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Taersi

Structure

The Arcane Council is the final authority in all things save those regarding the religion of Asmodeus. Each town and city has its own council, although only one arcane spellcaster is usually a part of this. These councils report directly to the Arcane Council and are expected to do so no less often than once every fortnight. The mayor of these settlements is considered the head of the council, although the arcane member is not subject to his rule.

History

Taersi has been a magocracy through its entire history, having broken off from the former country of Veshian a little over two centuries before the opening of the Hellgate. This happened after a violent civil war that lasted three years, with most of the arcane spellcasters siding with the rebels. The war nearly tore Veshian apart, to the point where its leadership finally agreed to allow the rebels to take some of the land as their own so they could form their own country.   Immediately upon being granted this land, the Arcane Council was formed by the first Lord High Wizard, Ichern Griefspite. He formed it with seven members, including himself, and began the creation of Taersi. It was decided that the new country would remain neutral in world affairs, and focused mostly on its internal affairs as well as the practice of magic.   The country prospered, its location helping establish trade that thrived, and its specialty of magic giving other countries the incentive of keeping peace with them. Without the worry of conflict or invasion, Taersi was able to focus on building itself up.   Forty-eight years after the founding of Taersi, Lord High Wizard Ichern died of natural causes. His predecessor continued his policies for a while, but then cut the number of council members down to five. Since that time, the number has varied depending on finding worthwhile members.   It was after the Hellgate opened and the fiends made their mark on Bastarre that Taersi gave up its neutrality. The emissaries of the Archfiend Asmodeus tempted them with the promise of more arcane power, and they gave themselves over to his patronage, although he has always let them run Taersi as they see fit. Their rule became more oppressive, with strict laws being imposed upon the citizens and any who travel the lands, and the country became more insular, granting its help only to those approved by their patron Asmodeus.

Demography and Population

Humans make up the bulk of the population of Taersi at around 85%. The rest is scattered among people such as half-elves, elves, halflings, and a smattering of others. Of course, there are also fiends that reside here, although their population varies more strongly.

Religion

Outside of the worship of Asmodeus by most of those in the upper echelon of society, the worship of Marticon is present as well. Individuals can also be found who worship the other gods, and also a few other devils, but any of this is frowned upon so kept secret for fear of punishment.

Agriculture & Industry

Located on the coast of the Sea of Ages, Taersi has a tradition of fishing and shipbuilding. These two industries make up a large part of the economy of the country. The eastern part of the country has excellent farming land, with rice and beans of various sorts being the most common crops.

Trade & Transport

Most trade takes place via ship, especially regarding the trade of rice, which is a popular trade item throughout Bastarre. One major road going north and south traverses the country, and caravans can often be found traveling this road.   Land travel usually takes place on the north-south road since the land can be rather treacherous outside of the settlements. There are a few smaller roads that lead to villages and other small settlements, but rarely do they get larges amounts of traffic.

Education

The Wizard Council of Taersi prefers to have an educated population, at least among those who live in the larger settlements. The population is expected to be able to at least read and write, with those in the middle class and higher receiving a more well-rounded education. The capital of Stelnar has a prestigious College of Magic, although there are strict guidelines for who may study there. Private tutors can be made available to those who have a talent for magic or who live in other towns and cities besides the capital. Those who study magic are closely monitored.
Type
Geopolitical, Country
Head of Government
Government System
Magocracy
Major Exports
Rice and beans are the most common exports, although there are a few spices that grow abundantly in the Taersi that most other places have little luck in growing.   Taersi also has a healthy magic item trade as well, at least compared to most countries. The country enacts strong regulations regarding this trade, and hefty taxes are put upon the more powerful items.

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