Welcome to Alsahra
- Stephen T. Polk
- Dec 11, 2023
- 14 min read
The world of Alsahra consists of two large continents, Sanghia in the west and Gau’yaenum in the east, and a cluster of islands in the south known as the Isles of Naradiyu. Though its official origin is a subject of much contention, collected histories have been (more or less) consistent for the last thousand years. Everything before that, however, has yet to be proven. Each culture has its own story, but one event of the past is certain: The Great Collapse. Thought to have occurred just-over a thousand years ago, this global crisis likely followed some unknown cataclysmic event in the South Nara Sea. The fallout is believed to have created Leviathan’s Rest, the largest ocean trench in Alsahra, and decimated every civilization throughout the world. Over time, new nations formed, and memory of the old world faded to obscurity, kept alive only by myth and legend. Tales as varied as the stories of creation.
According to the Divine Deulic Church and the theocratic Deutorian Empire: The old world had grown too far from their “creator and one-true God”, Deuhiim, and began experimenting with forbidden magicks that brought about nothing but death, ruin, and despair. Angered by the sins of His creation, Deuhiim descended from the Heavens with righteous blade in hand and struck the planet’s surface, bringing about The Great Collapse. With His Blessing, enough survived to start the world anew.
According to the Leün of Xiulan, the mortals of the old world once lived in harmony with the spirits that permeate through and protect nature. The spirits would grant favors for the people and the people would, in turn, honor and respect these spirits and care for the lands and seas of Alsahra. Over time, mortals deviated from this pact and began abusing and defiling the planet, corrupting the spirits within it. These twisted spirits became so spiteful and enraged they tore through the etheric veil and took grotesque and vicious forms designed to exact revenge. Destruction of the betrayers who destroyed their peaceful forms. Saddened by the chaotic bloodshed and violence, Mother Goddess Gau’yama, the spirit of Alsahra itself, sacrificed herself by ripping out her heart, using the infinite magical energy to cleanse the corruption and sealed the etheric breach. Though this act caused the Great Collapse, it was all Gau’yama could do to save Alsahra from destruction and restore peace between spirits and mortals.
Though these are but two of the many stories and theories behind the Great Collapse, they show how legends shaped new civilizations over the one-thousand and sixty-nine years since the old world’s end. Catalogued below are the nations of Alsahra and a brief account of their histories.
Nations on Sanghia
Deutoria: Current Ruler- Supreme Pontiff Lucius XIV
The human supremacist, theocratic empire of Deutoria was founded in the year 669 A.C.[1] by Supreme Pontiff Lucius XI of the Holy Deulic Church and Princess Edna. Being the eldest heir of the late-Torin monarchy, Edna relinquished power to the Church following King Edwyn’s untimely death. After the Supreme Pontiff dissolved the monarchy, he established Deulicism as the national religion and invigorated national pride through perceived exceptionalism. Within a decade, heresy had become treason punishable by either death or forced labor (dependent on the severity of the offence), and the Church’s Divine Legion completely absorbed and grew beyond Torin’s former military.
Fueled by free labor, national and religious pride, and an army of zealots, Deutoria began its expansion. Before Lucius XI died in 709 A.C., his theocracy had already conquered Varah and Ippos, two of the small countries that once lined the north/northeastern coasts of Sanghia. Succeeded in both title and mission, Supreme Pontiff Callixtus III, and each Pontiff that followed, continued the crusade to the point Deutoria became the largest nation in Alsahra. However, for the last one hundred years, the nation’s growth has slowed to a crawl by the Belantiir Desert in the south, the Vuhn’dahar Mountains in the west, and each of their resident nations.
Now, in the year 1069 A.C. and under the rule of Supreme Pontiff Lucius XIV, Deutoria remains the primary superpower on Sanghia, boasting both large, affluent cities and smaller, homely rural towns/communities. Life for a rich human believer is perfect, while life for a poor human/non-human believer is significantly less-so, and the non-believing non-humans are cast out, executed, or forced into slavery.
Rovai: Current Rulers- Shah Sayyid and members of The Chamber.
Second largest power on Sanghia, Rovai is a capitalist, democratic republic[2] within the Belantiir Desert and the primary force in the war against Deutorian expansion. An opulent jewel of the arid sand-sea, its heart rests along the southwestern coast and its territory extends out into much of the desert. While its wealth, and penchant for affluent flair, shines brilliantly among golden dunes and cerulean seas, it glares over its flaws. Chief among them, the detached, half-hearted leadership on domestic concerns from both The Chamber[3] and Shah[4] Sayyid, growing economic disparity, and a seedy criminal underworld. Yet, despite these interior issues, the vastly diverse population do live free and in (relative) racial equity. Though there is a slight human majority, much of the nation is made up of both immigrants and refugee families who fled the Deutorian conquests. Their cities range from progressive and affluent to cutthroat and frenetic, while the settlements outside the city are either impoverished from lack of resources from the capital of Medina, lawless from lack of proper guards, or thriving rural communities built around military outposts.
Hardened by the natural ferocity of their homeland, and aided by the Belantiir’s chaotic landscape, the Sandsea Serpents[5] have successfully repelled most Deutorian attempts into the desert for the last one hundred years. Though, even with such advantages, Rovai stands against endless waves from a vastly larger military. To stand a chance long-term, Rovai entered a tremulous alliance with their southern neighbor-nation, Nake’Pira. With funding, resources, and occasional reinforcements from the typically reclusive Ko’atl, the two nations have remained independent to this day.
Nake’Pira: Current Ruler- Drah’harak Tiaman and his Court
Though more has been learned in the thirty years since their alliance with Rovai, Nake’Pira is still a nation with many secrets. Shrouded in the jungled oasis covering the southernmost tip of the continent and protected by a 100ft wall of flaming stone, few have ever set eyes on the nation. Reports and rumors suggest they pride themselves on culture and tradition, electing to wear slightly updated versions of ancestral garb and maintaining their spiritual customs. Worshipers of the legendary celestial dragon, Tira’Kah[6], Nake’Piran’s place profound importance on the stars and the world’s place among them.
Arguably the oldest civilization still alive today, it is said much of their history has been spent studying and mapping the heavens from their tall temple pyramids. On the field of battle, they have been described as ferocious and efficient beyond compare, and in trade they exude shrewd solemnity and mutual respect until such courtesies are not shown to them.
Uhnda’Maten & Maten’Vahl: Current Rulers- The Elder Conclave
If you were to believe Deutorian propaganda, the Svarleün and Duergar that dwell inside the western mountains are monstrous, demon worshiping cannibals who feast on the flesh of naughty children. However, in truth, the citizens of Uhnda’Maten are proud warriors defending their ancestral home from dogmatic genocide. Built by Duergar ingenuity and craft, the cities and settlements in Uhnda’Maten are among the oldest in the world and are said to be the least affected by The Collapse. Likely due to this fact, they are governed by a gerontocratic tribunal consisting of spiritual/cultural leaders. Though tensions were once fierce between them, the Svarleün and Duergar now live in relative peace with one another; sharing a love for pragmatism and an ability to play off the other’s strength. While the Svarleün make up a sizable portion of the military, the Duergar miners and engineers both supply their defense and improve the nation’s infrastructure. Each united in their cause to protect their traditions and their top-land neighbors.
Resting in a lush valley, snuggled atop the Vuhn’dahar mountains, is the small nation of Maten’Vahl. Innocent and completely unaware of the world’s troubles, this collection of Gnome and Halfling villages live in ignorant, peaceful bliss. They till their rolling fields, celebrate seasonal festivals, and appreciate time with their loved ones. What they once knew of the world became legend twisted into fairytale. The Elders of Uhnda’Maten consider them the last bastion of innocence in all of Alsahra and have decreed they stay that way; vowing to never reveal themselves or the threat at their doorstep.
Nations on Gau’yaenum (The Gau’yae Union)
Xiulan: Current Rulers- The Guìcháo[7]
This feudal Leüen society was once divided into four separate nations, embroiled in a series of endless war and strife for several centuries following The Great Collapse, until Xiulan was established in the year 629 A.C, after the two-hundred-year long War of the Orchid[8]. Adhering to a caste system, the Valeün typically make up the aristocracy, Kisetsuleün often become spiritual, cultural, and religious leaders, Senlíün make up the middle/working class, and the small Svarleün population usually become warriors or engineers/smiths. Spiritually, they believe Alsahra was created by beings from beyond The Shroud[9] and worship the vast pantheon of Nature deities that stayed behind to guide earlier mortal life. Though they believe these beings have since departed from the world, they still honor their legacy through ritual and reverence, striving to protect and nurture the planet as intended.
The people of Xiulan have existed peacefully after the War of the Orchid. As a result, Xiulan’s combined might boast the continent’s strongest military, and make up most of the Gau’yae Union’s joint forces. Xiulan also contains the most diverse geography of the other nations, housing resplendent tropical shores, fertile green plains, dense forests, and an eastern mountain range that crescents the northern border. Rather than living in dominance of such natural beauty, Xiulan instead built their civilizations in tandem with it, crafting cities woven in and between trees and mountain faces. This likely stems from a shared tradition with Behrilyn.
Behrilyn: Current Ruler: Queen Oberania
Perhaps from which Xiulan learned its reverence of nature, the Feywilds of Behrilyn are situated around The Sacred Lake Viseu and are mostly populated by Fae and other spiritual/spiritually imbued woodland folk; each living freely with one another with the distant Queen Oberania keeping relative order should inhabitants become too dangerous or detrimental to the wilds themselves. Unfortunately, however, few, if any, have ever actually seen within these mysterious lands. What little is known of Behrilyn was gained from their reluctant inclusion in the Gau’yae Union, as Queen Oberania deduced an alliance with their neighbors posed a lesser risk than neutrality if ever faced with Deutoria’s expansion.
Pradjmita Vela: Current Rulers- Board of Prefects
This diverse coastal nation was founded by scholars seeking to practice and pursue their fields of study free from government and/or religious oversight. Academics across the world flocked to these viridian shores and established Pradjmita Vela; a nation of five universities, each run by an elected representative that collectively make up the Board of Prefects.[10] Named after their founding Prefects, the five schools are as followed:
The Orsah Grena College of Science and Mathematics
The Ester Strix College of Cosmology and Astrology
The Herman Scottsdale College of History, Literature, and Lore
The Sophia Daen College of Arcana and Religion
The Vajra Ri Collective[11]
Taking a firm stance of neutrality and non-violence, the people of Pradjmita Vela also swore to never take up arms or hold a formal military. However, in 900 A.C., when the Prefects discovered Deutorian plans to extend their empire to Gau’yaenum, the scholars of Pradjmita Vela became the prime architects of the Gae’yae Union. After a decade of deliberation and compromise, their eastern neighbors could not deny the foreign threat and ultimately decided to sign, promising reinforcements and aid, should they be necessary, for the security of the continent. However, as per Xiulan and Behrilyn’s request, Pradjmita Vela was asked to do their fair share defending the Midoshi Coast[12] and that required a change in their traditional views.
To maintain their vow of pacifism, The Board of Prefects opted to enlist the renowned Crimson Marauder Mercenary Company. The deal, developed by former Scottsdale Prefect Phoebe Renoir, granted the company a permanent home and base of operations on the isles off the Midoshi Coast, a sizable retainer, and the freedom to conduct operations free of oversight. The one condition: they answer any call from the Board and do everything in their power to hold back Deutoria. Over the years, the company settled into this role comfortably and renamed themselves The Demons of Midoshi. Mages from the College of Arcana and Vajra Ri even elected to enroll any willing mercenaries into their institutes, with designs on establishing an order of spellblades to ensure the nation’s internal defenses. They became known as The Agni Vidyara[13], serving as defensive peacekeepers and security for field researchers. To this day, both forces have deterred any attempts to claim the coast.
The Ko’shtak Highlands: Current Rulers- War Chiefs of the Qro’diir Triad
Not a nation in the traditional sense, the Ko’shtak Highlands make up the largest area of Gau’yaenum. Spreading between the surrounding regions[14], the rolling green hills and plateaus remain mostly uninhabited, except for tiny settlements scattered throughout and bands of nomadic Qro’diir that freely traverse these lands. These tribes of hulking, tusked warriors and hunters have prevented all past expansion campaigns into the territory to the point neighboring nations no longer attempt such a feat. The three most formidable bands make up the Qro’diir Triade and, despite the occasional armed conflict amongst themselves, keep order and settle disputes between the weaker tribes. Though not formal members of the Gau’yae Union, history has proven that should any foreign army cross into Ko’shtak they will be met by an indomitable force of Alsahra’s strongest and most brutal warriors.
The Svytogorn Mountains: Current Ruler- None/Unknown
Believed to now be uninhabited, the harsh and jagged terrain of the Svytogorn Mountains were rumored to once be the land of giants and monsters alike. Legend has it that the mighty giant, Svytogor, once ruled a mighty kingdom of giants and goliaths that controlled the entire range of mountains that run along the northern border of the continent. Unfortunately, this kingdom was presumed destroyed following The Great Collapse, however, no real attempt to venture into the region has been attempted in recent history. This is likely due to the mountains’ frigid climate, unforgiving landscape, and fear of Qro’diir ambushes when crossing the Highlands.
The Isles of Naradiyu
Believed to be the epicenter of whatever caused The Great Collapse, little is known of these islands as many attempts to explore or colonize proved too perilous. Naradiyu’s secrets have inspired legends across the world. Stories of maligned magical anomalies, ferocious beasts, and rampaging devils grew from tall-tales and still survive to this day, enticing the curious, the brave, or the hopeful. Reports have emerged that suggest some abandoned colonies survived and became small nations that now exist in a world almost completely unto themselves. Other, more unsettling accounts seem to provide evidence of the arcane disturbances of folklore. Either way, investigation has become necessary.
The Isle of Lotan: Current Ruler: None/Unknown
The westernmost island in the South Nara Sea, the Isle of Lotan is widely believed to be uninhabited or, at the very least, unsettled; likely due to its mountainous coastline preventing any formal attempts to explore it. Rumor and myth, however, claim Lotan to be a deeply wooded wonderland inhabited by strange, magic beasts and dangerously deceitful fey.
The Isle of Baal: Current Ruling Power: The Crucian Republic
One of the three largest islands in the South Nara Sea, The Isle of Baal boasts a beautiful mix of mountains and golden coasts. Primarily a warmer climate, like most of the isles in the region, with a somewhat welcoming coast, this particular island was a prime target in Deutoria’s short-lived colonization effort into the Isles, with the establishment of the Crucix colony on the northern coast in 919 A.C. Unfortunately, for both the Empire and the early residents of the colony, a staggeringly long voyage through tumultuous seas and treacherous lands turned the importing aid and exporting resources into a losing venture. As a result, the Empire outright abandoned the colony and its settlers to fend for themselves, withdrawing its support and giving up any attempt to claim the isle in the name of Deuhiim; officially claiming the lands cursed by Samael.[15] However, under the ambitious leadership of its founder, Caldwell Crucix, the large colony persevered and branched out. Within twenty years, the territory they settled became a new nation known as The Crucian Republic; breaking away from their theocratic roots in favor of secular efficiency and practicality. Growing and solidifying its power over the last one hundred and thirty years, The Republic has established itself a major power in Naradiyu, even going as far as waging the Seven Year War[16]; a conflict that ultimately ended in a stalemate.
-Crucix: The capital city of the Republic and seat of The Senate, Crucix has grown into a densely populated urban area boasting cutting-edge technology and innovation. Now a bustling center of commerce, entertainment, and craftmanship, the city has drawn many travelers and exiles from all around the world with its promise to start anew and build oneself up from nothing. Breaking away from theocracy in favor of capitalism, the culture of Crucix only bears faint memories to their forebear in the light, continued practice of the Deulic faith, and an insidious veiled leaning toward human supremacy. In addition to this plight, Crucix history is mired by several underground criminal syndicates, political corruption, bizarre unexplained occurrences, and, in recent years, severe spikes in suicides.
-Cascale: Nestled along the southern coast of the isle and adjacent to a large swamp known as Glyrek’s Gloom, this small town, situated approximately 200 miles away from Crucix, is a stark contrast to the capital city. Largely neglected by the central government, its primarily self-sustaining while still being required to answer to the Senate and “pay its dues”; a common problem among the smaller towns and villages within the Republic. Despite this, they manage to get by under the care of their mayor, Pahri Tupple, and the influx of funding from the wealthy benefactor, Jeremiah Ehrlich. To make their troubles worse, however, reports have indicated this humble hamlet has been suffering an incursion from ferocious abnormal beasts, missing children, and once docile townsfolk twisting into unstable and violent psychopaths. As both a botanist and a biologist, Dr. Ehrlich has taken it upon himself to investigate. After years of research, he has concluded the escalating troubles are a result from some ecological mutation or corruption within the neighboring swamp.
-Haven: A former Republic trade outpost on the much smaller Isle of Perdita, one hundred miles off Baal’s west coast, Haven has since become its own independent territory following the infamous Rising Tide Rebellion[17]. Fifteen years ago, in a ceasefire agreement between Republic and Rebel forces, the Isle of Perdita and the town were surrendered to the bands of pirates and privateers, who opted to rename it Haven. A shimmering gem of golden sands and green, saltwater trees, Haven’s resplendence belies its lawless nature. The town proper, seated around the main port along the northern tip of the island, is comprised of smaller colonial style shops (most built upon stilts to protect from overwash), pop-up merchant tents, and aggressively persistent street vendors. A cutthroat hub of commerce, both legitimate and illegitimate, the town is a frequent stop for merchants and pirates alike. On the southern tip of the narrow island, past the dense forest of short cedars and oaks, is another, much smaller, town center. However, no matter where one goes in Haven, it is a wise practice to keep a tight grip on one’s coin. Lacking any form of government or formal security force, crime is a way of life here; the reason recent disturbances have either gone unnoticed or simply assumed to be normal criminal activity. While disappearances and murders are not rare here, recent reports have claimed entire ships and their crews have become lost at sea in the waters surrounding Perdita. More unsettling reports and alleged sightings claim twisted, abominable sea creatures are to blame. The truth of the matter has yet to be discovered, or even investigated.
(This is a living document and more information will be added over time)
[1] After-Collapse
[2] Founded in 720 A.C. when Shah Rahma dissolved the power of the dynasty to the Merchant’s Union to establish a democratic state.
[3] Elected legislative branch of government. Began as a union of merchant guilds.
[4] Head of the royal family, primarily a figurehead, as they can only act under direction from The Chamber. Commands the military (when authorized) and settles disputes in legislation
.
[5] Name for Rovai’s army. Soldiers are often called “Serpents”.
[6] Tira’Kah is said to have visited and mated with the earth of Alsahra, conceiving the first Ko’atl, aka Dragonkin.
[7] Ruling council of four noble families, one from each caste, also referred to as “The Four Noble Houses”
[8] Campaign of unification led by the National Hero of Xiulan, Wei Haiaçhi
[9] Ethereal, unseen barrier between Alsahra and the spirit world.
[10] Chief ruling body of Pradjmita Vela
[11] College of Mysticism and Spirituality, named after an esoteric concept of cosmic unity, rather than its founding Prefect.
[12] The south-western coast of Gau’yaenum, bordering the Sapphirean Ocean, and the first line of defense against a Deutorian naval expansion.
[13] An ancient term which loosely translates to “Flames of Knowledge” or “Flaming Truth”. Members are often referred to as “Flames”.
[14] Xiulan to the south, Behrilyn in the northwest, Pradjmita Vela in the southwest, and the towering Svytogorn mountains along the continent’s northernmost border.
[15] Prime antagonist in Deulic mythology
[16] War of expansion and control of the seas between The Crucian Republic and Noveniis, a religious nation on the large Isle of Utu, to the east.
[17] A violent, five-year uprising of pirates, privateers, and other dissidents when their conscription by the Crucian Republic went uncompensated and under appreciated for ten years after the end of the Seven Year War.

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