(Worldbuilding) The Map of Namir

Story by Niko Linni on SoFurry

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#1 of Namir Story

World building time! I recently got the idea to take my Winds of Change fanfic and go in an original direction with it - so here's a bit of that world!


Map from an upcoming story I'm working on - it's currently untitled, but I'm calling it "The Namir Story" for now.

Let's do a bit of worldbuilding/explanation!

So to those who've been following me for a while, you may have seen the first chapter of the Winds of Change fanfic that I was writing, Crimson. You can read a draft of the first chapter here, but it's quite long - you don't need to read it also to follow along with me on this post. https://www.sofurry.com/view/1390790

Basically, I kept adding and revising the story to where I figured I might as well make the jump and re-write it as a wholly original work, and one of the first things I did was make a map using this neat map maker: https://azgaar.github.io/Fantasy-Map-Generator/

The continent is named Namir (Nah-Meer), and is ruled by the Theocracy of Lannis, usually either called Lannis or "The Church" by residents. The Church has ruled over the land for quite a while - at least a century plus. No one remembers what the ruling power was prior to Lannis' arrival, but it must not have been that important as even the Willow Empire (which has been around for longer) doesn't even know of them.

When The Church began its rule there were rough boundaries where each territory went, but eventually things settled as such. Osai (Oh-Sai) and Jurdal (Gur-dal) used to be one territory, but The Church broke them into two. Here's a short description of each one:

Lannis Theocracy: While the whole of Namir is under the rule of The Church, this province is their main residence. The brains of The Church reside here, as does the mysterious trio that rule The Church. Known for having very frigid winters - this combined with the provinces of Jurdal and Osai makes it a difficult place to invade by land.

Osai: Osaians are known for their devout loyalty to Lannis - so much that decades ago Osai pledged itself the "main protector" of Lannis. Osai was seemingly made for this, as the landscape with its rivers, mountains, and more help it be a good deterrent for land-based invasions. Also notable is that Osai doesn't really produce anything of note - well, The Church tends to consider the faithful citizens it produces satisfying enough.

Jurdal: The other half of the protection duo, Jurdal is the main military center of Jurdal. The best soldiers are trained and sometimes even bred and raised in Jurdal. Known for its top-of-the-line military academy - Prince Laseri Willow of the much-respected Willow Empire even studied here once.

Ercio (Err-see-oh): The main trade center, the hustle and bustle of the economic side of The Chruch. Lannis scripture does not forbid wealth gain - as long as you take care of your duty to the God Lannis, and of those in your charge, you can amass as much wealth as you like. Ercio, unfortunately, used to house pirates and allegedly even rebels. The Church put an end to that, and Ercio has been faithful since.

Inele (In-Ell-Eh): A land known for its lush forests and beautiful meadows. Inele tends to keep itself out of the politics of the other provinces - while all are faithful to Lannis that doesn't stop the...bickering...that tends to happen on occasion. A great vacation spot for those who wish to escape the hustle and bustle of cities. Whispers of a resident that can see into the future has been making the rounds though - the "Emerald Seer", as they allegedly hail from Emerald Leaf.

Itoar (I-Toe-are): a vast province filled with settlements devoted to agriculture, specifically the cultivation of corn, wheat, and other goods (Still figuring this out honestly, as well as if livestock exists and in what form). In the "Early church days" Itoar was THE breadbasket and this gave it great political and economic power...which they then tried to use to subjugate lands from other territories. The Chruch quickly put an end to this, and Itoar has never been too fond of the Church since - the fact they're under constant watch doesn't help, either.

Zaran (Zar-ran): Known for plains, deserts, and other such land. Zaran is another large territory, but has favor with Lannis for not trying to go out of its way to antagonize any of the other provinces. Not sure what their main "thing" is yet - aside from being really into combat sports. In fact, many Zaranians become soldiers for The Church.

Harian (Har-ree-an): Harian is where some of the more wealthy residents of Namir reside. Some are backers of businesses in Ercino or the other provinces, and the province itself is known for making and exporting clothing fit for a noblemen - get your emblem added to your armor or sword today, for a hefty price. There's a few wineries here as well, though they never compare to wines produced by Church-owned/supported monasteries.

Orisha Seafarers (Or-I-Sha): This small province is known for their high quality ships, and they receive a fair commission for them from both The Church, Ercio, and sometimes even foreigners. It's considered a high honor to have a commander from The Church commission a vessel and then ride it from Orshia to The Theocracy. Allegedly pirates reside here.

Upperu (oo-p-peru): main center of magical research for Lannis. They're also quite fond of Zaranian alcohol. Magic knowledge is so integral to Upperu's people that even the peasantry knows to be careful of "those heavy books with the magic symbols in 'em", though teaching a farmworker to cast a water spell from even a tome is...another task. May or may not be doing things without the Church's consent.

And that is about it for the lands. Oh, yes, the plot. Well, I mentioned there was a civilization that used to live in Namir - the Artol Kingdom. Somehow, pockets of Artol people are still intact, and they often incite rebellions among Namir's people. Of prominent note (though the Church is trying to stifle this) is the pirate Ardbeg, who was stirred into rebellion by such a cell, and led a daring raid to recover a powerful magical artifact from the Lannis Theocracy, though it cost him his life.

Officially, Artol is just rebellion propaganda, a legend that they try to use to their own gain. Unofficially..