning as the lobsters and crabs in the area are particularly large and valuable.
==== Whispering Woods ====
The Whispering Woods are one of the many alpine forests bordering the Scabbard Range. Made up of rock hard Oderica Pines which grow along the rocks and White Oaks which grow along the plains, the Whispering Woods serve as a natural border between Terusia province and the Blasted Plains that lead into Drow territory. Arching through the Woods is the Geistfox river, so named for the spirit like creatures seen to inhabit the forest, which starts in the mountains and goes south towards the coast. The river is the only real way through the Forest unless you skirt the edges of it, as the deep you go into the Woods the harder it is to leave them.
=== The Prize ===
The Azan Empire reclaimed this area during the last major push against the drow, and it was initially settled mostly by retired legionnaires. Under normal circumstances, this region would have been one of the most staunchly loyal, but Governor Belisarius, highly popular in the region, threw his considerable charisma and political capital behind the rebellion. 
==== Ancius ====
This mountain valley town sits on the banks of a deep lake that is home to a nymph clan. People in the area are unusually attractive as many have either distant nymph or drow, sometimes both, and not so distant.
==== Hesychia ====
This large monastery is dedicated to Saint Hesychia, who died fighting the drow.
==== Niikolai ====
A former Azan city along the southern coast of Terusia. Niikolai started as an Imperial fort atop a flat hill, overlooking a natural harbor and the flows of the Geistfox where it meets the sea. It would eventually become the core of the city. The thick, and tall walls of the fort making an effective citadel and center of government. The fort is home to the Council of Worthies, the petty Nobles and Merchants who maintain governance over the province. It is also home to a professional Cadre of soldiers, the Niikolai Lost Legion, made up of the descendants of Azan Legionnaires who stayed behind when the Empire withdrew from the Province.
==== Melodus ====
Like many towns and fortresses in Terusia, this town started out as an Azan coastal fort. Although the fort walls are now in ruin, the core of the town is still located within its walls.
==== Tribunas ====
This town is the birthplace of Governor Belisarius, the charismatic military genius who was one of the driving forces behind the Terusian Rebellion. Without him, many folk in Niikolai would have never even considered joining the rebellion, nor would have an entire legion defect to the rebels. Belisarius’s descendants aren’t particularly noteworthy, but still have a lot of influence in Tribunas and Niikolai. 
=== Old Skognaewynn ===
This region was once part of one of the larger dwarven kingdoms, and is believed to have been part of several even older dwarven nations that are now barely remembered. It is dominated by the Halla-Khubruil overland trade route used to move shipped goods coming to or from Scimitaria. Dwarves are more common here than elsewhere in Terusia. 
==== Comnena ====
Efforts have been made over the years to turn this old fort town into an alternate port city for goods coming north from Galla, but the swampy delta area requires frequent dredging to handle even medium sized ships. The town is instead used as a market town for nearby farmers, but the land is of poor quality, and it is common for large swathes of it to be abandoned anytime there is drought, slave raids, or trouble with nearby harpies and goblins.
==== Halla ====
This city is in some ways the most stereotypical of the Terusian cities. A bustling port where goods are transferred from ships to barges or donkeys (or the opposite), it is not as wealthy as some would think as Terusia already has too many enemies without making more by charging high taxes. Many nearby villas are home to lesser branches of powerful Azanese noble and merchant clans. Most stayed neutral in the rebellion as their leaders are more interested in profit than politics.
==== Khubruil ====
This city is one of the few remnants of the once formidable dwarven nation of Skognaewynn. It now the northern end of the Halla-Khubruil overland trade route. Due to the cities it most often trades with, there are lots of sea elves, drow and half-drow living in the city. Due to its dwarven heritage, it is also home to an unusually high number of dwarves, who answer to a dwarven prince (although any dwarven clan leader with reasonable sized holdings can call himself a king, only a handful were awarded the title “Prince of the Realm” by the Azan Empire, Skognaewynn was one such princedom, and the heirs of the old noble family still use the title, even if Skognaewynn is no more, and the title is no longer recognized by Azan even before the Terusian Rebellion). Khubruil was a reluctant member of the rebellion. Should the undermountain canal somehow be built, its status as a trade city will be greatly enhanced, as it is located at the other end of said canal. 
==== Krodgrazan ====
This ruined dwarven fort is now the midpoint of the Halla-Khubruil route. It generally takes about a day to reach it from either direction, and as a result, most caravans camp here for the night. It is a rowdy town of tents, stables, corrals, docks, warehouses, and taverns built among the old dwarven ruins. An ancient dwarven tunnel located in a nearby valley is an invaluable shortcut to get to Khubruil. 
==== Varens ====
This moderate sized city of canals and dry docks is located among the ruins of the dwarven hold of Zalivarr, as well as the river delta formed by water draining from a massive rock pile in the centre of the ruins. The ruins, and the river, are said to connect to an underground canal that was painstaking carved out by the dwarves in ancient times to connect the ocean on either side of the isthmus. However, any attempt to reestablish the canal would not only require the demolition of much of Varens, but would also damage the economy of most of Terusia’s other cities.
=== Tranquility Coast ===
Although it has no cities, Tranquility Coast is home to a large portion of Terusia’s farmland, and also a large portion of its population. The pleasant climate and high percentage of Tri-God and Moon God followers help give this region a reputation as one of the most bohemian and relaxed parts of the world. 
==== Androniki’s Grotto ====
This cluster of coastal hamlets has an unusually high percentage of caves and sinkholes, the largest of which have been converted to a sprawling outdoor shrine to the Drow Moon Goddess.
==== Aytollo ====
This fortified monastery sits on a difficult to reach plateau on the side of a mountain. It was at various points a religious library, a nunnery, a legion fort, a cult stronghold, a crime lord’s residence, and a harpy nesting ground. These days it is mostly abandoned, but griffon riders use part of it as an outpost. 
==== Bacchus ====
This small town is located near the western edge of the Firefly Hills. Bacchus Valley is mostly used for goat herding, but gold has been found here from time to time, so there is also prospectors and gold sifters.
==== Calliope ====
This market town is home to both a somewhat conservative minded Azanese nunnery and a shrine to the Tri-Gods in the Vestan tradition. The two sometimes clash.
==== Dominus Palace ====
This large villa was used by certain Emperors of the Fifth Dynasty as a summer retreat, and it was later rebuilt and used by certain Emperors of the Seventh and Eighth Dynasties for similar purposes. In theory it is still one of many properties available to the Emperor and his favorites for such purposes, but for the past few centuries most Emperors have stayed closer to the Heartlands for recreation. It was looted during the revolt and is now home to assorted squatters.
==== Esi Edhil ====
This massive wood elf fortress is woven from the branches of living trees. Although it has been sacked on several occasions, the trees eventually regenerate to their original shape (more or less). It hasn’t been used for military purposes for centuries, but assorted troublemakers occasionally take residence.
==== Eupha ====
This coastal fort town is mostly famous for its massive cemetery, the site of several battles during various wars between the drow and Azan. 
==== Firefly Hills ====
This long stretch of foothills on the southern side of the Scabbard Range is imfamous for its indigenous fireflies, which come out in vast numbers for several months each year in the summer.
==== Fort Lydia ====
This old fort is now a market town that serves a region famous for its cheese.
==== Fort Saldae ====
Once a major fort, it has mostly fallen into ruin and become an easily defended fishing village.
==== Fort Resolute ====
This large naval fort, and the island it sits upon, is one of the few areas that remained loyal to Azan. Although it is a linchpin to Azanese naval operations in the area, few in Terusia seem in a rush to capture it as the naval squadrons here continues to attack drow slavers, Nasrian corsairs, and other threats to the southern coast. 
==== Melunda ====
This large village is located near a prominent outdoor shrine to the drow moon goddess.
==== Palam ====
This lumber town is one of many that will pop up and disappear over the course of a few decades. Harvesting Oderica Pines and other quick growing trees is an important industry, but like the powerful Porter’s Guild, the Lumberman’s Guild ensures wood can’t be harvested in Terusia particularly cheaply by blocking the use of unlicensed labor, which indirectly ensures Terusia’s forests aren’t overexploited.
==== Savona ====
This large fishing village is just one of many along the coasts. It is mostly known for being founded by Vestans, and some cultural Vestan traditions still linger.
==== Sopianae ====
A typical market town, pretty much the only interesting thing that has ever happened here is the rumored encounter between a randy noblewoman and a goat.
==== The Happy Circle ====
This hamlet/shrine is dedicated to the “Bright Ones”, a trio of faerie lords whose main power base is in Faarowt.
==== The Standing Stones ====
This odd set of ancient ruins consists of hundreds of massive quarried rocks propped upright and arranged in geometric patterns. A nearby cave network is said to be haunted. No one remembers anything about the culture that created The Standing Stones and whether they are human or fey, though similar structures can be found throughout the northwest.
==== Vasileia ====
Unlike many parts of Tranquility Coast where the land meets the ocean via low rocky cliffs or rough coral, the coast around Vasileia is made up of kilometers of pristine beach sand. Many small villas and hostels can be found there for folk of means.
==== Vynoinne’s Aerie ====
This nearly unreachable mountain top fortress was once home to Vynoinne, a legendary harpy queen and raider. On behalf of the Elven Empire, she raided and harassed Azanese soldiers as they tried to advance across the isthmus. Known for her roguish daring, but also acts of mercy, the slaying of her and much of her clan by a group of powerful mages was seen as something of a tragedy even on the Azanese side. These days, small groups of harpies occasionally nest there, but a veteran unit of Terusian griffon riders has become adept at driving out any major nuisances from here and other potential nesting grounds. 
=== The Cauldron ===
This region takes its name from the large, circular valley that rests between two mountain ranges. Historically it was the site of many fights between the Azan Empire and assorted fey nations, and even in modern times, the fey still linger in some areas.
==== Cauldron Foothills ====
The steep foothills of this region are covered in thick, old growth forest. Although few in number, enough fey still live here that logging is only undertaken with heavily armed escorts. Harvesting alchemy components and hunting is fairly safe though. Fey that live here include pixies, gnomes, nymphs, dryads, goblins, brownies, and the occasional harpy from the mountains.
==== Callinus ====
This large coastal village serves as the market hub for dozens of small hamlets and homesteads in this rough, hilly area. The area’s two main claims to fame are the white stone ruins scattered about (left behind by some now forgotten fey nation), and the time they tricked a large force of Triarchy slavers into surrendering, then stripping them and dumping them in an area they knew drow slavers were operating. 
==== Giggling Wood ====
This otherwise unremarkable patch of forest contains several formations of ominous carved stones, and is also said to contain several fey circles leading to a dark region of the Fairy Realm. Unseelie aligned fairies and pixies sometimes harass travelers on the road to Psella and Trymras, but there is also the occasional disappearance, which is usually attributed to something darker.
==== Lake Angelus ====
This large mountain lake is home to a minor faerie lord known as Thiosa, who still holds sway over the water nymphs and lily pixies of Lake Angelus. Thiosa and her followers don’t accept human rulership and occasionally cause mischief.
==== Mhulus ====
This small town is mostly home to sheepherders and prospectors, however, it is somewhat famous as one of several locations where the large mountain mastiff breed known as Terusian Bear Dogs are bred.
==== Palama ====
This large coastal village is home to a massive lighthouse. Shipwrecks are not uncommon here, and some locals make a living collecting salvage.
==== Priscian ====
There are several monasteries and nunneries near this small coastal town, as a result, the inhabitants have a reputation for being uptight. The New Azan Faith is followed here, but the version of it followed is fairly conservative.
==== Psella ====
This small town used to be a fort meant to ensure the remaining fey of The Pocket didn’t get rebellious. However, this never happened, and Psella instead became home to an odd mix of refugees who now make a living fishing and farming along the shores of Lake Angelus, including drow, demon tieflings, and escaped slaves from nations to the south.
==== Trymras College ====
This magic school is of dubious quality and minimal discipline, but is still the largest in Terusia. It caters to anyone willing to pay its high fees (mostly the children of wealthy merchant families, but sometimes religious or political factions will sponsor someone with the right blend of innate talent and loyalty to the cause). Most classes focus on alchemy or scholarly subjects as the one on one training required to really unlock ones magical potential is generally reserved for the extra rich or promising. In theory the remote location helps students focus on their studies, but in practice, a small town as grown up around the college that features many taverns, brothels, and drug dens.
==== Vegh Borimm ====
The standing stones and ruins scattered across this region are a bit of a mystery. Some say they are dwarven, some say fey, and some say a mix of both. 
=== The Bleak Coast ===
The northern coast of Terusia is much less inhabited than the south due to the lack of quality farmland. There are still fishing and herding villages, but not as many as one would think. Occasional raids by goblins, harpies, and drow slavers aren’t unheard of here. The culture is influenced by the Ardennes Coast, but many humans here are visibly of ancestries even further north, likely ancient migrations from what is now Gviderstaaten and Northern Scimitaria. Perhaps as a result, the culture has some northern influences as well.
==== Axia ====
This small village survives on fishing and sheepherding, but also by trading with the she-ep that live in the upper reaches of their valley, one of the few places these strange fey are found.
==== Bhezos ====
Although unremarkable by most standards, there are plenty of towns on the Ardennes Coast just like it, this is one of only three towns on the Bleak Coast (though there are many more villages). The economy is dominated by fishing, lobster catching, and herding. 
==== Cxagdos ====
This isolated fishing village has a rather ominous reputation. Some say it is built near the shrine to some ancient aquatic demon. The locals are surly and unfriendly.
==== Deollun’s Rest ====
This remote mountaintop shrine was once home to the rogue dragon Deollun and his servants. Deollun disappeared two millennia ago, but the ruins are still avoided by griffon riders and others with the means to reach them.
==== Gnisvelk ====
This ancient town is cut directly into the side of a cliff. It is one of the last remnants of the Ghoton culture, more commonly known as the “Fishbone Culture”, that made a living in the harshest parts of the isthmus during the millennia of fighting between the Azanese and assorted fey cultures. They have mostly assimilated into Azanese culture, but some traditions remain.
==== Marinna Isle ====
This old fort on a remote island is one of many areas where merchants do business with local merfolk.
==== Mez’Barlena ====
This ruined drow surface fortress occasionally still attracts bandits, goblins, harpies, and other troublemakers.
==== Nankze Manzer ====
This remote valley is considered one of the most haunted places in Terusia. The now forgotten culture that lived here carved several towns, mines, and tombs from the sides of the mountains, in which they stockpiled high quality items, which often included some gold. A few looters and adventurers have become very rich hauling what they can from here, but few return. It is believed at least one lich and a few powerful ghosts live here. No large scale expedition has ever returned.
==== Ninborhost ====
This small Azanese fort sits on top of an older dwarven mine, which sits on top of an unidentified set of ruins. No one really remembers why there was so much interest in this remote mountain valley.
==== Qurvoa ====
This large fortress seats on a small island. It was one of the most remote outposts of an ancient dragon nation now absorbed into Azan. Its distinct appearance, which resembles carved mica, is rarely seen outside the Azanese Heartlands. 
==== Sreadfiark ====
This goblin colony is one of the few large and civilized enough for traders to bother visiting (usually trading pearls and cave fungi for knickknacks). Like many goblins in Terusia and elsewhere, they don’t serve a particular faerie lord, nor bother with religion. 
==== Than Tarum ====
This ancient dwarven fortress sits at the top of the largest peak in the Terusia Isthmus. Few have seen it as it is surrounded by impassable mountains, and the underground route is long lost. 
==== The Drowned Couple ====
This bizarre 30 meter tall monument just off the coast of a mountainous island depicts a nude man and woman tied upside down to a pillar such that their heads are submerged. Their features are incredibly lifelike, and the monument is practicably indestructible, having resisted erosion and vandalism for millennia. Its creator is unknown.
=== The Pass ===
The Gregoran-Rampos mountain pass is by far the most important of Terusia’s mountain passes. It is the preferred route travelling along the east coast of the main continent without stopping anywhere in Scimitaria. The well connected nature of the area’s ruling merchant class meant little fighting occurred here after the initial revolt by the Porter’s Guild.
==== Gregoran ====
A small but cosmopolitan city that forms one end of the Gregoran-Rampos route. The population is mostly human, but there are a few dragon and demon tieflings as well. The culture is heavily influenced by the Ardennes Coast, and to a lesser extent the Heartland, North Coast, and Gvilderstaaten. Many shipping and warehousing companies are owned by families in nearby Vatatzes. Perhaps its one claim to fame is being one of the birthplaces of the “Nouveau Westerling” fashion style, a flamboyant Gvilderstaaten style that features puffy bright colored clothes and roundabout hats. Although no longer particularly popular in Gregoran, it has been spread to many parts of the world by the mercenary subculture known as the landsknecht.
==== Little Daligrad ====
This large coastal villa is owned by House Aster and has an “everything goes” reputation. The nearby village is equally sleazy.
==== Rampos ====
A former Vestan colony in ancient times, it has grown into the largest city in the Terusia Isthmus. Despite supporting the rebellion, the city is still dominated by families from the Ianuarius Coast, who are happy to tolerate political instability as long as taxes remain low. Oddly, the largest merchant family is actually from Daligrad (House Aster, which also has extensive holdings in Azan, Gvilderstaaten, Calcabra, Aurous, and Zapolvach). The city has distinctly Vestan architecture, though clothing styles are a mix of Ardennes Azanese, Vestan, and Nouveau Westerling, not to mention the countless styles of sailors visiting from all along the southwest coast.
== Demographics ==
=== Humans ===
Most of the population are human, and former inhabitants of the Azan Empire, which of course is quite diverse in terms of human ethnicities. Inhabitants of the southern coast tend to have the stronger tan and darker hair associated with the core Azan Empire, while the inhabitants of the northern coast have paler skin and fairer hair, similar to Gvilderstaaten, the Isle of Wizards, and the northern coast of the Azan Empire. However, you will find both groups on both coasts, and many humans descended from other western maritime nations as well.
=== Drow and Half-Drow ===
Not uncommon in the Isthmus, most descend from ideological exiles from the drow city states like Eilistraeans, while others are descendants of slaves and their masters. Despite the long history of warfare with the drow city-states, the drow find Terusia to be among the most accepting of their kind, as most communities have at least a few long-term drow residents who can be relied upon to sniff out spies and infiltrators from the city-states.
=== Demon Tieflings ===
Many tieflings have migrated here from Gvilderstaaten, finding the people tolerant, and the lifestyle less cutthroat than their homeland. Demon tieflings have a known tendency to immoral and cruel behaviour, but locals are fine with longtime residents with no history of causing trouble.
=== Dwarves ===
There are surprisingly few dwarves in the region given the number of abandoned dwarven holds and mines. However most of these ruins were abandoned long before the arrival of the drow, their residents drawn to more plentiful opportunities in the Ashlands and the Baalps (regions which in turn were later overrun by the drow and gibberlings respectively). Most dwarves in the region today are farmers, fishers, and craftsmen.
=== Hobbits ===
Some hobbits have arrived from Gvilderstaaten, but they tend to be short term residents.
=== Goblins and Harpies ===
Small colonies of goblins and harpies live in the more remote parts of the Isthmus. Although not all hostile, enough are that they are usually attacked or avoided when they appear.
== Religion ==
Most inhabitants follow the New Azan Faith, sometimes with other pantheons partially incorporated like the Triple God Faith, the Dwarven Gods, or Eilistraree. 
== Military ==
Terusia’s main fighting force is the Niikolai Lost Legion, made of the descendants of defectors, deserters, and retirees of the legions that tried to put down the rebellion. Most communities have their own militia, and the more remote ones rely entirely on them for defence, knowing the closest Lost Legion garrison is far to far away to be of use.
Category:Geographic location
Category:Giantstep