Mexica

As seen in

Mexica is a land absolutely drenched in the element of decay, Dalyeric. Torpid and lurid waters meander towards the ocean so slowly it resembles a colorful sludge. Yet it isn't nearly as dangerous as what lays beneath. Fungi and insects thrive in this humid environment, growing to unnatural proportions in Mexica and their venom far more potent. Accians may have a poor understanding of bacteria and illness but even they know this place is home to plague and illness.

Mexica was once counted among the territories of the Kingdom of Accia but their noble family seceded more than a century ago. Now their descendant has created a pirate stronghold and her familiar lurks the fogbound coast, sinking any would be invaders. This has crafted the Peninsula into not only one of the most dangerous regions in Emynea but also the most lawless. The pirates may have their own code, but deep within the foulest reaches of swamp, only the jungle is in control.





Geography



Mexica is defined by continuous, dense jungle and an acrid swamp. Rivers from both the Tenebrous Chain and Skaney empty into this mostly flat peninsula, slowing and stagnating before meandering out to sea. A considerable estuary hides under a screen of thick tropical jungle. Mangrove trees hover over the murky waters, their roots grasping into the swamp and entangling any foolish enough to swim here. Giant fungi and insects of every kind can be found in Mexica, dominating the landscape. Toxic bogs, flora and fauna are plentiful and all manner of rare and potent diseases hide within. For humans, this is one of the most dangerous locations in all of Emynea. Even the plant life are man eaters!


Elemental Phenomena



Dalyeric wove a special effect into Mexica, once their seat of power, benefitting all organisms falling under their influence (fungi, bugs, bacteria). They are nourished further by the energy laced water and sediments washing in from upriver. All of these organisms belonging to Ithkor, Bulok and Veksit have grown larger than they would in any other location. Even poisonous and venomous species have grown to larger sizes and their toxins have become more potent, influenced by Torith. It may seem like rotting discord but the ecosystem of Mexica is complex and orderly, a beautiful but acrid dance of decay. After all, Krithda is another aspect of decay, on display and interlaced with the ecosystem of Mexica. It has its own beauty, if one can stand the subtropical, humid and rot choked air!



Wildlife



Aside from Dalyeric's organisms, animals and plants already calling this region home have almost all been blessed with insect features or at least one of Dalyeric's other aspects. Chimeric beasts, many blessed by Dalyeric's children Zuvaath or Malrot, give the swamp an otherworldly vibe if not nigtmarish to outsiders. Eerie reptiles and birds with insect legs and eyes or who live symbiotically with fungi growing on their bodies can be quite unsettling. Mushrooms straddle or cling to every surface, dragon sized centipedes with chitinous armor skitter between branches, swarms of viruses the size of bees are ready to pick victims apart—its a truly unnerving environment.



History



In the past, Mexica was the base of the Mexica Empire who worshipped Dalyeric and Zalikar as their gods. Dalyeric guided their followers from their Seat in Cihuateopan. However, long before even this it was a peninsula to a much larger nation. The Erlithmanil moved and attached the peninsula to Eluziar when they reshaped the world. This was just after the Birth of the Erlithmanil. Only they recall it's original name and Dalyeric took it as their Seat in some unspoken joke between they and those aware of its origins.



Civilization



Despite the utter danger of the peninsula, there are two successful cities. One of these is Cihuateopan, base of Ilnithic and clearly no tourist attraction, but the second his home to the largest nest of pirates in Emynea, a Pirate Stronghold. This is a lawless region, far too dangerous and unpleasant to regulate. There is no government, only pirate code and even that only matters along the edges of the coast.

Once a duchy of the Ten Houses, their current leader descends from a noble turned pirate who seceded their lands from the kingdom. She and her familiar are a considerable foe to the kingdom, their protection allowing pirates to thrive along the coast of Mexica—along the southern seas in general. Their primary port, tucked into a hidden grove of mangroves and pocked with mushrooms, is a massive destination and trade hub for all pirates, thieves and any looking to escape the kingdom's laws. For the only others calling this swampy landmass home are rogue mages, shape shifters and those not wishing to be found.





Cover image: by Lee Stepp