Before the Drouiniste war, Teravide was carved into five large states,
all of which exhibited fairly impressive levels of political cohesion,
administrative sophistication, and security of person and property.
Today, all but one of these states is utterly demolished. In
their wake are a multitude of small, ineffectual polities, many of them
mere city-states, which have scant hope of long-term survival and which
provide little in the way of security for their inhabitants.
Banditry, corruption and lawlessness are the order of the day in
most of these places. Even worse, there are huge swaths of Teravide
which today are essentially ungoverned. The Drouinistes eradicated
virtually all of the landowners of Teravide: the feudal nobles of Aubry
and the Empire Nordique, the merchant oligarchs of Mulvenna, and the whole
state apparatus of the Free Republic. Thus, the countryside has
almost everywhere been thrown into chaos, with peasant farmers battling
one another and their would-be overlords in the cities for de facto control
over their new holdings. Worse yet, dangerous beasts have begun to
thrive once again in the wilderness, threatening what little remains of
civilization.
Here, then, are the most significant political entities to have emerged
or persisted in the postwar period:
Anavatan
Government: Chieftains.
Capital: None.
Products and manufactures: furs, horses, lumber, wool.
Population: 190,000 (est.) -- Human 30%, Hobgoblin 30%, Goblin 20%, Bugbear
10%, Other 10%.
The re-establishment of civilization in the northwest steppe has proved
impossible, as hordes of nomadic goblinoids have established a proto-state
there. Their raids have become more aggressive and far-reaching of
late, making them a serious threat to law-abiding communities in western
and central Gervais.
Charron
Government: Dictatorship.
Capital: Charron (22,050).
Products and manufactures: ceramics, leather, rice, sugar.
Population: 218,000 -- Human 85%, Halfling 10%, Other 5%.
The former imperial capital is much reduced in grandeur nowadays.
Control of the city and a few outlying areas has passed to the Baron
de Therrien, one of the few remaining men in Teravide with noble blood.
On this basis, Therrien gained the support of the remnants of the
gendarmerie and was able to establish authority within the city soon after
the liberation. Since then, he has worked hard, and with some
success, to restore order to Charron. He has even managed to restart
some of the critical riverine trade between Charron and Narbonne, although
at levels far below those existing before the war. Despite all this,
the Baron's legitimacy is rather weak, as he was little known and loved
in the old Empire. Therrien's holdings did not encompass the city,
and his family played only a small role in imperial politics.
Cossète Sanglant
Government: None.
Capital: Cossète (22,400).
Products and manufactures: beef, cloth, maize, pork, silk, spices, wheat.
Population: 80,000 -- Human 75%, Elf 10%, Gnome 5%, Other 10%.
Cossète, once the brilliant jewel of the Empire, is now "Bloody
Cossète," and has descended into utter chaos. The city and
nearby countryside are divided by warring gangs who fight for little more
than naked power. Neither life nor property is safe there.
Doléac/Urepel
Government: Unknown.
Capital: Doléac (18,000 (est.)).
Products and manufactures: Unknown.
Population: 40,000 (est.) -- Orc 95%, Other 5%.
The rugged and beautiful Aubrien city of Doléac was occupied by
orcs soon after the war, and is now an orcish stronghold (known as
Urepel to its inhabitants). Interestingly, the orcs have thus
far shown no interest in the pillaging and conquest for which they are
famous, although this could of course change at any moment.
Dwarven Realms
Government: Clan-based confederation/bureaucratic empire.
Capital: Thelvenheim (34,100).
Products and manufactures: armor, gems, iron, salt, silver, steel, weapons.
Population: 1,950,000 -- Dwarf 80%, Human 10%, Gnome 4%, Other 6%.
The dwarven clans, under the leadership of Jorgen Samuelsson, are the only
political force in Teravide to survive the Drouiniste wars more or less
intact. The dwarves maintain control of all their historic territory
-- the Ulfsberg, Åhlen, and Sjölander mountain ranges -- and
have also occupied much of southeastern Aubry, near the Karlspur, as well
as the whole of the Free Republic. The Realms are organized nominally
as a clan-based confederation, but in practice power is wielded through a
large, bureaucratized state apparatus centered in Thelvenheim. The
leader of Clan Samuelsson, given the honorific of High King, enjoys the
direct allegiance of the other clan leaders, and controls the various
state agencies, including the army. The bureaucracy is staffed more
or less meritocratically, although it must be said that the Samuelssons
and other wealthy clans are overrepresented in their ranks.
Interestingly, the High Kings have historically claimed sovereignty
not just over their territories, but over all of dwarfkind, wherever they
may be found. Before the war, these claims were amusing at best,
but with the collapse of authority nearly everywhere in Teravide, they
must be taken more seriously. These extraterritorial assertions have
been particularly controversial in the areas currently occupied by dwarven
armies. Dwarves in these territories have found themselves subject
to a different set of laws than those applied to their neighbors, leading
to resentment, if not outright hostility, in many cases.
Great Lakes Commonwealth
Government: Theocracy.
Capital: None.
Products and manufactures: cloth, cotton, fruit, spices, vegetables,
weapons, wine.
Population: 205,000 -- Elf 60%, Human 20%, Gnome 10%, Other 10%.
With Waterbury in ruins and the human population of Mulvenna scattered and
weak, the elves have emerged from their forests to reclaim at least a
portion of their former empire on the shores of Lake Paivi. Nicholas
Hynynen-Kenworthy, the current Grand Druid of the Lakes, is trying to
establish stable rule, if not the old druidic theocracy, but has enjoyed
only moderate success. Aside from internal factionalism, the project
has faced resistance from the newly-strengthened wicked creatures of the
wood, including a pair of green dragons who see an opportunity to dominate
the Great Lakes area.
Greater Fillion
Government: Military dictatorship.
Capital: Fillion (14,000).
Products and manufactures: beer, cloth, furniture, furs, lumber, whiskey,
wool.
Population: 245,000 -- Human 65%, Dwarf 20%, Other 15%.
The old Aubrien capital is now the center of a far smaller state,
controlled by the remaining elements of the army of the Duke of
Clairveaux. Their leader is Jean-Claude Rossy, a captain during the
war, and a justly decorated war hero. Rossy's rule has been fairly
harsh, but perhaps necessarily so.
Morency
Government: Republic.
Capital: Beaudin (2,100).
Products and manufactures: furs, gold, iron, lumber, pork, silver, wool.
Population: 210,000 -- Human 70%, Elf 20%, Dwarf 5%, Other 5%.
The old Grand Duchy, never strongly centralized even in the Empire's
heyday, has nonetheless managed to maintain some level of political
cohesion after the war. The city of Beaudin moved quickly to
establish a representative Town Council to govern them. Shipwright
and merchant Samuel Pocklington serves as Chair of the Council. Under
the Council's leadership, Beaudin has since re-established its Port
Constabulary and its militia, and has been working to expand its political
reach to nearby settlements, such as Terbenche, Port Kilrea, and Giroux.
This effort is hampered by the limited manpower and resources
available, and the general exhaustion of a people still recovering from
a devastating war. Still, things in the far northeast are better
than elsewhere.
Narbonne
Government: Magocracy.
Capital: Narbonne (6,100).
Products and manufactures: leather, rice, salt, silk, sugar.
Population: 110,000 -- Human 80%, Orc 5%, Other 15%.
The port city of Narbonne is governed by a very unlikely man: the sorcerer
Aaron Harshaw, utterly unknown before the war and a political novice.
Harshaw gained his post as mayor as the city was being reclaimed from the
Drouinistes. In an epic battle, he almost single-handedly defeated
a small army of trolls and ogres who had come to occupy the city.
Harshaw rode a wave of popularity to the mayor's office, where he
has been ensconced ever since. Harshaw is well respected and loved among
the people of Narbonne, but their tolerance for him as leader may be
waning as the local economy falters and postwar disorder continues.
South Gervais Republic
Government: Military dictatorship.
Capital: Thurier (15,600).
Products and manufactures: gems, maize, wheat, wine.
Population: 2,090,000 -- Human 85%, Halfling 5%, Other 10%.
The strongest postwar force in the lands of the old Empire is based in
the south. General Sébastien Noël and his Army of the
Reconstruction control a long swath of the southern Gervaisien coast,
including the city of Thurier. Noël was once commander of the
Empire's Western Army, a force which was nearly obliterated by Drouiniste
forces in 506. Noël managed to survive the carnage under mysterious
circumstances, and resurfaced shortly after the war to assume command once
more. His army of eager volunteers has succeeded in establishing order,
but at a terrible price to liberty. The other factions in the former
Empire have allied together in loose fashion to prevent Noël from
dominating or conquering them.
Occupied Thorburn
Government: Military dictatorship.
Capital: Lessard (17,500).
Products and manufactures: art, beef, books, copper, fish, lumber, maize,
salt, ships, silver, wheat.
Population: 1,660,000 -- Human 80%, Halfling 5%, Gnoll 1%, Other 14%.
The Free Republic, always misnamed, is now occupied by dwarven armies, who
have remained since the war, and are trying to tear out Drouinism by its
roots. General Per Samuelsson heads a strict and unyielding
administration. The government here will be of a military character
for the foreseeable future, a fact which has begun to chafe at the
Republicans -- the human inhabitants, especially -- who have known nothing
but domination and misery for the last several decades.