Map of the Weyca Islands

The Weyca Islands are one small group among the many, many clusters of islands known collectively as “Fircudia.” These islands are scattered all around the continent of Lukok, and have very diverse peoples, languages, cultures, terrain…Most of these islands are at least claimed by the country Lukok, which has grouped them in territories. This map shows how the Weyca Islands are grouped.

The Weyca Islands are northeast of Lukok, and most of them have a temperate climate. Some are too rocky for many people to live on; others have lots of fertile forest and farmland with many inhabitants. There are several different people groups, with different languages, living in these islands, and the territories are generally grouped according to where these different peoples live. So in the north, you have the Ande people, then a little more southernly, you have the Aminan, Nas and Aletne, and if you go down more, you have the Lurup, Hivra, Rei…Most of these peoples have distinct cultures and languages, but fewer than 2,000 members. The smallest group, the Fewetol, is only about 500 strong.

I drew this map in October 2012, and I feel very happy with how it turned out! I wish I hadn’t drawn the circles for territories in different colors – I feel like the map is a bit busy – but I like the rough blue edging on the islands. Much easier than filling in all the sea with blue!

War Map of Olha’s War (Lukok/Laguina Conflict of 1403)

This map, one of my newer and better-done ones, is of a fairly short war/conflict between the islands of Lukok and Laguina in 1403 (that is, approximately 100 years before the current day). Lukok and Laguina have always been tense around each other, and so this was just one of many wars that they have had over the centuries. In 1403, they had not had any conflicts for a while, and tension was at its highest. Then a Laguine princess named Olha Lehana, sent to marry a Lukokish prince (this was a very common occurrence, as it was supposed to help stifle conflicts), caused trouble at the Lukokish court. It was the last straw, and the two countries attacked each other while Olha was exiled. Devey Rèn, Olha’s son, would later become king of Lukok.

This map is supposed to show the various military movements and battles of the Lukokish and Laguine generals, with numbers to show at what point they made these moves. For example, if you see one arrow with a 2 on it, and another arrow with a 2, they happened at the same time. Yes, it’s rather unrealistic, but it’s the best I can do for now! 🙂

The map has a key on it, but in case you can’t find it, can’t read it, or can’t understand it, here’s a key in text. Red is for Lukok; blue is for Laguina, so when you see an area shaded in red, it’s controlled by Lukok; in blue, it’s controlled by Laguina. This is also true for the movement arrows – when you see a red arrow, it’s a Lukokish movement; a blue arrow, Laguine movement. To show battles, I have circles, colored in with the color of whoever won the battle. With all of this, I am using numbers to show when certain movements were made. So for example, the large island south of Lukok (Smaller Lukok) is shaded blue and says “Lag. Control by 17”. This means that Laguina controlled Smaller Lukok by “17”, which is just a stand-in for an actual date. You can see other movements that happened at the same time on “17”: Sozbori went to Tyor and captured it for Laguina (see the circle by Tyor filled in with blue?) and Valot (Laguina) and Dehderu (Lukok) went to Dohsol and fought a battle, and Dehderu won (see the circle by Dohsol filled in with red?).

The Lukokish generals are Akhcoz (abbreviated to A) and Dehderu (abbreviated to D). These are their last names, by the way, and spelled and pronounced in a non-Lukokish way. (In Lukok their names are Akloş and Dedèrö.) The Laguine generals are Valot (V), Tsvet (T), and Yayaki (Y), and Valot has a helper named Sozbori (S) who sometimes went off on his own. Again, these are their last names, and not spelled in the Laguine way. (I haven’t figured out the Laguine language yet, though, so I can’t tell you how they are spelled Laguine-style.)

Quick note on some things on the map: the circle around the Muhii Isles is where Muhiiwuh is; the Mirztiekeni blockade was a protective wall of ships around the Lukok-facing side of Mirztieken, just to make sure that nothing got out of hand and they got attacked in the fray.

Now, just to make things more confusing, the names I gave the towns in Lukok are not the real Lukokish names – they are the names given to them by foreign Uniatic historians! So, working from top to bottom, Diegzhe to Tyor Dol, here are the real Lukokish names. (You can absolutely skip this if you’re already bored; the map is at the bottom of the page.)

Diegzhe – Dëejşan
Divitsol – Divìtsol
Jahhèhevdef – Jaevèdev
Vringèr – Vere:san
Asgardeno – Tereve:salsan
Setsel – Sètsol
Dohsol – Dôsol
Abrinu – Tòlsesan
Yalènef – Alènev
Yohinef – Ôninev
Terol – Teròl
Myreken – Mïreken
Delamy – Delamë
Yansignu – Ànsesan
Tyor – Tïor
Tyor Dol – Tïor Dol

Country of Muhiiwuh

…or rather, the country of the Independent Republic of the Union of Muhiiwuh (moo-hee-WOOH), which is made up of various culturally and/or racially related islands located near the continent of Lukok. (If you look closely and think carefully you may notice a subtle reference to a popular Wii game, which was actually the original inspiration for two of the islands.) This country was formed very recently, mostly by the efforts of the people of one of the islands, Muhiiwuh. All of these islands had been controlled by Lukok for centuries, and Muhiiwuh in particular had actually been completely sold to a businessman. You see, the original inhabitants of Muhiiwuh, and many of the other islands, were not actually human. They were Muhiis, which are very similar to humans, but are slightly shorter and smaller, have simpler features, and tend to be neither skinny nor fat, but somewhere in between. Muhiis are just as intelligent as humans, and they are closely related enough that a Muhii and a human can have children together. The modern-day residents of Muhiiwuh almost all have Muhii blood, but are very rarely pure Muhii, if at all (there is no known reliable way to test if somebody is pure Muhii).

Well, you see, because these Muhiis were not actually human, the Lukokish government figured that it was a good excuse for not treating them as well as they would people. So the government sold Muhiiwuh and a nearby island, Spearpoint Island, to a businessman named Thomas Wagoneer for a very large amount of money. Thomas Wagoneer was eager to buy these islands because Muhiiwuh had a very popular and profitable resort…which was unfortunately owned by Muhiis, meaning that once Mr. Wagoneer had the land, he could do whatever he wanted with the resort. This was because Muhiis could not be legally recognized as owners of land or businesses, not being human, and Mr. Wagoneer had been licensed by the Lukokish government to do whatever he wanted with the Muhiis anyways. So for years and years, the Muhiis suffered under the reign of Thomas Wagoneer, who treated them all as his personal servants.

Meanwhile, a Muhii archaeologist named Lawrence Walsey (he hated the name Lawrence, though, so he had people call him L. Walsey) was uncovering amazing monuments and tunnels that had been built by the ancient Muhiis, before they were in contact with humans. Thomas Wagoneer was now in a pickle. Should he allow the excavations to go on, as tourists would surely come to see the monuments, and therefore provide him with more profit? Or would these tourists see the impressive monuments and begin to wonder about the fairness of the treatment of the modern-day Muhiis, the descendants of the monument builders? Thomas Wagoneer decided to play it safe and ordered the excavations to stop. L. Walsey was devastated, but he continued to study the artifacts and buildings he had uncovered, and, more importantly, he told all the Muhiis about his findings and got them very excited about them. He especially got the children interested in his discoveries, and this ended up being Muhiiwuh’s salvation. These children then went off to college in other countries, as there were no colleges in Muhiiwuh, and many of them were smart enough to get scholarships in colleges outside of Lukok. In these countries, they spread the word about the Muhii monuments and got the Sheesanian scientific community very interested in them as well. And so when these Sheesanian scientists heard that Thomas Wagoneer had ordered the excavations to stop, they were furious.

So these scientists began to pester Thomas Wagoneer about allowing the excavations to go on again, and when he continued to resist, the scientists made a major international ruckus about it. And then when it was discovered – by the Muhiis – that Thomas Wagoneer was corrupt, the Lukokish government threw him out and took over Muhiiwuh and Spearpoint Island again. (Lukok had no problem at all with Mr. Wagoneer – after all, he had been paying big bribes to them – but so their international reputation wouldn’t get damaged, they had to punish him.) Now that the Muhiis already had a lot of international attention, they began campaigning for a free and independent Muhiiwuh. Several of the nearby Muhii-related islands joined the campaign, too. These islands won a victory when the World Union, Sheesania’s international governing body, allowed a Muhii to represent his islands in the World Union. However, they still did not have the full position of a Minister in the World Union – you see, when a country is disputed, the World Union allows in a representative, who has much less power than a full-fledged Minister, who is from a mostly undisputed country. For a country to be considered undisputed by the World Union, two thirds of the Ministers in the World Union have to vote it to be so.

The Muhii countries went on for a while with only a representative, continuing to fight for independence with limited success until Zethra Dūsti became World Minister (the head of the World Union). Zethra was from Mirztieken, a large island in the same continent as the Muhii islands, and he was already well acquainted with the Muhii independence movement. With his support as World Minister, the World Union finally voted to allow Muhiiwuh and 14 other islands to enter the World Union as the Independent Republic of the Union of Muhiiwuh.

Here’s a map of the various Muhii islands (not how they are placed in proximity to each other, however). I’ve only made up much about Muhiiwuh, which is a small but beautiful island that has become famous not only for its monuments and the independence movement, but also for its excellent resort!

Continent of Lukok

I’m not sure when I made this map, but it sure isn’t very in-depth – the borders of the islands aren’t drawn in very much detail, and I didn’t add all the small islands that are nearby. The nice thing about that is that I can make up as many small islands as I want, whenever I want, without having to worry about whether they’re on the map! 🙂 Here’s an overview of the countries of Lukok. Confusingly, the continent Lukok contains a country named Lukok (LOO-kok), too. (Thankfully, people refer to inhabitants of the continent Lukok as “Lukokians”, not “Lukokish”, as people from the country are called.) Lukok is – most likely – the most powerful country, which is why the continent was named after her. Most of Lukok is overused, worn-out farmland that has been used for centuries without proper crop rotation, except for in Smaller Lukok, where the farmland has been taken care of better. The Lukokish people are mostly peasant farmers. In Laguina (LAG-yoo-ee-na), the land is similar to Smaller Lukok, but Laguines are generally richer than their Lukokish counterparts. Most Laguines farm or work as merchants and seafarers. Lukok and Laguina are racially related, and have similar cultures and languages, but they’ve been at each other’s throats for centuries. Lukok has a larger population, but is poorer, so it has a large but not very well equipped army; Laguina is small but rich, so it has a small but well-equipped army. Lukok supposedly controls most of the nearby small islands (known collectively as Fircudia) and Laguina supposedly holds a few, but many of these Fircudian islands actually govern themselves. Mirztieken, to the west, is an island of mountains, hills, forests, farmland, and marshes, with a lot of different people groups and languages. She’s almost always kept to herself, and has a strong navy to help her do so.

Planet Sheesania
# of Countries Officially 3, but many of the smaller islands rule themselves
Northwards The sea
Southwards The sea
Eastwards The sea, and eventually Musu
Westwards A very big sea, and eventually Lufitantha
Geography Lukok and Laguina are forests and farmland; Mirztieken has mountains, marshes, forests, farmland, sandy islands…The small nearby Fircudian islands vary a lot in geography, ranging from desert islands to jungle islands.

Continent of Lufitantha

If I remember right, this map was made around 2009, when I finally understood the basic structure of rivers. However, I still didn’t exactly understand how twisty and complicated a country’s borders can be (though I’ve come up with explanations for why Lufitantha’s borders are so neat). Here’s a quick overview of the Lufitanthan countries. Arandu (a-ron-DOO) is quite rich nowadays, and exercises quite a bit of control over the rest of the countries. Suclapo (SOOK-la-poe) is famous for its beautiful mountains and horses, and for its delicious food – Suclapoi madroni (a cheese-like food) is the best in Sheesania. Katon Ko Väolk (katten koe valk) was settled by refugees from the marshes of Eloquot, it has a remarkable navy, and often sides with Arandu in conflicts. Gourisson (GYUR-is-sen) has a tumultuous past, having gone through more than 10 revolutions and switched sides more than anybody cares to count. Nowadays it’s pretty much back on its feet (partly due to the fact that the Gourish people have become very tough and resilient). Fastcoast (fast-coast) originally belonged to Gourisson, but the Fastcoastians are a different people group and don’t get along well with the Gourish, and besides, nobody wanted the bad Fastcoastian land. So they got their own country. Frencha (FREEN-cha) is a land of forests and farms. Eloquot (ee-LOK-wot) is very marshy and is inhabited by a wide variety of warring tribes. Latrigle (lat-RYE-gul) is quite interesting: it’s become a haven for any religious or ethnic group that isn’t welcome anywhere else, because it will give land and protection to pretty much any large and persecuted group that asks. For this reason, it has a variety of people: Mawians (originally from Jawswina, and who follow a particular religion), Elsafurians (originally from Eloquot. They have a very, very strange religion), Hysleft (originally Carafilieri thieves that now mostly work as migrant farm laborers), Lat (the original residents of Latrigle), and more. Egeld (ee-JELD) has a lot of farmland, but is known better for its inventions, such as guns and factory machines. It’s ruled Lufitantha in the past. Azon (A-zon) used to belong to Egeld, being very rich, but not so well militarily equipped. It’s known for its spices. Carafilier (care-a-fi-LEER) is the richest of all Lufitanthan countries: it not only has very productive farmland, but also has mountains with huge concentrations of gold, silver, precious stones and coal.

Planet Sheesania
# of Countries 11
Northwards Navilila
Southwards Farhausen
Eastwards The sea, and eventually Grecia
Westwards A very big sea, and eventually Lukok
Geography Varies a lot – Arandu, Frencha, Latrigle, Egeld and Katon Ko Väolk are farmland; Suclapo is mostly mountainous; Gourisson has both mountains and farmland; Fastcoast is pretty much waste land, hardly able to grow anything; Eloquot is marshy; Carafilier has high, barren mountains and very fertile foothills and farmland; Azon is similarly fertile farmland.

 

Continent of Grecia

This map is from around 2009, and the only inaccurate part of it is the exact placement of the houses/complexes in Lastines. Like Lukok, this continent is named after one of the countries within it (though unlike Lukok, the country that it’s named after isn’t the most important one). Grecia has three countries: Grecia, Paola and Lastines. All three have a sunny Mediterranean climate. Grecia and Paola are pretty much the same – relatively poor, but their people are happy. Lastines was also the same until the powerful World Union decided to base itself there, as Lastines is pretty much right in the middle of Sheesania. Now it has a more aristocratic, high-class atmosphere, thanks to all the diplomats and other dignitaries that frequently visit.

Planet Sheesania
# of Countries 3
Northwards Tarbsinnia, after a lot of sea
Southwards Sea and Sheesania’s South Pole
Eastwards Lufitantha after a bunch of sea
Westwards Musu, after a sea
Geography Green, sunny islands, with land that’s not the best, but good enough to grow a variety of foods

Continent of Tarbsinnia

I made this map in 2009 or so. Tarbsinnia is a funny place – it’s up in the north of Sheesania, so you would expect it all to be very cold, but the Fish Islands, right in the middle of Tarbsinnia, has a Caribbean climate. (This could partly be because I made up Tarbsinnia when I didn’t know quite as much about weather and climate.) The landmass that contains seven colonies (Penton Banner, Freezing Neck, Skanlikia, Tanzize, Thoulopa, Fowdoodle, and Far Sweema), generally referred to as Canarsia, was not inhabited by anybody but wild animals until other countries began to realize that it was valuable land – the wild animals could be caught and their fur sold, and much of the land can grow certain Tarbsinnian foods that are now sold worldwide. Most of the Canarsian colonies have the same sort of terrain – tundra. Far Sweema, in particular, is known for being very beautiful; Penton Banner has forests; Skanlikia has mountains; Fowdoodle is pretty much barren, frozen land; and the rest (Freezing Neck, Tanzize and Thoulopa) are just tundra. Penton Banner is owned by Wowf (in Navilila); Freezing Neck is owned by Azon (in Lufitantha); Skanlikia is owned by Jacia (in Bonnalunom); Tanzize is owned by Egeld (in Lufitantha); Thoulopa is owned by Rossettoo (in Bonnalunom); Far Sweema is owned by Gourisson (in Lufitantha); and Fowdoodle is owned by Sengoria (in Farhausen).

Now on to the other three countries: Deisororgree, Fish Islands and Sisaac. Deisororgree is known for being very beautiful, with mountains and farmland. Sisaac is frozen and snowy most of the year, and the people there are usually either hunters or subsistence farmers. The Fish Islands is warm and sunny and has the important natural resource of – guess what – fish!

Planet Sheesania
# of Countries 3, if you only count the independent countries; 4, if you count all of Canarsia as one body; 10, if you count every colony as a separate country
Northwards Sheesania’s North Pole
Southwards The sea, and eventually Sheesania’s South Pole
Eastwards The sea, and for some countries, Musu
Westwards Navilila
Geography Sisaac, Deisororgree, and Canarsia are all tundra, but the Fish Islands are sunny and warm all year round

Continent of Thomorai

An eight- or nine-year-old me drew this map with a set of nice color pens that my mother gave me to do tracing with. The discovery information at the top (“discovered by Callum Voken in 1345…”) is wrong, but the list of tribes is still correct. Most of Thomorai is really the same – hot, muggy, rainy, wet jungle and marsh, with many primitive tribes still hunting fish and fretoriods with stone-tipped spears – but every island has a few large cities that are known for being centers of philosophy and science. Peeskovai, Kokabay and Keeshmorai are pretty much the same: jungle islands with a few large cities. Obtobai, the smallest of the islands, is surprisingly the strongest in military might, and ruled the rest of Thomorai for a few hundred years. Alastian and Alaquay took power after the Obtobian empire crumbled, and they remain strong, mostly because they are supported by Sheesania’s superpowers, Unia and Jacia. Kafa Monica is less wet and has less vegetation than the rest of Thomorai, and is inhabited by a different people group, the Kafa.

Planet Sheesania
# of Countries 7
Northwards Musu
Southwards Sheesania’s South Pole
Eastwards The huge, mostly empty Duakdepva Ocean, and eventually Bonnalunom
Westwards Lots of sea, and eventually Bonnalunom
Geography Jungle and marsh

 

Continent of Bonnalunom

This is another map I drew when I was eight, and didn’t know how rivers worked. 🙂 Abssia is half mountains, half marsh, with lots of seakitties and not as much people. Jacia is one of the great superpowers of Sheesania. It’s known for its very democratic government (think a sort of extra-crazy America). Around half of it is mountainous, and the other half is quite fertile farmland. Marddabba is a very peaceful country known for its brown cotton, which grows well in the prairie-like grassland there. Coleridge has some of the highest mountains in Sheesania, and is considered the “bad guy” of Bonnalunom, as Coleridge has always tried to steal more fertile land from other countries, their mountains being very bare and lifeless. Saladan is a rich country, with lots of farmland, known for its history of rich rulers and sumptuous palaces. Rossettoo is mountainous, but the mountains are small, and there are many farms. Chaccia is sort of a giant, wild marsh. Alphia has the highest mountains in Sheesania, most of which are pretty bare and lifeless. Jesrah is a large, grassy country, known for its horses and seakitties. Xanadu used to be a rich, powerful country that controlled Jesrah and Rossettoo, but nowadays, it’s little more than a well-off confederation of farmers.

Planet Sheesania
# of Countries 10
Northwards Farhausen
Southwards Sheesania’s South Pole
Eastwards The huge, mostly empty Duakdepva Ocean, and eventually Lukok
Westwards More sea, and eventually Thomorai
Geography Mostly fertile farming land, with some mountains and marshes

Continent of Bodia

I drew this map when I was…I think…eight or nine? Bodia has been a favorite at times, especially the country of Capron, where I’ve created stories about the tension between the currently-ruling Zenacocks (who were once the underdogs) and the currently-discriminated-against Ashabs (who were once the rulers). Gulfia has some interesting background – it’s actually made up of over 40 small micronations, but the World Union (the governing body of Sheesania) only officially accepts one country – “Gulfia”, a name which has long been used for that area of Bodia. Monjae has a climate similar to Turkey (I haven’t made up much else, except for a bad alphabet); the Ners are mostly fertile land and are inhabited by a strange, unique people group with a variety of peculiar customs.

Planet Sheesania
# of Countries Officially 6 (all the Ners are condensed into one), but realistically, more like 50
Northwards (really more northeast-wards) Lufitantha
Southwards (really more southeast-wards) Bonnalunom
Eastwards Farhausen
Westwards The sea, and eventually Musu
Geography Mostly desert (Capron, Ajkoran, Zebu, some parts of every country) but some fertile land