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THURKASIA
Major Geographical Features
Defined by the peaks of the Varlin range to the north and a rocky badland of gorges and mesas to the south, Thurkasia is a strip of land roughly 100 miles wide and 500 miles long, ending at the Durhan Coast. Chenurall Forest: This forest has a small marsh in its center, possibly caused by an underground spring. Unlike Sura-Khiri, no elves or fey live here, and it is instead home to strange and bizarre creatures that sometimes leave the forest to hunt humans. The Thurka cut lumber here without fear of reprisal from
COUNTRIES
Thurkasia is a land consisting of grasslands and a young, tangled forest. Declining herds of krenshars and other predators hunt small game animals here, and the human residents follow suit, although some communities have settled and cultivate crops of the natural wheatlike plains grasses and ferment wines from wild berries. Famous for their large, strong horses, the people of this land MD elect “barons” for their tribes, who decide laws for the country as a whole. Frequently attacked by strange monsters from the mountains and forests, the Thurka rely upon their equestrian and archery skills to harry the larger creatures, moving in with powerful greatswords to finish the job. The Thurka have a culture that is rapidly evolving due to outside influence, and unlike in other nations, the people as a whole embrace change, possibly a trait necessary for their nomadic lifestyle. Arcane magic is uncommon in Thurkasia, with most arcane spellcasters being bards or rare sorcerers (probably due to infrequent intermingling with the people of Bazareene).
elves, but they have to change locations frequently as the local monsters become aware of their presence. Some small pools and springs in the forest are reputed to have magical powers. Dunn River: This river is swift and cool. A small group of Thurka nomads pilot cargo rafts down the river to Valarn, towing them back upriver with the help of strong horses. The river is a hunting ground for crocodiles and dire crocodiles, including one half-dragon dire crocodile that is thought to be the offspring of Saurivadartak the Green in SuraKhiri. Small colonies of shocker lizards gather in parts of the shore, and the humans have learned to avoid provoking these creatures. Varlin Mountains: The southern slopes of this mountain range are more sparse in terms of vegetation but densely populated by humanoids such as bugbears, hobgoblins, and orcs, as well as ogres. Hidden among them are several small colonies of dwarves (unrelated to the Deathwardens of Manifest or Grumnyr of Tereppek) and gnomes who occasionally trade with the humans. The dwarves and gnomes are dug in deep to prevent attacks from evil humanoids and the dragons and wyverns that fly over the peaks from the northern sides. The dwarves and gnomes became citizens of Thurkasia after a treaty was signed by their leaders and the barons. Durhan Coast: This entire coastline is rocky, with dangerous cliffs and hidden reefs. The only safe place to make port is at the mouth of the Dunn River, which has been smoothed by its cool waters and dredged by industrious Salkirian traders. The rough waters are the site of frequent attacks by aquatic monsters such as scrags, but the cliffs usually prevent any of these things from coming to shore. Tribes of territorial lizardfolk live in the many cliffside caves, rarely interacting with humans.
CHAPTER 4:
Capital: Chellon Population: 403,400; human (95%), gnome (2%), dwarf (2%) Government: Republic (with token monarchy) Religions: Durann (dwarves), Eanius, Soggelos, Tephaneron, Uhanam (gnomes) Imports: Cheese, sweets, rice Exports: Horses, wine, grain, lumber Alignment: NG, CG, N, CN
Life and Society
The Thurka are of the same racial stock as the Salkirians, although they tend to be somewhat taller. Tan, with black straight or curly hair, the Thurka usually keep their hair short. Their faces are usually broad, with strong cheekbones, and facial hair is very rare.
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