Archive > dayittleone1 > World of Agledish > World Politics > Current Political World Map
Click here to see the original full-sized image.
Item
Add to favorites | Full Size | Download
< < Previous
Current Political World Map By dayittleone1 -- Report

Uploaded: 6 years ago

Views: 1,006

File size: 1.46 MiB

MIME Type: image/png

Resolution: 2000x1500

Comments: 0

Favorites: 1

The world of Agledish is 41501 miles around, approximately 1 and 2/3rds the size of the earth. Of that territory, the vast majority of Agledish is classified as unclaimed lands, though that are small nations only a couple hundred miles across or so as well. However, there are three nations that take up large portions of space: Agis, Ghaast and Mal'ie.

Agis - Agis is in current times the politically neutral nation. Placed to the north of the others on a large hunk of land they call the Agis peninsula, the nation is mostly made of plains land, but has the Forest of Silence (Or Forest of Black Timbers) to its south-east inland boarder, pressed up against the Cliffs of Lost Time which makes the territory lines. Producing food and farmland, there is enough space in the nation that most towns are spread hours apart by car, days apart by any other means other than air travel or portal. Large armies at one time moved unnoticed, but thanks to satilite, the whole of Agis can be monitored from the capital city of Elzigard, placed out on the far end of the peninsula. No recognized nations boarder Agis.

Ghaast - Ghaast is a mostly plains and desert nation that is surrounded by water on two boarders, jungles on the inland sides and pressed to a few smaller nations that are often at war with Ghaast or one another. Mostly ruled by the Gnolls, the nation is patrolled heavily by a military guard that handles most internal affairs. This is not to say Ghaast is a police state, but it is, however, a stable and free nation managed by the military. All power in Ghaast is consolidated in three military base and at the seat of the nation, capital city Ro'Dahall (Ro-Duh-Hay). Primary exports are fine metals, lumber, exotic foods and slaves (to those nations that accept them).

Mal'ie - Mal'ie (Mah-Laee) is a desert nation forged and ruled by a Naga Theocracy. Once a large area of warring mini-states, the Naga spent four hundred years consolidating the territory into one unified nation. Now, with open trade ports such as the capital city of Yhal Jalah (Yayl-Ha-Lhah), they make heavy exports of rare jewels, finely crafted stone, new technologies and other crafted fine-goods. A nation rarely at war anymore, one finds that violence is not an unknown when visiting. Slavery, a cast system and brutally enforced religious beliefs, travelers are often wary of the government- even though the people themselves are warm, kind, welcoming and generous. Mal'ie had no recognized bordering nations. This is due to the fact that Mal'ie actively destabilizes any nation that begins to form on its boarders and is currently in a state of preparation for full scale war. With whom is still largely unknown.

Unclaimed/Contested land is simply that, unclaimed or continually contested among smaller or larger nations. Agis and Ghaast, in modern times, follow a set of regulations about the acquisition of new territory- primarily that they don't. This is largely due to the fact that the nations themselves are, by nature of size, difficult to manage and gathering more territory to manage could easily unbalance them. Small nations and city-states sprout continually in the unclaimed lands but quickly collapse after. Some nations, noted souly as "Unrecognized" on most geo-political maps, are required to go through a strict practice of red tape to become recognized nations. This is mostly because they're half expected to collapse before the paperwork's finished.

******Other Nations of Note******

Gradia - Gradia is small jungle nation on the same land mass as Mal'ie, and the only other nation on the continent. Formed from a coalition of tribal states and lead by a ruling council, the nation is xenophobic with no exterior trade. Recognized for their national stability and the length of its existence, some of the other nations look at Gradia as a time capsule due to its ancient practices and somewhat brutal nature. Very few nations have any contact with Gradia what so ever, and is ignored outright by Mal'ie as they see it being too primitive a nation to be a threat.

Garic'Ra - Garic'Ra, one of three nations on the southern boarder of Ghaast, is one of the many jungle nations that are in constant conflict in the area. Ruled by a consortium of Gnolls and feral Jungle Elves, Garic'Ra is a police state continually in a state of civil war. Gorilla raids often target Ghaastian villages for supplies, slaves and goods, causing it to be a target of much hate in the large super-nation. Due to a peace agreement with all of Ghaast's surrounding nations, however, they cannot simply crush Garic'Ra and take over the region without inciting another Ghaastian Conflict.

Nu'Dari - Nu'Dari is another of the three southern boarder nations of Ghaast. A first-world nation focusing on defensive power, Nu'Dari is ruled by a governing elected body, headed by a prime minister who is elected to a life term. Though not a police state, Nu'Dari took a page from Ghaast's book and upholds its nation by its military. Though currently in a state of peace, it still holds itself in a state of isolation and trades with only Ghaast and the neighboring nation of Sash.

Sash - Sash is the last of the three southern boarder nations and is primarily neutral on the world stage. Another of Agledish's tribalistic nation, the primary inhabitants of Sash are reptilian in nature and is lead by a council of wise elders. Though not savage, barbaric or warlike, the residents of Sash are aggressive by nature and practice some activities still that some other more developed nations call 'barbaric'. Dragon Cults are far more likely to be born from Sash, and the nation is occasionally required to ask for assistance dealing with the issue from larger more developed countries like Nu'Dari and Ghaast.

Hoth - Hoth is one of the two nations to boarder Ghaast's northern edge. Warlike, violent, and blood thirsty, the jungle nation of Hoth is one of the only nations to be stable and be in a continual state of turmoil. Hoth is recognised as a nation primarily for two reasons: firstly being the life-span of the nation reaching back over two thousand years, the second being that if given a common enemy, the entirety of the nation will turn its total attention on one subject to become one of the most savage forces Agledish has ever seen. The nation is made of tribal gnolls and beings of reptilian decent. All but a few isolated pockets of other races have ether been driven out- or hunted into slavery... or for food.

Ti Tami - Ti Tami is the second of the two northern boarder nations and prizes itself on its trade prowess. Being rich in rare metals and brilliant minds, this first world nation stands out for among the smaller nations as often being the most agreeable. Headed by a five branch government with an elected prime minister as its leader, Ti Tami is made largely of elves and other assorted anthromophs.

Kato Natoi - Kato Natoi is often referred to as 'The Fertal Vallies' as the nation is mostly constructed over vast rolling hills made of rich volcanic soil- making its primary export agricultural goods. Also known as the 'Enchanted Fields', Kato Natoi is a center of art and mysticism on Agledish. Although the world of Agledish is hip-deep in blood (if you averaged it over the surface of the whole planet, that is... just wrap your head around how much death that would take for a moment... yeah...), Kato Natoi is perhaps one of the most bloody in its history. Up until a couple hundred years prior, even though Kato Natoi was supposed to be ruled by a single holy imperial family, the nation was locked in a state of continual inner turmoil as city-states fought for dominance. Only after attempting to pick a war with Agis did the nation stabilize internally and turn over all power to the imperial throne. Sense then, Kato Natoi has known nothing but prosperity and good trade.

Kornoc Kor - Kornoc Kor is possibly the one nation none of the three major super-nations would not dare to cross lightly. Militaristic, brutal, Kornoc Kor is a first world nation governed by a council of power ogar mages that keep a strict handle and an iron fist around all political and magical activity within their nation. Although the vast majority of the nation are elves and anthromorphs of various kinds, the small ruling class of ogars hold almost all power within itself. The nation itself is centered on a massive super volcano that is used both for Elemental Magics and as a deterant against other nations, as the ruling council can set off massive eruptions that can cause devastation the world over. The only balancing check point for Kornoc Kor is a pact made among the rest of the world to crush them the moment they step out of line, keeping Kornoc Kor and all of Agledish in a carefully measured balance.

______________________

Just a little world expanding. This map will probably update to something more detailed at some point.

Comment on Current Political World Map

Please login to post a comment.

Comments

No comments yet, make a comment please