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Nation of New Thrasis

Representative Magocracy

A breakaway kingdom from Old Thrasis that requires magical talent from its ruling class. While it is more progressive than its former ruler would allow, it's plagued with devil-worship as people bargain for power.

Imports: Food, reagents, firearms, luxury goods

Exports: Machines, lumber, metal goods, salt, textiles


Prominent Cities

  • Tethysholt, a once-small trading town that rapidly expanded after the first Academy was built there. The walled city is now a nexus of magical study.
  • Seehart, a coastal town that sees most of the naval trade that New Thrasis relies on. It’s also the base of operations of the Reclaimer Foundation, making it a hub for undersea travel and adventuring.
  • Raksted, a relatively small town that acts as the agricultural center of New Thrasis.

Governance and Society

The nation of New Thrasis formed as the result of a war of succession in the Age of Upheaval. When the former king was torn to shreds by a demon, the High Wizards of western Thrasis declared independence from their eastern king, using their magical talents to keep the armies of the King and his loyalists at bay. New Thrasis has a house of Mages rather than one of lords, and allows any who demonstrate sufficient magical talent to run for elected office. This has only recently expanded to allow non-Arcane spellcasters, and Arcane spellcasters (especially wizards) remain the preferred candidates.

Beneath the House of Mages, several departments manage aspects of the state and enforce the decisions of the House. Department heads are appointed by the House of Mages and then make hiring decisions on their own to fill their department. Low-ranking department jobs are frequently given to members of the nobility who lack the magical talent to enter a position of actual power in government.

Tension remains high on the border with Old Thrasis, but in recent years, the war has cooled to an unsteady peace as both nations struggle with internal threats and the legacy of their conflict. Those who were once nobility but had no magical talent have caused problems of their own: a rash of diabolic contracts in exchange for the arcane talent necessary to join the house of mages. The grim outcomes of these deals have destabilized the nation.

While this conflict remains, in terms of magical advancement, New Thrasis is a clear frontrunner. Its many academies study the secrets of all sorts of magic, from classic wizard’s schools to more obscure academies like the Institute of the Resonant Mind, where psionic magic was first researched. The goods and supplies created through these many magical institutions are the backbone of the New Thrasian economy.


Common Backgrounds

New Thrasis’s many academies produce a large number of adventurers, though that isn’t the only origin for them in the country. For those who excelled at an academy, Scholar, Eidolon Contact, Teacher, Student of Magic, and Spell Seeker all fit. For those who didn’t, Academy Dropout, Charlatan, and Magical Misfit might also make sense.

Outside of the academy system, someone with the Detective, Guard, or Barrister backgrounds might have been tied up in a devil’s plot and turned to adventuring. The Reclaimer Foundation has a large base of operations in New Thrasis, so the Reclaimer Agent background also works well.


Unique Background

Diabologist [Uncommon]

You are a scholar of devils, trained in their contracts and methods. The government of New Thrasis funds research of this nature to combat the hosts of [DEITYNAME], which want to use the kingdom as a vassal state against their demon enemies. While your training focuses on the machinations of these planar outsiders, your sharp mind and eye for detail serves you well as an adventurer.

Choose two ability boosts. One must be to Intelligence or Wisdom, and the other is a free ability boost. You’re trained in the Religion skill, and the Legal Lore skill. You gain the Additional Lore skill feat in Devil Lore.


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