A coastal nation down at the southern edge of the continent of Therash. Nestled between Essard to the west, and Hamirri to the east.
A place of low grasslands, arid deserts, and flourishing coastlines. Temperatures are warm(ish) and relatively mild. In the far west terrain shifts more towards Essard – dark grey rock formations, significantly more barren soil - and colder. To the north is the Ash Sea, poisoned waters that lead to acrid pools surrounding long-dead forests. It’s a bad place, yo.
Ancestral home to Humans, Elves, Goblins, Earth and Water Genasi, Drow, fae creatures of various types, halflings. Very few native dwarves, orcs, gnomes, almost no tieflings born here.
There is a strong propensity
for Urthandrians to be born with the gift of Sight - many otherwise non-magically-active people can perceive and otherwise interact with the world of Spirit.
Not as many Spiritcallers as one would expect, but they do exist. Significantly more Witches. Lots of sorcerers and warlocks, thanks to the cultures' ancient ties to the spirits.
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The nation was built by a coalition of goblin tribes, circa Year 250. Have endured several outbreaks of some near-mythical soul-devouring monstrosities. Were invaded by Essard some 10 years before Moonfall; lost nearly a quarter of their lands as the Ash Sea flowed in. The Urthandrians learned their own methods of managing The Great Haunting, completely separate from the Ordinatus. As what remained of Therash recovered and rebuilt, Urthandria became a very important trade link between southern Wylun and Rakkan, and Avisuma to the northwest.
Urthandrian culture is based in reverence for the spirits, both ancestors and nature spirits. Influential families have their own private Cenotaphs; resting places for the spirits of their ancestors. Buildings and larger structures are made with consultation of the local spirits of nature – literal consultation. Most Urthandrians wouldn’t even think of constructing something in opposition to their local spirits. The basis of so much of their worldview is rooted in trying to be in harmony with the spirits. A core tenet of the Urthandrians is hospitality. Perhaps unsurprisingly, they love them some Baoshin.
The flip side of Urthandrian reverence for spirit is what many could consider their disdain for the body. A huge business exists for using animated corpses as labor, and there exists an entire guild for managing these necromantic practices; the Mendophari. They operate as a regionally-specific part of the Apparati Pragmatica, essentially.
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Urthandrian buildings are typically sun-baked bricks and similarly tiled rooftops. Buildings normally coated in a light-color paint, with interiors of tan through pale brown bricks of local materials. As such, bricks become darker and greyer the further west or north one travels.
Larger urban areas known for their large, domed buildings. Often painted or gilded
Urthandrian ornament is big on interlocking patterns, delicate geometric shapes. People dress very colorfully, in layers of robes and lots of head-wraps.
Local languages are Urthandrian (obviously), Naathsharan, Essari, and Sumari (the common language of Avisuma). Merchants and traders often also speak Emeric.
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Major cities: Ankasta, Bayuul, Damalagar, Dalya, Levanya, Senuana, Zerij
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