Terathmin is separated from the southern Keller principalities by a spur of the Farspar Mountains, the Ersang Range. The old heartland of Terathmin centered around the River Terath, a large river running through the middle of the region. The river was fed by numerous rivers from the north,and then drained into the ocean through a convoluted channel navigable by smaller ships. The watersheds of the rivers form the old populated areas,whether cities or farmland. This central riverine corridor divides the peninsula into three main regions: north, central, and south. The northwestern reaches of Terathmin, called the "Highlands", mountainous and dry, were never heavily populated. Even in the modern era, they form a 200 miles barrier zone between Terathmin and the "civilized world". The few people who inhabit these areas tend to be descendants of the old Terathmin refugees who fled north. Many of them have mixed Montoc blood. In any case, they are suspected of being "tainted" by the fate which befell their old lands. As a point of reference, the rulers of Suthriver are old Terathmin stock. The southern areas are settled mostly by Montoc tribes, who tend to stay close to the rivers or the coast. The jungles here are dangerous places.In ancient times, Terathmin was settled mainly by the Montoc, never in great numbers. In the north, the Keller and Sevastin settled in the mountainous highlands and intermingling with the local Montoc. Several small nations warred and traded in the region, reaching a sophistication somewhat like that of the Maya somewhere around 0 KY. On the southern coasts, Keller traders and explorers had established small colonies. Around 200 KY, after the unification of the Keller Empire, these southern colonists invaded the interior reaches and subdued the local Montoc states. The entire region was established as the Principality of Terathmin in 225 KY. Terathmin prospered within the empire, trading with the nearby Pershamon and exploring the nearby Savage Lands. More so than the rest of the empire, Terathmin was dependent on slave labor. Eventually, Terathmin society grew into a "pure Keller" ruling nobility and a mixed breed commoner class. Its rulers became arrogant and hungry for power, chafing under the onerous burden of the Keller Empire.
In 430 KY, after the long and disastrous invasion of the Pershamon Empire, the southern princes made a bid for power. This triggered the Keller Civil War, which was fought mainly in what is now the "southern Keller Lands" (Gemric, Alastin, Sarradastros, Terathmin). This war ended in 439 KY, during the Scourging, the terrible magical holocaust that ended the war and the Empire. The Empire, it is said, struck first with terrible curses and invoked demons. In retaliation, as Terathmin was falling around them, the mages of Terathmin summoned the forces of nature against the Keller Empire.
Since that time, Terathmin has been regarded as a cursed land, abandoned by all good and sane people. This is fairly accurate. The inland regions are inhabited only by small Montoc tribes, and occasional Terathmin enclaves which live in fortified compounds isolated from the outside world. Most of the farmland has returned to jungle, inhabited by large numbers of fearsome creatures. Dinosaurs, monsters, carnivorous plants, all manner of things. In many cases, the native fauna and flora are twisted, their bloodlines warped by the energies of the Scourging. This same thing is whispered about the human residents of Terathmin. The cities are by far the most dangerous places. In addition to the usual beasts, the large cities are infested with all manner of demons, undead, and such. Legend says that the locals were cursed to remain for all eternity in their cities, even after death. To some extent this is true. Terathmin cities were as large and cosmopolitan as any in the Keller Lands; now they are overgrown with vegetation, and lie in ruins. The cities are avoided by the inland humans,and are not spoken of. In some cases, humanoids have resettled in the ruins,finding them to be quite to their taste.
The Pirate Coast: Most of the Terathmin survivors fled southward, where they now live in towns along the coast. These towns typically hug the water, with large defensive works built to isolate them from the interior. Most of these towns are snake-pits, desperate little places eking out a living on fishing and piracy. The largest of these settlements is the area known as the Pirate Coast. The Pirate Coast is a collection of settlements clustered around the delta of the River Terath. They are ruled by the largest settlement, "Port Sovran", population 2500. Port Sovran is a fairly large town with a good harbor, thriving on a variety of legitimate and illegitimate trade. The economy is bolstered by pirate vessels who put in here to rest, recruit, and replenish. These wide-ranging pirates prey on Keller shipping to the north, Pershamon shipping to the east, and even Montoc travelers in the Savage Lands. Even the vaunted Gemiri Navy is unable to do more than suppress these pirates for more than a season or two. Port Sovran is not completely lawless; order is maintained by the troops of the"Guvner", who ruled in the name of the "Princes of Terathmin". The position of governor is a hereditary one for the most part, occasionally trading hands by force or treachery. The pirates respect the authority of the Guvner because he provides them with safe harbor. In exchange, they provide him with goods, services, and a share of all booty. There are also the usual number of typical craftsmen and farmers, as well as large numbers of fishermen and hunters. Life in Port Sovran tends to be hard, but is freer than anywhere else on the continent.