BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Trodan

Trodan is the most populous and welcoming country in Nineveh, drawing misfits, exiles, and adventurers from all corners of the continent. It has no patron god watching over it, which allows for free worship of any deity, making it a melting pot of cultures, traditions, and faiths. The capital serves as the beating heart of the adventuring world, home to countless guilds such as the famed Boarseekers Guild. Despite frequent monster and beast incursions, Trodan thrives as a light-hearted land of opportunity where anyone, regardless of race or past, can start anew.  

Structure

Trodan is led by Empress Ace, a battle-hardened warrior and charismatic leader who seized power through strength and popular acclaim. She created the title of Empress for herself and governs with the aid of a council of skilled mages, who provide advice and magical support in times of need. Lords appointed by Ace oversee the larger cities, while local guilds maintain a level of autonomy, especially in dealing with monster threats.

Culture

Trodan is defined by its openness and diversity, with customs, traditions, and celebrations varying from town to town. It is a land of free expression, where monsterfolk and mortals coexist, adventurers are celebrated, and taverns double as meeting halls for guild contracts. Life in Trodan is light-hearted, but danger from roaming beasts ensures that nearly everyone has a connection to the adventuring trade, whether as a hunter, merchant, or innkeeper catering to traveling parties.

Public Agenda

Trodan’s primary goals are to maintain its reputation as Nineveh’s adventuring capital, protect its people from the constant monster incursions, and provide agricultural exports to the other nations. It also aims to maintain strong diplomatic ties across Nineveh by sending adventurers and guild support where needed, building goodwill with its neighbors.

Assets

  • Dozens of monster hunting guilds and factions scattered across the land.
  • A diverse and skilled population, including monsterfolk, mages, and warriors.
  • Fertile farmlands and a surplus of crops and livestock.
  • The Empress’ Legion, a loyal standing force tasked with defending cities and aiding guild operations.

History

Trodan was once part of a unified land with Zecria, a region of untouched forests and abundant wildlife, largely free of human civilization. As other nations became overcrowded or politically unstable, refugees and wanderers began to settle in the area, forming small communities that eventually became towns and cities. Hundreds of years ago, Bothos, god of Magic & Stars nearly consumed the western side of Nineveh, threatening Trodan’s lands, but he relented and left the region intact, allowing civilization to thrive. Over time, the influx of adventurers and outcasts cemented Trodan’s identity as a land of opportunity, where strength and skill matter more than birth or origin.

Demography and Population

Trodan is the most populous country in Nineveh, with approximately 681,000 citizens. Its population is a mix of humans, monsterfolk, beastfolk, and numerous other races, all coexisting relatively peacefully thanks to the nation’s openness. Guilds form the backbone of society, employing adventurers of all kinds and keeping the wilderness threats at bay.

Territories

Trodan’s land is a mix of fertile plains, gentle hills, and scattered forests, with farmlands stretching between fortified cities and towns. The wilderness beyond the settlements is teeming with dangerous monsters, which fuels the thriving adventuring industry. Though lacking a patron deity, its natural abundance and central location make it an attractive destination for settlers and traders alike.

Military

The Empress’ Legion serves as Trodan’s official military, protecting the capital and larger cities, while adventuring guilds take on much of the responsibility for handling monster threats. Though not as disciplined as the armies of Scania or the Vridium Empire, the Legion is adaptive and often works alongside guilds during large-scale threats.

Technological Level

Trodan remains at a simple medieval level, relying on traditional craftsmanship rather than innovations. While magic is present through guilds, most common citizens rely on conventional tools, weapons, and methods for survival.

Foreign Relations

Trodan maintains positive relations with all other nations, largely due to its neutral nature and the assistance its adventurers provide abroad. Trodani guilds often operate across Nineveh, bolstering trade, defense, and diplomacy while ensuring the country is viewed as an indispensable ally.

Laws

  • Adventuring guilds must register with the Empress’ council to legally operate.
  • Poaching or killing beasts outside of guild contracts results in heavy fines or exile.
  • Guild disputes must be settled by guild wars.
  • Foreign guilds must pay a levy to work within Trodan’s borders.
  • Any monster or beastfolk harming a civilian without cause forfeits their right to citizenship.

Agriculture & Industry

Agriculture dominates Trodan’s economy, with its fields producing vast quantities of grain, vegetables, and livestock. Crafting industries are primarily tied to supporting adventurers, such as blacksmithing, leatherworking, and alchemy, though farming remains the backbone of the nation’s prosperity.

Trade & Transport

Trodan supplies Nineveh with much of its crops and food, using merchant guilds and caravans to move goods across the continent. Its roads are well-patrolled by guild forces and the Legion, making it one of the safer countries for merchants to travel through despite the wilderness threats.

Education

Education varies by settlement, with larger cities offering formal schooling funded by guilds and local lords. Many citizens receive training through guild apprenticeships, learning trades, combat, or survival skills in place of formal academics. Literacy is common in cities but rare in rural farming communities.

Infrastructure

Trodan’s cities and major roads are well-maintained, with stone walls and fortified gates protecting urban centers. Inns, guild halls, and trade depots are the most common buildings beyond farmland, while rural villages remain simple and functional, relying on nearby guilds for defense.

"All Who Wander Find a Home."

Founding Date
955 years ago
Type
Geopolitical, Country
Capital
Alternative Names
Melting Pot, The Adventurer’s Haven, The Open Land, Land of Guilds.
Demonym
Trodani
Leader
Head of Government
Government System
Democracy, Presidential
Economic System
Mixed economy
Major Exports
  • Grain and wheat
  • Vegetables and livestock
  • Adventurers and guild services
Major Imports
  • Weapons and armor
  • Rare magical components
  • Alcohol and luxury goods
Deities
Neighboring Nations

Comments

Please Login in order to comment!