Governance in Fourth Age Teravide

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.