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| An incredibly ancient land full of mysteries and remnants of the distant past, the [[Aur River]] provides the lifeblood of Khapesh within the inhospitable deserts of the Red Lands. Khapesh is one of the most densely populated regions of the world and has a rich history.  
| An incredibly ancient land full of mysteries and remnants of the distant past, the [[Aur River]] provides the lifeblood of Khapesh within the inhospitable deserts of the Red Lands. Khapesh is one of the most densely populated regions of the world and has a rich history.  
|-
|-
|{{FlagSmall|Flag_Tirione.svg}}
|{{FlagSmall|Flag_Tamkaranu.svg}}
|[[Tirione]]
|[[Tamkaranu]]
|One of the most powerful mercantile states of the [[Chaska Sea]], the republic of Tirione has become incredibly wealthy through its extractive colonial system, relying heavily upon its territories across the sea.
|Inheritors of a long history of seafaring traditions, the people of Tamkaranu still look to the waves, and the nation thrives off its merchants, colonists, and navigators throughout the [[Chaska Sea]].
|-
|{{FlagSmall|Flag_Ishtar.svg}}
|[[Dalbanu]]
|The land around the Two Rivers have been inhabited since ancient times, and many Dalbanu city-states can trace their histories back for millennia. This region has one of the more unique cultural understandings of the divine, which heavily permeates into their culture, society, and governance.
|-
|
|[[Eastern Chaskan city-states]]
|Through carefully manipulating the interests of their larger neighbors against each other, the disparate city-states of the eastern [[Chaska Sea|Chaska]] have long maintained their independence. Despite their cultural similarities, these cities are broadly politically unaffiliated with each other.
|-
|-
|{{FlagSmall|Flag_Arrajan_Wilds.svg}}
|{{FlagSmall|Flag_Arrajan_Wilds.svg}}
|[[Arrajan Wilds]]
|[[Arrajan Wilds]]
|Antimagic fields hang over the region of Arrajan, preventing almost all use of spells or magical items. The people that live there have instead learned other means of getting by, and have repurposed ancient infrastructure to assist in this. The antimagic fields are better, however, than the intense storms that occur in their occasional absence.
|Antimagic fields hang over the region of Arrajan, preventing almost all use of spells or magical items, though the people that who there have instead learned other means of getting by. The antimagic fields are better, however, than the intense storms that occur in their occasional absence.
|-
|{{FlagSmall|Flag_Ishtar.svg}}
|[[Ishtar]]
|The land around the Two Rivers have been inhabited since ancient times, and many Ishtaran city states can trace their histories back for millennia. This region has one of the more unique cultural understandings of the divine, which heavily permeates into their culture, society, and governance.
|-
|-
|{{FlagSmall|Flag_New_Sotosa.svg}}
|{{FlagSmall|Flag_New_Sotosa.svg}}
|[[New Sotosa]]
|[[New Sotosa]]
|A far-flung rump state of the once much larger [[Viridia|Dominion of Viridia]], New Sotosa is located at the easternmost former extent of the empire. Separated for the last six hundred years, the region has since formed its own identity, though still with dreams of rejoining (or forming) a resurgent empire
|A far-flung rump state of the once much larger [[Viridia|Dominion of Viridia]], New Sotosa is located at the easternmost former extent of the empire. Separated for the last six hundred years, the region has since formed its own identity, though still with dreams of rejoining (or forming) a resurgent empire.
|-
|
|[[Eastern Chaskan city-states]]
|Through carefully manipulating the interests of their larger neighbors against each other, the disparate city-states of the eastern [[Chaska Sea|Chaska]] have long maintained their independence. Despite their cultural similarities, these cities are broadly politically unaffiliated with each other.
|}
|}


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|[[Western Coast]]
|[[Western Coast]]
|Far less of a unified nation and more of a collection of independent towns and small cities, the Western Coast of the [[Chaska Sea]] is known as a diverse place. The political and social affairs of the region are constantly shifting as various factions and individuals vie for power.
|Far less of a unified nation and more of a collection of independent towns and small cities, the Western Coast of the [[Chaska Sea]] is known as a diverse place. The political and social affairs of the region are constantly shifting as various factions and individuals vie for power.
|-
|{{FlagSmall|Flag_Akrotirian_Isles.svg}}
|[[Akrotirian Isles]]
|Built around the ruins of an ancient civilization, the small communities of the Akrotirian Isles draw upon the powerful occult forces of the islands for guidance.
|-
|-
|
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|[[Barat Tor]]
|[[Barat Tor]]
|A small number of [[dwarf|dwarves]] from [[Barat Rkund]] moved to the [[Western Coast]] around six centuries ago, where they founded the new nation of Barat Tor. Though economically quite significant for their production of cold iron and other important metals, the dwarves have aggravated the towns downriver from them by carelessly dumping toxic runoff into the waters of the [[Silika River]].
|A small number of [[dwarf|dwarves]] from [[Barat Rkund]] moved to the [[Western Coast]] around six centuries ago, where they founded the new nation of Barat Tor. Though economically quite significant for their production of cold iron and other important metals, the dwarves have aggravated the towns downriver from them by carelessly dumping toxic runoff into the waters of the [[Silika River]].
|-
|{{FlagSmall|Flag_Verdant_Woods.svg}}
|[[Verdant Woods]]
|Inhabited almost exclusively by arboreals and fey, the Verdant Woods are a still quite wild region. [[Greenwood Landing]] is the only permanent settlement in the Woods, serving as a trading post for merchants from elsewhere who purchase valuable greenwood in exchange for guarantees to leave the forests alone.
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|
|[[Scourgelands]]
|Settlers from the eastern and northern shores of the [[Chaska Sea]] founded small towns here several centuries ago, but today it is almost completely unpopulated and abandoned after the appearance of a strange type of [[Scourge|insectoid creature]].
|-
|-
|{{FlagSmall|Flag_Plegadis.svg}}
|{{FlagSmall|Flag_Plegadis.svg}}
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|Arda-Mulissu is both the name of a region as well as the name of the [[Arda-Mulissu (colossus)|colossus]] that protects it. Arda-Mulissu is a creation of the powerful elven caster [[Esarhaddon]], known for being highly paranoid and secretive.
|Arda-Mulissu is both the name of a region as well as the name of the [[Arda-Mulissu (colossus)|colossus]] that protects it. Arda-Mulissu is a creation of the powerful elven caster [[Esarhaddon]], known for being highly paranoid and secretive.
|-
|-
|{{FlagSmall|Flag_Nionegrast.webp}}
|{{FlagSmall|Flag_Ashnan.svg}}
|[[Nionegrast]]
|[[Ashnan]]
|Through its natural resources, Nionegrast has played a key role in creating the modern wealth of [[Tirione]]. Charter companies dominate Nionegrastan society and politics.
|A crucial yet mismanaged breadbasket of [[Tamkaranu]], the colonial situation in Ashnan has been complicated by unrest - simmering tensions have recently given way to outright rebellion.
|-
|-
|{{FlagSmall|Flag_Argengrast.webp}}
|{{FlagSmall|Flag_Ellu.svg}}
|[[Argengrast]]
|[[Ellu]]
|A crucial yet mismanaged breadbasket of [[Tirione]], the colonial situation in Argengrast has been complicated by unrest - simmering tensions have recently given way to outright rebellion.
|The first major colony established in the [[Western Coast]] after the end of [[Tamkaranu|Tamkaranu's]] kingdom period, today Ellu produces vast amounts of raw resources upon which Tamkaranu depends.  
|-
|-
|{{FlagSmall|Flag_Briathone.webp}}
|{{FlagSmall|Flag_Kashadum.svg}}
|[[Briathone]]
|[[Kashadum]]
|Originally a penal colony of [[Tirione]] and now controlled solely by the [[Nivarian Paradise Company]], Briathone remains a location few willingly live.
|Kashadum is a [[Tamkaranu]] possession in the [[Western Coast]] that serves primarily as a penal colony. Some who are deemed guilty of crimes in Tamkaranu are given the chance to serve their sentences through exile to Kashadum rather than in prisons at home, an offer a fair number accept.  
|-
|-
|{{FlagSmall|Flag_Nabopolassar's_Host.svg}}
|{{FlagSmall|Flag_Nabopolassar's_Host.svg}}
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|This mercenary band has recently reoccupied the ancient forts of [[Meshach]], [[Shadrach]], and [[Abednego]], and now seek to unify the [[Akrotirian Isles]].
|This mercenary band has recently reoccupied the ancient forts of [[Meshach]], [[Shadrach]], and [[Abednego]], and now seek to unify the [[Akrotirian Isles]].
|-
|-
|{{FlagSmall|Flag_Akrotirian_Isles.svg}}
|{{FlagSmall|Flag_Korymbos.webp}}
|[[Akrotirian Isles]]
|[[Korymbos]]
|Built around the ruins of an ancient civilization, the small communities of the Akrotirian Isles draw upon the powerful occult forces of the islands for guidance.
|Located at the western gateway to the [[Chaska Sea|Chaska]], the bustling and vibrant emporiums of Korymbos are the crown jewel of the Bronze Sea, bringing together merchants and peoples from far and wide. The nation's navy, often called the Great Wall at Sea, has earned a reputation as unbeatable after defeating [[Tamkaranu]], the [[Halakran League]], and [[Viridia]] in relatively quick succession.
|}
|}


=== Hellea ===
=== Hellea ===
{{SeeAlso|Hellea}}
{| class="wikitable sortable"
{| class="wikitable sortable"
!width="100"|Flag
!width="100"|Flag
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|{{FlagSmall|Flag_Magnia.webp}}
|{{FlagSmall|Flag_Magnia.webp}}
|[[Magnia]]
|[[Magnia]]
|Located in the north of [[Hellea]], Magnia is one of the less urbanized regions in the peninsula. This is in large part due to Magnia's high population of fey and other protectors of the wild, who have shaped the kingdom's history and culture.
|Magnia is the northernmost of the nations of [[Hellea]], nestled against the southern foothills of the [[Sentinel Peaks]]. Its high population of fey and other protectors of the wild have shaped the region's history and culture for many centuries.  
|-
|-
|{{FlagSmall|Flag_Grand_Empire_of_Hellea.webp}}
|{{FlagSmall|Flag_Grand_Empire_of_Hellea.webp}}
|[[Iaramnae]]
|[[Iaramnae]]
|As the last of the proper diadochi states, Iaramnae is still under the control of a military protectorate. While they style themselves as the last legitimate successors of [[Eurykrates]]' [[Grand Empire of Hellea]], in reality they are little more than warlords shaking down merchants and travelers who pass through their lands.
|Iaramnae is the last of the [[Hellea|Hellean]] nations to still claim legitimacy as one of the [[diadochi]] states, the successors to [[Eurykrates|Eurykrates']] [[Grand Empire of Hellea]]. The [[triarch|triarchs]] of Iaramnae, its leading generals, have for centuries viewed the lands of the other nations of Hellea as rightfully theirs, as they seek to expand their domain and reforge the Empire. Today Iaramnae is locked in a struggle with the [[Halakran League]] for control over the peninsula, a fight that has stretched and strained both.
|-
|-
|{{FlagSmall|Flag_Metrya.webp}}
|{{FlagSmall|Flag_Metrya.webp}}
|[[Metrya]]
|[[Machaian League]]
|Metrya has revived the ancient Hellean traditions of democracy, though the lingering inequality of this system has led to undercurrents that threaten this prosperous state. A nascent industrial revolution is underway in Metrya, as traditional cottage industries have begun to be replaced by [[wikipedia:Industrial_Revolution|centralized workhouses]].
|The Machaian League is a confederation of [[Hellea|Hellean]] city-states in the northwest of the peninsula who have allied together for mutual defense against the ambitions of the [[Halakran League]]. Following the lead of the largest of the city-states, [[Metrya]], the Machaian League has revived the ancient Hellean practices of direct democracy.
|-
|-
|{{FlagSmall|Flag_Halakros.webp}}
|{{FlagSmall|Flag_Halakros.webp}}
|[[Halakros]]
|[[Halakran League]]
|Halakros is the largest of the Hellean states, and the only proper feudal kingdom in the world. Many of the oldest cities, structures, and ruins of Hellea are located within Halakros. Under much of the kingdom, within the [[Depths]], lies a [[Acheron Labyrinth|massive and elaborate labyrinth]] that has trapped many adventurers.
|Halakran League is a large confederation of [[Hellea|Hellean]] city-states that encompasses most of the central and southern regions of the peninsula. Originally formed as a defensive bulwark to counter the ambitions of [[Iaramnae]], the city-states of the Halakran League have since turned their eyes towards the reunification of Hellea as well, through more through diplomatic maneuvering than force. Under much of the League, within the [[Depths]], lies a [[Acheron Labyrinth|massive and winding labyrinth]] that has trapped many adventurers.
|-
|-
|{{FlagSmall|Flag_Ephardia.svg}}
|{{FlagSmall|Flag_Ephardia.svg}}
|[[Ephardia]]
|[[Ephardia]]
|Ephardia is led by the [[Hero-god|hero-goddess]] [[Phileia]], who ascended after completing the Seven Challenges. Under her rule, Ephardia has become a major martial center in Hellea, with many prospective students traveling there to learn various methods of combat. While the interior of Ephardia is mostly safe, trolls, ogres, and other dangerous creatures become much more common as one travels farther away from the cities.
|Ephardia is led by the [[Hero-god|hero-goddess]] [[Phileia]], who ascended after completing the Seven Challenges. Under her rule Ephardia has become a major martial center in [[Hellea]], with many prospective students traveling there to learn various styles of combat. Unease has grown in the nation in recent years as Phileia has retreated from public life while at the same time the conflicts between the [[Halakran League]] and [[Iaramnae]] inflame once more, threatening to draw in even Ephardia on the other side of the [[Greenwall]].
|-
|-
|{{FlagSmall|Flag_Ersas_City_States.webp}}
|{{FlagSmall|Flag_Ersas_City_States.webp}}
|[[Ersas city-states]]
|[[Ersas city-states]]
|The Ersas city-states are a loose alliance of disparate cities encompassing the [[Ten Thousand Islands]]. These mercantile city-states have large aquatic populations, and the cities themselves usually include districts both on the surface and beneath the waves.
|The Ersas city-states are a loose collection of disparate cities across the [[Ten Thousand Islands]] of the [[Sea of Ersas]]. These mercantile city-states have large aquatic populations, and the cities themselves usually include districts both on the surface and beneath the waves. Caught in the ongoing conflicts between the [[Halakran League]] and [[Iaramnae]], most of the city-states are split between the influence of the two large nations of the [[Hellea|Hellean]] mainland, while a handful have steadfastly managed to maintain their independence.
|-
|-
|{{FlagSmall|Flag_Eretrebus.webp}}
|{{FlagSmall|Flag_Eretrebus.webp}}
|[[Eretrebus]]
|[[Eretrebus]]
|One of the major naval powers of the [[Chaska Sea]], second only to [[Tirione]], this mercantile state has become fabulously wealthy since the [[Midanism|Midan Transformation]].
|One of the major naval powers of the [[Chaska Sea]], second only to [[Tamkaranu]], this mercantile state has become fabulously wealthy since the [[Midanism|Midan Transformation]].
|-
|-
|{{FlagSmall|Flag_Alyma.svg}}
|{{FlagSmall|Flag_Alyma.svg}}
|[[Alyma]]
|[[Alyma]]
|Alyma is a loose collection of towns and cities within the [[Alyma Archipelago]]. In addition to their other populations, the islands are home to most of the remaining Hellean [[Cyclops|cyclopean]] oracles. Dwelling in isolated caves and huts, these oracles make prophecies that few will ever hear, let alone understand.
|Alyma is a loose collection of towns and cities within the [[Alyma Archipelago]]. In addition to their other populations, the islands are home to most of the remaining Hellean [[Cyclops|cyclopean]] oracles. Dwelling in isolated caves and huts, these oracles make prophecies that few will ever hear, let alone understand.
|-
|{{FlagSmall|Flag_Philiraki_Giant_Princes.svg}}
|[[Philiraki Giant Princes]]
|The storm giant rulers of the [[Philiraki Peninsula]] and surrounding islands maintain vast coastal castles and estates, governing the population of smaller people that live there.
|}
|}


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|Barat Rkund is the last primarily [[dwarf|dwarven]] region within [[Thadria]]. Its insular inhabitants carry on many of the ancient dwarven traditions and are renowned for their artistry and craftsmanship.
|Barat Rkund is the last primarily [[dwarf|dwarven]] region within [[Thadria]]. Its insular inhabitants carry on many of the ancient dwarven traditions and are renowned for their artistry and craftsmanship.
|-
|-
|{{FlagSmall|Flag_Forloroth_Valadhel.svg}}
|{{FlagSmall|Flag_Pasuhalta_Kamman.svg}}
|[[Forloroth & Valadhel]]
|[[Pasuhalta & Kamman]]
|A union between two former provinces of [[Viridia]], this region was once the a center of agriculture for the empire but broke away in the instability following the Viridian abandonment of [[Erenon]]. The two provinces maintain a shaky alliance that keeps them independent, for now.
|Pasuhalta & Kamman are a union between two former provinces of [[Viridia]] that broke away from the Dominion following the [[Erenon|Erenon Crisis]] of the early {{Year|6600|nolink=true}}s. Torn between two visions for their future, some inhabitants of Pasuhalta & Kamman seek to return to the traditions of their pre-Viridian history while others wish to reestablish closer ties to the Dominion.
|-
|-
|{{FlagSmall|Flag_Mesollonia.svg}}
|{{FlagSmall|Flag_Mesollonia.svg}}
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|{{FlagSmall|Flag_Rovakhit.svg}}
|{{FlagSmall|Flag_Rovakhit.svg}}
|[[Rovakhit]]
|[[Rovakhit]]
|Located at the eastern terminus of the [[Hundred Days Road]], Rovakhit produces large amounts of [[onyx]], porcelain, amber, and petrified wood. This extremely wealthy nation is ruled by a council of auguries who base their decisions on their divination of the future.
|Located at the eastern terminus of the [[Hundred Days Road]], Rovakhit produces large amounts of [[onyx]], porcelain, amber, and petrified wood. This wealthy nation is ruled by a council of augurs who base their decisions on their divination of the future.
|-
|-
|{{FlagSmall|Flag_Yurukhan.svg}}
|{{FlagSmall|Flag_Yurukhan.svg}}
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|The hardy [[dwarf|dwarves]] of Urkhaim live in cities within the [[Northern Wall]]. Largely isolationist, they rarely leave their frigid and secluded mountain homes, only venturing forth into the [[Aban Steppe|steppe]] during their great hunts and to carry their dead to [[Tomb Lake]].
|The hardy [[dwarf|dwarves]] of Urkhaim live in cities within the [[Northern Wall]]. Largely isolationist, they rarely leave their frigid and secluded mountain homes, only venturing forth into the [[Aban Steppe|steppe]] during their great hunts and to carry their dead to [[Tomb Lake]].
|}
|}


=== Kirnashal ===
=== Kirnashal ===
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|{{FlagSmall|Flag_Kudurru.svg}}
|{{FlagSmall|Flag_Kudurru.svg}}
|[[Kudurru]]
|[[Kudurru]]
|Since migrating south many hundreds of years ago, the orcs of Kudurru have developed a unique culture by fusing their traditional practices with those of [[Amshan]] and their other neighbors. From their castles clad in cast iron, the feudal rulers of Kudurru watch over their vibrant cities. Kudurru is a vassal of Amshan, and social, cultural, and political ties between the two nations are close and well-established.
|Since migrating south many hundreds of years ago, the orcs of Kudurru have developed a unique culture by fusing their traditional practices with those of [[Amshan]] and their other neighbors. From their castles clad in iron, the orcish princes of Kudurru watch over their surrounding villages. Kudurru is a vassal of Amshan, and social, cultural, and political ties between the two nations are close and well-established.
|-
|-
|
|{{FlagSmall|Flag_Ramashal.svg}}
|[[Ramashal]]
|[[Ramashal]]
|Centuries ago [[Amshan]] promised autonomy to those who settled the wild lands south of the [[Khalhu River]], and many soon flocked to the region. In the years since great cities have been developed in Ramashal, but so too has a new social class, a nobility whose pedigree is established by possession of sorcerer bloodlines. This nobility has recently started minor yet escalating land feuds with the [[orc|orcs]] of Kudurru, even as their mutual overlord attempts to bring them in line.
|Centuries ago [[Amshan]] promised autonomy to those who settled the wild lands south of the [[Khalhu River]], and many soon flocked to the region. In the years since then great river cities have been developed in Ramashal, but so too has a new social class, a nobility untethered from the traditional clans of Amshan. This nobility has more recently started minor yet escalating land feuds with the [[orc|orcs]] of Kudurru, even as their mutual overlord attempts to bring them in line.
|}
|}


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|[[Akhom]]
|[[Akhom]]
|This once prosperous kingdom was annihilated by the [[Deluge]], a magically induced tsunami that drowned the largely coastal cities. The survivors have mostly left the region and moved south to [[Rudamun]].
|This once prosperous kingdom was annihilated by the [[Deluge]], a magically induced tsunami that drowned the largely coastal cities. The survivors have mostly left the region and moved south to [[Rudamun]].
|-
|{{FlagSmall|Flag_Mostagedda.svg|limit_width=true}}
|[[Mostagedda]]
|A large population of catfolk live in this arid region within the [[Taizzan Expanse]]. Free-spirited yet communal, the catfolk here often set off to see the broader world as adventurers and explorers.
|-
|-
|{{FlagSmall|Flag_Dur_Untash.svg}}
|{{FlagSmall|Flag_Dur_Untash.svg}}
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|{{FlagSmall|Flag_Tarkuus.webp}}
|{{FlagSmall|Flag_Tarkuus.webp}}
|[[Tarkuus]]
|[[Tarkuus]]
|The powerful necromancer and vampire [[Tarkuus (undead)|Tarkuus]] founded this eponymous state centuries ago, and they continue to at least nominally govern this empire of undead. Led by a ruling class of intelligent undead, Tarkuus is open for trade and travel to the living, though both can still be dangerous for the unwary. In the boredom of their very long lives, the culture of the upper class of undead in Tarkuus heavily emphasizes horticulture, fashion, and arts as pastimes. Tarkuus is the primary exporter of drugs and spices in the world, and their engineers are experts in massive earthworks.
|The powerful [[necromancy|necromancer]] and vampire [[Tarkuus (undead)|Tarkuus]] founded this eponymous state centuries ago, and they continue to at least nominally govern this empire of undead. Led by a ruling class of intelligent undead, Tarkuus is open for trade and travel to the living, though both can still be dangerous for the unwary. In the boredom of their very long lives, the culture of the upper class of undead in Tarkuus heavily emphasizes horticulture, fashion, and arts as pastimes. Tarkuus is the primary exporter of drugs and spices in the world, and their engineers are experts in massive earthworks.
|-
|-
|{{FlagSmall|Flag_Blacksand_League.svg}}
|{{FlagSmall|Flag_Blacksand_League.svg}}
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|{{FlagSmall|Flag_Kintaka.svg}}
|{{FlagSmall|Flag_Kintaka.svg}}
|[[Kintaka]]
|[[Kintaka]]
|Kintaka is governed by a pre-[[Sangiran]] dynasty who have reasserted their rule after being reduced to a symbolic role under empire. Though a largely pacifistic society, the nation maintains a large standing military that has a reputation for callous efficiency on the few occaisions they are called to fight. Other [[Kea Racha|Kea Rachan]] nations generally respect Kintaka's neutrality and position as mediators.
|Kintaka is governed by a pre-[[Sangiran]] dynasty who have reasserted their rule after being reduced to a symbolic role under the empire. Though a largely pacifistic society, the nation maintains a large standing military that has a reputation for callous efficiency on the few occasions they are called to fight. Other [[Kea Racha|Kea Rachan]] nations generally respect Kintaka's neutrality and position as mediators.
|-
|{{FlagSmall|Flag_Vua_Ran.svg}}
|[[Vua Ran]]
|The sovereign dragons of Vua Ran are known for their impartiality in enforcing the rule of law. The society of this nation is highly ordered in a caste system.
|-
|-
|{{FlagSmall|Flag_Lelwani.svg}}
|{{FlagSmall|Flag_Lelwani.svg}}
|[[Lelwani]]
|[[Lelwani]]
|Most of Lelwani's inhabitants are aquatic, living either in vast underwater complexes, surface waterdomes, or partially submerged cities.
|The [[Augur|Augurs]] of Lelwani, constructed in the time of the [[Eternal Suzerain]] as a symbol of unity between surface and water dwelling peoples, remain the most famous settlements in the nation, bringing together two disparate worlds. While the region has changed significantly since the death of the Suzerain, its immense shipyards continue to be [[Kea Racha|Kea Racha's]] gateway to the sea.
|-
|-
|{{FlagSmall|Flag_Pela_Huban.svg}}
|{{FlagSmall|Flag_Pela_Huban.svg}}
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|[[Koamun]]
|[[Koamun]]
|Centuries of volcanic eruptions in Koamun have buried most of the old cities of the islands in ash. The people that remain mostly live in networks of underground settlements, protected from the harsh terrain and dangerous creatures above. From the surface Koamun appears desolate, but civilization thrives beneath the surface.
|Centuries of volcanic eruptions in Koamun have buried most of the old cities of the islands in ash. The people that remain mostly live in networks of underground settlements, protected from the harsh terrain and dangerous creatures above. From the surface Koamun appears desolate, but civilization thrives beneath the surface.
|-
|
|[[Barazar El]]
|This [[dwarf|dwarven]] nation encompasses a number of underwater fortresses, built in mineral-rich waters in the oceanic depths near hydrothermal vents. Forced to adapt in their extreme conditions, these dwarves have developed a number of highly distinct technological and magical advances.
|}
|}


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|-
|-
||{{FlagSmall|Flag_Vothan.svg}}
||{{FlagSmall|Flag_Vothan.svg}}
|[[Vothan]]
|[[Vaothan]]
|While the death of the [[Eternal Suzerain]] of [[Sangiran Empire|Sangiran]] had drastic consequences for all former subjects of the empire, the people of Vothan took it particularly badly. Abandoned by their god, a large proportion of Vothans renounced faith entirely and now form a largely atheistic society, one that remains fractured by internal divisions.
|While the death of the [[Eternal Suzerain]] of [[Sangiran Empire|Sangiran]] had drastic consequences for all former subjects of the empire, the people of Vaothan took it particularly badly. Abandoned by their god, a large proportion of Vaothanites renounced faith entirely and now form an officially [[atheism|atheistic]] society, albeit one that remains fractured by internal divisions.
|-
|-
|{{FlagSmall|Flag_Bukran.svg}}
|{{FlagSmall|Flag_Bukran.svg}}
|[[Bukran]]
|[[Bukran]]
|Located on the frontier of the [[Sangiran Empire]] before its collapse, the hobgoblin tribes the empire formerly fought against are now one of the few beacons of stability in the region, as rigid and harsh as their society can be.
|Located on the frontier of the [[Sangiran Empire]] before its collapse, the [[ratfolk]] tribes the empire formerly fought against are now one of the few beacons of stability in the region, as rigid and harsh as their society can be.
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|
|
|[[Oscan]]
|[[Oscan]]
|Once the site of a prosperous kingdom, today Oscan is home to roving hordes of mindless undead and little else. The living barely cling on in a small number of locations, most notably the northern city of [[Tasha]]. Rumors have it that the undead are the result of the kingdom’s rulers playing with forces beyond their control.
|Once a prosperous kingdom, today Oscan is home to roving hordes of mindless undead and little else. The living barely cling on in a small number of locations, most notably the northern city of [[Tasha]]. Rumors have it that the undead are the result of the kingdom’s rulers playing with forces beyond their control.
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|
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|[[Talmithe]]
|[[Talmithe]]
|The diverse people of Talmithe are ruled by the four Great Houses, [[elf|elven]] tribes descended from those cast out of [[Eita]] during the [[Banishment]]. Life in Talmithe can often be chaotic as the interests and laws of each Great House collides with those of their subject peoples.
|The diverse people of Talmithe are ruled by the four Great Houses, [[elf|elven]] tribes descended from those cast out of [[Eita]] during the [[Banishment]]. Life in Talmithe can often be chaotic as the interests and laws of each Great House collides with those of their subject peoples.
|-
|
|[[Flower Kingdoms]]
|Though sparsely populated, the flooded grasslands south of the [[Fangs of Khurazar]] are home to the Flower Kingdoms, innumerable tribes whose histories predate even that of the [[elf|elves]].
|}
|}


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=== Laqto ===
=== Laqto ===
{{SeeAlso|Laqto Rainforest}}
{| class="wikitable sortable"
{| class="wikitable sortable"
!width="100"|Flag
!width="100"|Flag
!width="200"|Name
!width="200"|Name
!Description
!Description
|-
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|[[Laqto Rainforest]]
|Like neighboring [[Brightmarch]], the Laqto Rainforest is home to many disparate peoples. Settled communities and nomadic groups alike thrive in the jungle.
|-
|-
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|[[Okoton]]
|[[Okoton]]
|As the cultural heart of the rainforest, the people of the [[Laqto Rainforest|Laqto]] often say that all rivers lead to Okoton. Located where the [[Arteries of the Rainforest]] open into the massive [[Okoton Estuary]], the sprawling cities of Okoton have something for everyone. Along with [[Broken Traverse]] and [[Kizzuwat]], Okoton is one of the nations within the [[Three Torchbearers]].
|As the cultural heart of the rainforest, the people of the [[Laqto Rainforest|Laqto]] often say that all rivers lead to Okoton. Located where the [[Arteries of the Rainforest]] open into the massive [[Okoton Estuary]], the sprawling cities of Okoton have something for everyone.
|-
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|[[Kizzuwat]]
|The monk orders of Kizzuwat hold significant sway in the region, functionally serving as the military and government. Between the [[Children of Twisting Vines]] in [[Zuwa]] and the [[Children of Unbowed Branches]] in [[Na]], the monks protect not only their monasteries but also the entirety of the [[Okoton Estuary]]. Along with [[Okoton]] and [[Broken Traverse]], Kizzuwat is one of the nations within the [[Three Torchbearers]].
|-
|-
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|[[Broken Traverse]]
|[[Broken Traverse]]
|The Broken Traverse is a massive, ancient elven bridge that crosses the [[Itkahi Bay]]. Though today large sections have fallen into the water, several towns have established themselves on top of the bridge's remaining span. Along with [[Okoton]] and [[Kizzuwat]], Broken Traverse is one of the nations within the [[Three Torchbearers]].
|The Broken Traverse is a massive, ancient [[elf|elven]] bridge that crosses the [[Itkahi Bay]]. Though today large sections have fallen into the water, several towns have established themselves on top of the bridge's remaining span.
|-
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!Description
!Description
|-
|-
|
|{{FlagSmall|Flag_Keleta-Ru.svg}}
|[[Keleta-Ru]]
|[[Keleta-Ru]]
|The Keleta-Ru are the gnomish sea-nomads of the Wounds, intrepid explorers and traders who wander the sea endlessly. Even if some choose to settle in one of their many island communities for a time, they inevitably find themselves drawn to the waves once again, venturing between the archipelagos, underwater settlements, and [[turtle-villages]] of the Wounds.
|The Keleta-Ru are the [[gnome|gnomish]] sea-nomads of the Wounds, intrepid explorers and traders who wander the waves endlessly. Even if some choose to settle in one of their many island communities for a time, they inevitably find themselves called to the sea once again, venturing between the archipelagos, underwater settlements, and [[turtle-village|turtle-villages]] of the Wounds.
|-
|-
|
|{{FlagSmall|Symbol_Fanakara.svg}}
|[[Farnakara]]
|[[Fanakara]]
|Though sometimes referred to as a coherent group, the Farnakara are anything but. In reality these largely [[human]] tribes and chiefdoms possess an endless array of traditions and can be found across far-apart islands within the Wounds, unified only by their seafaring cultures and a broadly similar set of oral histories and legends.
|Though sometimes referred to as a coherent group, the Fanakara are anything but. In reality these largely [[human]] tribes and chiefdoms possess an endless array of traditions and can be found across far-apart islands within the Wounds, unified only by their seafaring cultures and a broadly similar set of oral histories and legends.
|-
|-
|
|{{FlagSmall|Symbol_Phersu.svg}}
|[[Phersu]]
|[[Phersu]]
|[[Zabarshu elf|Zabarshu]] [[elf|elves]] live in small semi-aquatic coastal cities in Phersu, while [[Basharma]] magma giants live in the mountainous interior amongst their megalithic shrines. As the northeastern most nation within the Wounds, the elective kingdoms of Phersu are the first to receive most travelers from the [[Three Great Seas]].
|The [[Zabarshu elf|Zabarshu]] [[elf|elves]] of Phersu split their time between their freedom of their kin-flotillas and the authority of their monarchical villages, two parallel societies very different from each other. In the interiors of the islands of Phersu live the [[Basharma]] magma giants.
|-
|{{FlagSmall|Flag_Harv_Taruhm.svg}}
|[[Harv Taruhm]]
|From within their volcano-forged strongholds atop the peaks of the mountainous [[Grievous Islands]], the warrior-nobility of Harv Taruhm rules over the surrounding sea. These territorial and warlike [[dwarf|dwarves]] often raid settlements on other islands for hostages and tribute.
|-
|{{FlagSmall|Flag_Harv_Doruhl.svg}}
|[[Harv Doruhl]]
|The exile-queen [[Ramn]] has ruled this remote island since being deposed as ruler of [[Harv Taruhm]] in the middle of the last century. Though she has tried since to gather enough allies to retake the throne, few trust her newly softened stance towards non-[[dwarf|dwarves]], least of all the [[Fanakara]] tribes who also dwell on the island.
|}
 
=== Aquatic ===
{| class="wikitable sortable"
!width="100"|Flag
!width="200"|Name
!Description
|-
|{{FlagSmall|Flag_Itothani.svg}}
|[[Itothani]]
|The Itothani are the reef-dwelling [[locathah]] of the [[Wounds]]. While generally friendly and welcoming of outsiders to their communities, they are fiercely protective of their vibrant reefs and are willing to take drastic action to protect them should the need arise.
|-
|{{FlagSmall|Flag_Bakari.svg}}
|[[Bakari]]
|Once considered an [[Itothani]] people, the Bakari are the descendants of [[locathah]] whose [[Corpse|reef]] was destroyed by demons soon after their invasion of the [[Old Twins]] began in {{Year|6266}}. They now reside in protected lagoons within atolls spread across the [[Na-Gaesa Ocean]], and have over time grown isolationist and hostile to outsiders lest their homes be threatened once again.
|-
|{{FlagSmall|Flag_Angareza.svg}}
|[[Angareza]]
|The Angareza, or anchor-less, are nomadic [[locathah]] tribes who endlessly wander the [[Na-Gaesa Ocean]], tending to their shoals of herd-fish from atop their ray mounts. They are widely considered the best hunters and trackers of the [[Wounds]], able to follow even the faintest scent or blood trail through the seas.
|-
|-
|
|
|[[Harv Taruhm]]
|[[Cerca]]
|From within their volcano-forged strongholds atop the peaks of the mountainous [[Grievous Islands]], the warrior-nobility of Harv Taruhm rules over the surrounding sea. These territorial and warlike [[dwarf|dwarves]] often raid settlements on other islands for captives, who are pressed into the labor force that drives their ships and builds their fortifications.
|The twin cities of [[Lurath]] and [[Ethausva]] are [[aerolith|aeroliths]] that crashed close to each other into the [[Na-Gaesa Ocean]] long ago. Over several generations their inhabitants found themselves transformed into [[aquatic elf|aquatic elves]], after which they gradually rebuilt their communities into centers of underwater trade and learning amongst the [[Wounds]].
|-
|-
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|
|[[Harv Doruhl]]
|[[Xitaxokhu]]
|The exile-queen [[Ramn]] has ruled this remote island since being deposed as ruler of [[Harv Taruhm]] in the middle of the last century. Though she has tried since to gather enough allies to retake the throne, few trust her newly softened stance towards non-[[dwarf|dwarves]].
|The fierce Xitaxokhu are the sahuagin inhabitants of the [[Gekhuknaka Trench]]. From their cities deep below the waves they launch raids for treasure and captives against the surrounding communities on nearby archipelagoes. While widely feared, they are also respected to a degree, as they have routinely proven themselves some of the most capable fighters against the demons who now seasonally infest the [[Old Twins]].
|-
|-
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|
|[[Fjarri]]
|[[Kreshensage]]
|Descendents of [[Rothurland|Rothurlandic]] sea raiders who found themselves driven far off their planned routes into the Wounds by fearsome storms almost two centuries ago, the Fjarri continue to hold onto many of their old traditional practices. Most Fjarri live within small communities in the [[Salt Spring Archipelago]] but they can be found elsewhere within the Wounds as well.
|With almost no contact with either other aquatic peoples or with surface dwellers, the broader world knows little about the Kreshensage. These merfolk live in the [[Frigid Deep]], an abyssal plain amongst the [[Wounds]], where they worship an ancient kraken called [[Shemenet]].
|}
|}


=== Aquatic ===
== The Stormlands ==
{{SeeAlso|Stormlands}}
 
=== The Oasis and the Storm-Path ===
{| class="wikitable sortable"
{| class="wikitable sortable"
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!width="100"|Flag
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|[[Itothani]]
|[[Qems]]
|Once the most powerful and influential of the gunpowder states, Qems was the first to develop firearms and cannons, yet they have seen their early strength dwindle as others have equalled then surpassed them. Today it holds on at the edge of the [[Oasis]], a shadow of its former self.
|-
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|[[Reshan]]
|With a reputation as a center of innovation and experimentation, after rebelling against [[Qems]] a century ago Reshan has rapidly become the dominant power in the [[Oasis]] through its use of new technology like personal firearms and war-balloons.
|-
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|[[In'khab]]
|Established by trailblazer mercenaries who conquered settlements on the edge of the [[Oasis]] before expanding their domain farther within, the rocket-warriors of In'khab have found no friends or allies amongst the other gunpowder states, yet do have close ties to the [[Trailblazer Republics]] in the [[Storm-Path]].
|-
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|[[Bura'khab]]
|While its people may be known as blunt and abrasive, the sense of duty that pervades Bura'khab society has led this gunpowder state from victory to victory, securing its current position in the [[Oasis]] as rivaled only by [[Reshan]]. The bombards developed by its military have proven devastatingly effective against even the strongest fortifications around the [[Great Fire Lake]].
|-
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|[[Trailblazer Republics]]
|The hardy and adventurous people of the Trailblazer Republics live in semi-permanent settlements that move regularly to keep up with the [[Great Tempests]], prospecting for valuable [[aeon stone|aeon stones]] in their wake.
|-
|-
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|
|[[Bakari]]
|[[Haran Gurr]]
|Its small territory on the surface masking the extent of its control of the underground, the [[dwarf|dwarven]] realm of Haran Gurr is the source of nearly all of the saltpeter, and therefore gunpowder, used in the [[Stormlands]], sourced from extensive bat ranches. Due to its economic and strategic importance, let alone its layers of almost impenetrable defenses, none dare attack Haran Gurr.
|}
 
=== The Mountains and the Ice ===
{| class="wikitable sortable"
!width="100"|Flag
!width="200"|Name
!Description
|-
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|[[Akatzar]]
|The nomadic [[hobgoblin|hobgoblins]] of Akatzar rule uncontested the open steppe while holding the settled peoples of the rivers and coast as vassals. The tribes regularly clash with each other and with those outside Akatzar in the name of their living war-god.
|-
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|[[Uulam]]
|Peoples of the glaciers and the polar ice, the many tribes of Uulam carve out their existence from the frigid landscape. Some do so quite literally, residing in glacier-hewn villages, while most keep to nomadic lifestyles instead.
|-
|-
|
|
|[[Angareza]]
|[[Masin]]
|In the highlands between the cordilleras of the [[Stormlands]] live the Masin, split between many tribes and communities. They define themselves in large part by their egalitarianism, especially in contrast to the hierarchical societies in the lowlands to the east and west.
|-
|
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|[[Shanidan]]
|In the democratic temple-communities of Shanidan, veneration of ancestors is central to both culture and governance, with the great halls of [[whisper urn|whisper urns]] places for contemplation and counsel.
|-
|-
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|
|[[Cerca]]
|[[Maukra]]
|The domains of Maukran oni kings dot the western coast of the [[Stormlands]]. Often in conflict with each other and with the much more egalitarian societies of the highlands, Maukra is a harsh land, with most of its inhabitants living far away from the fortresses of their rulers lest they be called up as levies in another futile war.
|}
 
=== The Rivers and the Sea ===
{| class="wikitable sortable"
!width="100"|Flag
!width="200"|Name
!Description
|-
|
|
|[[Bohaar]]
|Much more verdant than the rest of the [[Stormlands]], innumerable rivers and bodies of water define the landscape of Bohaar. Once far more unified, today this hydraulic empire remains only loosely connected, the lake-cities paying only nominal heed to the decrees of the central [[Imperial Palace]].
|-
|-
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|[[Xitaxokhu]]
|[[Kad]]
|The Kad [[hobgoblin|hobgoblins]] live in the borderlands between the lakes and the arid south, where they defend the north in exchange for wealth from the lake-cities. They are skilled alchemists and often combine their innovations in this field with firearms bought from the gunpowder states of the [[Oasis]].
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|[[Vukararn]]
|From their fortresses high in the [[Rain-Shroud]], the [[hobgoblin]] kings of Vukararn can survey their domains to the east, which they have subjugated through the strength of their [[Feathered Rangers]], soldiers with flying mounts.
|-
|-
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|[[Kreshensage]]
|[[Tazak]]
|By implanting [[aeon stone|aeon stones]] into themselves, the ruling mage-autocrats of Tazak grant themselves powerful magical abilities and greatly extended lifespans or even immortality. From their mountain fortresses they rule the outlying villages with iron fists.
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|[[Apanvar]]
|Established in the last decades before the most recent death of the [[Eternal Suzerain]], Apanvar is a [[Sangiran]] colony in the [[Stormlands]]. In the centuries since then it has struggled with charting its new future, as some wish for closer ties to [[Kea Racha]] and others with their neighbors in [[Bohaar]].
|-
|{{FlagSmall|Symbol_Ganeta_Meru.svg}}
|[[Ganeta-Meru]]
|The southernmost of the [[Fanakara]], and the only who live away from the [[Wounds]], the Ganeta-Maru are traders who connect the [[Stormlands]] with the broader world. Most of the [[aeon stone|aeon stones]] that find their way elsewhere on Kishar were first carried from the shores of the Stormlands by Ganeta-Meru merchants.
|}
|}


[[Category:Nations]]
[[Category:Nations]]

Latest revision as of 21:23, 14 December 2024

These are short summaries of each major country or region. The term "nation" is used loosely here - some are defined by political boundaries, some by shared cultures, and others by geography.

Three Great Seas

See also: Three Great Seas

Eastern Chaska

Flag Name Description
Khapesh An incredibly ancient land full of mysteries and remnants of the distant past, the Aur River provides the lifeblood of Khapesh within the inhospitable deserts of the Red Lands. Khapesh is one of the most densely populated regions of the world and has a rich history.
Tamkaranu Inheritors of a long history of seafaring traditions, the people of Tamkaranu still look to the waves, and the nation thrives off its merchants, colonists, and navigators throughout the Chaska Sea.
Dalbanu The land around the Two Rivers have been inhabited since ancient times, and many Dalbanu city-states can trace their histories back for millennia. This region has one of the more unique cultural understandings of the divine, which heavily permeates into their culture, society, and governance.
Eastern Chaskan city-states Through carefully manipulating the interests of their larger neighbors against each other, the disparate city-states of the eastern Chaska have long maintained their independence. Despite their cultural similarities, these cities are broadly politically unaffiliated with each other.
Arrajan Wilds Antimagic fields hang over the region of Arrajan, preventing almost all use of spells or magical items, though the people that who there have instead learned other means of getting by. The antimagic fields are better, however, than the intense storms that occur in their occasional absence.
New Sotosa A far-flung rump state of the once much larger Dominion of Viridia, New Sotosa is located at the easternmost former extent of the empire. Separated for the last six hundred years, the region has since formed its own identity, though still with dreams of rejoining (or forming) a resurgent empire.

Western Chaska

Flag Name Description
Western Coast Far less of a unified nation and more of a collection of independent towns and small cities, the Western Coast of the Chaska Sea is known as a diverse place. The political and social affairs of the region are constantly shifting as various factions and individuals vie for power.
Akrotirian Isles Built around the ruins of an ancient civilization, the small communities of the Akrotirian Isles draw upon the powerful occult forces of the islands for guidance.
Empire of Pliver The goblins of the recently established Empire of Pliver claim their nation to be the greatest and strongest of any around the Chaska Sea. Though they have certainly managed to carve out a small territory for themselves, to outsiders their cities are certainly not precisely as majestic as the goblins say.
Barat Tor A small number of dwarves from Barat Rkund moved to the Western Coast around six centuries ago, where they founded the new nation of Barat Tor. Though economically quite significant for their production of cold iron and other important metals, the dwarves have aggravated the towns downriver from them by carelessly dumping toxic runoff into the waters of the Silika River.
Plegadis A group of paladins known as the Servants of the Stag took over the small town of Fallowshore in Y9952*, and have begun to shape the town into their model community while they continue to attempt to drive the bandit lords away from Lake Plegadis.
Arda-Mulissu Arda-Mulissu is both the name of a region as well as the name of the colossus that protects it. Arda-Mulissu is a creation of the powerful elven caster Esarhaddon, known for being highly paranoid and secretive.
Ashnan A crucial yet mismanaged breadbasket of Tamkaranu, the colonial situation in Ashnan has been complicated by unrest - simmering tensions have recently given way to outright rebellion.
Ellu The first major colony established in the Western Coast after the end of Tamkaranu's kingdom period, today Ellu produces vast amounts of raw resources upon which Tamkaranu depends.
Kashadum Kashadum is a Tamkaranu possession in the Western Coast that serves primarily as a penal colony. Some who are deemed guilty of crimes in Tamkaranu are given the chance to serve their sentences through exile to Kashadum rather than in prisons at home, an offer a fair number accept.
Nabopolassar's Host This mercenary band has recently reoccupied the ancient forts of Meshach, Shadrach, and Abednego, and now seek to unify the Akrotirian Isles.
Korymbos Located at the western gateway to the Chaska, the bustling and vibrant emporiums of Korymbos are the crown jewel of the Bronze Sea, bringing together merchants and peoples from far and wide. The nation's navy, often called the Great Wall at Sea, has earned a reputation as unbeatable after defeating Tamkaranu, the Halakran League, and Viridia in relatively quick succession.

Hellea

See also: Hellea

Flag Name Description
Kyamita Kyamita is a major center for the study of the arts, sciences, technology, and magic, full of institutions and individuals working to hone their knowledge. The land of Kyamita is strategically very valuable and has historically been under the control of Iaramnae, but the nation is currently thriving in its current period of independence.
Magnia Magnia is the northernmost of the nations of Hellea, nestled against the southern foothills of the Sentinel Peaks. Its high population of fey and other protectors of the wild have shaped the region's history and culture for many centuries.
Iaramnae Iaramnae is the last of the Hellean nations to still claim legitimacy as one of the diadochi states, the successors to Eurykrates' Grand Empire of Hellea. The triarchs of Iaramnae, its leading generals, have for centuries viewed the lands of the other nations of Hellea as rightfully theirs, as they seek to expand their domain and reforge the Empire. Today Iaramnae is locked in a struggle with the Halakran League for control over the peninsula, a fight that has stretched and strained both.
Machaian League The Machaian League is a confederation of Hellean city-states in the northwest of the peninsula who have allied together for mutual defense against the ambitions of the Halakran League. Following the lead of the largest of the city-states, Metrya, the Machaian League has revived the ancient Hellean practices of direct democracy.
Halakran League Halakran League is a large confederation of Hellean city-states that encompasses most of the central and southern regions of the peninsula. Originally formed as a defensive bulwark to counter the ambitions of Iaramnae, the city-states of the Halakran League have since turned their eyes towards the reunification of Hellea as well, through more through diplomatic maneuvering than force. Under much of the League, within the Depths, lies a massive and winding labyrinth that has trapped many adventurers.
Ephardia Ephardia is led by the hero-goddess Phileia, who ascended after completing the Seven Challenges. Under her rule Ephardia has become a major martial center in Hellea, with many prospective students traveling there to learn various styles of combat. Unease has grown in the nation in recent years as Phileia has retreated from public life while at the same time the conflicts between the Halakran League and Iaramnae inflame once more, threatening to draw in even Ephardia on the other side of the Greenwall.
Ersas city-states The Ersas city-states are a loose collection of disparate cities across the Ten Thousand Islands of the Sea of Ersas. These mercantile city-states have large aquatic populations, and the cities themselves usually include districts both on the surface and beneath the waves. Caught in the ongoing conflicts between the Halakran League and Iaramnae, most of the city-states are split between the influence of the two large nations of the Hellean mainland, while a handful have steadfastly managed to maintain their independence.
Eretrebus One of the major naval powers of the Chaska Sea, second only to Tamkaranu, this mercantile state has become fabulously wealthy since the Midan Transformation.
Alyma Alyma is a loose collection of towns and cities within the Alyma Archipelago. In addition to their other populations, the islands are home to most of the remaining Hellean cyclopean oracles. Dwelling in isolated caves and huts, these oracles make prophecies that few will ever hear, let alone understand.

Thadria

Flag Name Description
Viridia Though still wealthy and glorious, Viridia is an empire reckoning with its long, slow decline. Despite having lost over half its territory over the last centuries, Viridia still demands respect as it attempts to regain its lost prestige.
Erenon Once an important part of the Dominion of Viridia, Erenon has suffered under a series of terrible plagues that have drastically depopulated the region. A small number of inhabitants have remained, growing increasingly more culturally distinct. More recently local figures have sent out messengers declaring the region safe for resettlement.
Hkarzda Once a province of Viridia, today Hkarzda is de facto independent after the descendants of the orc janissaries who settled within the Silverwood Hills declared their sovereignty from the empire. The region is currently in a state of low level civil war, as those more independence-minded struggle against orcs who remain loyal to Viridia.
Barat Rkund Barat Rkund is the last primarily dwarven region within Thadria. Its insular inhabitants carry on many of the ancient dwarven traditions and are renowned for their artistry and craftsmanship.
Pasuhalta & Kamman Pasuhalta & Kamman are a union between two former provinces of Viridia that broke away from the Dominion following the Erenon Crisis of the early Y9600s. Torn between two visions for their future, some inhabitants of Pasuhalta & Kamman seek to return to the traditions of their pre-Viridian history while others wish to reestablish closer ties to the Dominion.
Mesollonia Mesollonia, once an important base during the Amberikon Crusade, now serves as a Harinnan holy site and the location of her high clergy. The Keeper of the Light, the highest mortal authority among Harinna's faithful, resides on Mesollonia.

Aban Steppe

Flag Name Description
Druzda The khanate is a primarily orcish nation on the northeastern coast of the Phiora Sea. Exiled from their lands in eastern Thadria, the orcs here stridently refuse to allow themselves to be under the control of anyone else, though they have adapted to current realities and established diplomatic relations with Viridia.
Abanir Nomadic clans and tribes live on the seemingly endless expanse of the Aban Steppe. Renowned as some of the finest equestrians in the world, they follow their herds between far-distant grazing lands. Well-fortified independent cities dot the landscape, especially along the Hundred Days Road, an important trade route that crosses the steppe.
Rovakhit Located at the eastern terminus of the Hundred Days Road, Rovakhit produces large amounts of onyx, porcelain, amber, and petrified wood. This wealthy nation is ruled by a council of augurs who base their decisions on their divination of the future.
Yurukan The forests, tundra, and hills of Yurukan are inhabited by the descendants of elves whose aeroliths crashed there thousands of years ago. Many still live in the once-flying cities, led by scholar-princes who rely on tribute from the less sedentary peoples of the region to support their endeavors.
Urkhaim The hardy dwarves of Urkhaim live in cities within the Northern Wall. Largely isolationist, they rarely leave their frigid and secluded mountain homes, only venturing forth into the steppe during their great hunts and to carry their dead to Tomb Lake.

Kirnashal

Flag Name Description
Amshan The philosopher-monarchs of Amshan are well-known for their patronage of intellectuals of all kinds, and the empire is a haven for artists, theologians, historians, and mages. Between its control of the eastern terminus of the Golden Path and the skill of its professional military, Amshan has long been the dominant nation around the Kirnashal.
Kudurru Since migrating south many hundreds of years ago, the orcs of Kudurru have developed a unique culture by fusing their traditional practices with those of Amshan and their other neighbors. From their castles clad in iron, the orcish princes of Kudurru watch over their surrounding villages. Kudurru is a vassal of Amshan, and social, cultural, and political ties between the two nations are close and well-established.
Ramashal Centuries ago Amshan promised autonomy to those who settled the wild lands south of the Khalhu River, and many soon flocked to the region. In the years since then great river cities have been developed in Ramashal, but so too has a new social class, a nobility untethered from the traditional clans of Amshan. This nobility has more recently started minor yet escalating land feuds with the orcs of Kudurru, even as their mutual overlord attempts to bring them in line.

Taizzan Expanse

Flag Name Description
Akhom This once prosperous kingdom was annihilated by the Deluge, a magically induced tsunami that drowned the largely coastal cities. The survivors have mostly left the region and moved south to Rudamun.
Dur Untash Dur Untash is a set of mountain strongholds held by a sect of the church of Tarhunz. This sect covertly plans and executes assassinations around the world. Though they sometimes accept payment for their services, these Tarhunzan zealots view their activities as a religious calling and the height of service to their god.

Zakros

Flag Name Description
Varastok To outsiders, very little is known about this remote kobold realm deep within the Zakros Range. The few who have visited report surprisingly advanced and grand underground cities, built by the kobolds under the direction of a mysterious divine patron they know as Salavaxir.

Razgovir

Flag Name Description
Izgrev A tributary of Viridia, Izgrev is a relatively undeveloped realmin the northern part of the world. Viridian senatorial families continue to rule the region, relying on fragile relationships with local administrators to keep peace and order. Druidic practices that were once widely followed in Koritan continue to be common in Izgrev today.
Koritan The rulers and upper classes of Koritan have come to believe in Malavischan teachings of strict order and structure as the ideal basis around which to build their nation, and have forged close ties with the church of the Author of Contracts.
Talam Galta After breaking away from the iron-fisted rule of Koritan, Talam Galta has tried to chart its own way as a beacon of freedom. This endeavor has been stymied, however, by the large number of Malavischans that still live within the nation and the ongoing revolutionary war that cooled but did not conclude.
Razivia Some have joked that Razivia is merely a military with a vestigial state attached, though in reality this is not too inaccurate. Razivia maintains a stance of strict neutrality while selling the services of its military to any that can pay. Individual Razivians frequently take up adventuring or mercenary work outside of the army as well.

Northern Wall

Flag Name Description
Talgazan Talgazan is a harsh landscape, with a hazardous climate and dangerous megafauna. Still, communities and tribes of humans, orcs, and giants manage to survive and thrive in the cold northern reaches.
Rothurland Known as great seafarers, explorers, and warriors, the people of Rothurland live in a region that remains wild and relatively sparsely settled. Though their era has mostly passed, the activities of some Rothurlandic vikings still keep alive the old legends. Massive redwood trees grow inland, used to build the signature ships of the region.
Asteria Settlers from Hellea have established themselves around Lake Aster, separated from their homeland by the Sentinel Peaks. Largely unorganized, the people of Asteria greatly value their personal independence and freedom.

Sea of Khoros

Flag Name Description
Meklaw The ancestral homeland of the tengu, the inhabitants of Meklaw have one of the most vibrant cultures of the world, an amalgamation of all others the tengu have encountered. Pirates also commonly make port in Meklovian coastal cities.

Kilche Sea

Flag Name Description
Tarkuus The powerful necromancer and vampire Tarkuus founded this eponymous state centuries ago, and they continue to at least nominally govern this empire of undead. Led by a ruling class of intelligent undead, Tarkuus is open for trade and travel to the living, though both can still be dangerous for the unwary. In the boredom of their very long lives, the culture of the upper class of undead in Tarkuus heavily emphasizes horticulture, fashion, and arts as pastimes. Tarkuus is the primary exporter of drugs and spices in the world, and their engineers are experts in massive earthworks.
Blacksand League The Blacksand League is an confederation of the major pirate factions of the Kilche Sea. Though they do not fully control the islands, the pirates use ports within the Blacksand Archipelago as their bases of operation. The League is tenuous at the best of times, though the fleets usually manage to keep each other in check.
Rudamun Established by former citizens of Akhom, Rudamun is located in rich if mostly undeveloped land. The dangerous beasts of the inland Untamable Lands prevents further expansion, limiting settlements mostly to the coastal region.
Sun Refuge The Sun Refuge is a crusader state established by schismatic devotees of Harinna as part of their fight against Tarkuus. Despite not having made any progress in centuries, they remain, a thorn in the side of everyone.

Kea Racha

Flag Name Description
Sangiran The Sangiran Empire collapsed over three centuries ago, following the Eternal Suzerain's death and seeming failure to reincarnate. Since then the draconic god-king's loyal priests in the imperial rump state have dutifully awaited their ruler's return and the beginning of a new golden age.
Langkha Langkha, once the breadbasket of the Sangiran Empire, continues to feed Kea Racha and lands even farther afield. The vast and incredibly productive Gardens of the Suzerain continue to be worked by large migrant communities who regularly travel the nation even after the Eternal Suzerain's last death in Y9606*.
Kintaka Kintaka is governed by a pre-Sangiran dynasty who have reasserted their rule after being reduced to a symbolic role under the empire. Though a largely pacifistic society, the nation maintains a large standing military that has a reputation for callous efficiency on the few occasions they are called to fight. Other Kea Rachan nations generally respect Kintaka's neutrality and position as mediators.
Lelwani The Augurs of Lelwani, constructed in the time of the Eternal Suzerain as a symbol of unity between surface and water dwelling peoples, remain the most famous settlements in the nation, bringing together two disparate worlds. While the region has changed significantly since the death of the Suzerain, its immense shipyards continue to be Kea Racha's gateway to the sea.
Pela Huban Pela Huban is one of the most densely populated cities in the world, home to roughly one and a half million people. Limited to an island between two forks in the Blackwater River, Pela Huban is a city-state in the most literal sense.
Koamun Centuries of volcanic eruptions in Koamun have buried most of the old cities of the islands in ash. The people that remain mostly live in networks of underground settlements, protected from the harsh terrain and dangerous creatures above. From the surface Koamun appears desolate, but civilization thrives beneath the surface.

Timakal

Flag Name Description
Vaothan While the death of the Eternal Suzerain of Sangiran had drastic consequences for all former subjects of the empire, the people of Vaothan took it particularly badly. Abandoned by their god, a large proportion of Vaothanites renounced faith entirely and now form an officially atheistic society, albeit one that remains fractured by internal divisions.
Bukran Located on the frontier of the Sangiran Empire before its collapse, the ratfolk tribes the empire formerly fought against are now one of the few beacons of stability in the region, as rigid and harsh as their society can be.
Matarsah The river and wood giants of Matarsah are content to tolerate the presence of smaller folk, as long as their traditional lands are respected. Non-giants are uncommon in Matarsah outside of the cities of River's End and Old Saden.
Yadena The Yadena Cartel has carved out a sizable territory for itself, supporting its operations through selling the odd drug-like fluids that seep out of ancient structures in the hills. The Cartel has a close relationship with Tarkuus, which provides resources and security in exchange for a cut of the profits.

Idana

Flag Name Description
Oscan Once a prosperous kingdom, today Oscan is home to roving hordes of mindless undead and little else. The living barely cling on in a small number of locations, most notably the northern city of Tasha. Rumors have it that the undead are the result of the kingdom’s rulers playing with forces beyond their control.
Aesar The survivors of the undead hordes that now wander Oscan have fled to the island of Aesar, which is now heavily overpopulated as a result. Undead regularly appear on the island, posing a continuing threat.
Xatabra The marshes and floodplains of Xatabra, encompassing the many rivers that feed into Lake Nulukkhaz on the southern edge of the Sangora Desolation, are home to a great many lizardfolk.
Talmithe The diverse people of Talmithe are ruled by the four Great Houses, elven tribes descended from those cast out of Eita during the Banishment. Life in Talmithe can often be chaotic as the interests and laws of each Great House collides with those of their subject peoples.
Flower Kingdoms Though sparsely populated, the flooded grasslands south of the Fangs of Khurazar are home to the Flower Kingdoms, innumerable tribes whose histories predate even that of the elves.

Sangora Desolation

Flag Name Description
Sahramina More of a loose alliance of three oasis towns than a nation, Sahramina provides travelers through the Sangora Desolation with water, food, and a surprising array of goods.
Xorshala One of the exceptionally few places where deep elves live on the surface of the world, the inhabitants of Xorshala were forced above ground and out of Blacklight by an invasion of gugs. Their city of Siadrish is an imposing collection of black towers, obelisks, and pyramids rising above the desert.

Aserdus

Flag Name Description
Kharakun The cities of Kharakun tower high into the heavens, massive spires built on top of the mountain peaks. Sun giants live alongside the largely dwarven population of the region. Deep underground, the caves under the mountains provide a bounty of gems and crystals.
Hinthial Hinthial is an elven nation west of the Sangora Desolation. After the elves were exiled from the Cradle and the era of the aeroliths came to an end, Hinthial became the most populous elven region in the world. The elves have intentionally attempted to develop the landscape of dense forests as little as possible in order to avoid what they see as a repeat of their prior mistakes.
Brightmarch Brightmarch is a fluid and ever-changing region. Aside from a handful of city-states with long histories, most of the region is inhabited by small communities and nomadic peoples that are significantly more transitory.
Yarma A bustling city just past the western edge of the Fangs of Khurazar, Yarma is an important destination or departure point for caravans along the trans-Sangora trade routes. The city is a major center of learning as well, with the House of Treasure possibly the largest publicly-accessible library in the world.
Xelas The impossibly old arboreal Anlabban guards a strange anomaly in his grove in the middle of the city-state of Xelas, ever watchful for any invaders from beyond. The city of Xelas has slowly grown around the arboreal, a beautiful yet militaristic community focused on aiding Anlabban in his vigil.
Sharruma The mines of Sharruma produce much of the platinum now in circulation around the world. The rulers of this highly authoritarian city-state have used the vast wealth produced in the mines to fund the restoration of a crashed aerolith and the study of the lost art of aerotheurgy, in hopes of one day returning to the skies.
Teshub Built around a remarkably intact ancient elven lightspire, Teshub is a major maritime city within Brightmarch. Though it no longer guides the now-defunct flying cities of the elves, on nights the lightspire is illuminated it can be seen by ships far away on the Gulf of Aserdus.
Kiyashe The cenotes of Kiyashe are home to aquatic peoples that would otherwise rarely be found so far inland. Complex political webs and feuds bind together the cities built into the watery caves.

Laqto

See also: Laqto Rainforest

Flag Name Description
Okoton As the cultural heart of the rainforest, the people of the Laqto often say that all rivers lead to Okoton. Located where the Arteries of the Rainforest open into the massive Okoton Estuary, the sprawling cities of Okoton have something for everyone.
Broken Traverse The Broken Traverse is a massive, ancient elven bridge that crosses the Itkahi Bay. Though today large sections have fallen into the water, several towns have established themselves on top of the bridge's remaining span.
Jarohi Coast The loosely-connected communities of the Jarohi Coast are particularly infamous for their seasons of piracy, with corsairs who opportunistically strike at ships along the trade routes between Okoton and Kea Racha during the dry season. Though suppressed during the height of the Sangiran Empire, since the empire's collapse the Jarohi corsairs have resumed their activities with vigor.

Nomadic

Flag Name Description
Peleset Union The Peleset Union is a collection of independent sea-faring peoples, originally from the island of Peleset in the Akrotirian Isles. Left without a permanent home following the destruction of their island, the Pelesetian fleets have slowly grown as they wander the seas.
Akwarai The Akwarai, frequently also known as the Dunewalkers, are a loosely affiliated nation of nomadic dwarves that live within the Sangora Desolation. Experts in surviving and thriving in the harsh desert landscape, these dwarves are instrumental in maintaining the trade routes between Yarma, Sahramina, and Khapesh.

The Wounds

See also: Wounds

Island-dwellers

Flag Name Description
Keleta-Ru The Keleta-Ru are the gnomish sea-nomads of the Wounds, intrepid explorers and traders who wander the waves endlessly. Even if some choose to settle in one of their many island communities for a time, they inevitably find themselves called to the sea once again, venturing between the archipelagos, underwater settlements, and turtle-villages of the Wounds.
Fanakara Though sometimes referred to as a coherent group, the Fanakara are anything but. In reality these largely human tribes and chiefdoms possess an endless array of traditions and can be found across far-apart islands within the Wounds, unified only by their seafaring cultures and a broadly similar set of oral histories and legends.
Phersu The Zabarshu elves of Phersu split their time between their freedom of their kin-flotillas and the authority of their monarchical villages, two parallel societies very different from each other. In the interiors of the islands of Phersu live the Basharma magma giants.
Harv Taruhm From within their volcano-forged strongholds atop the peaks of the mountainous Grievous Islands, the warrior-nobility of Harv Taruhm rules over the surrounding sea. These territorial and warlike dwarves often raid settlements on other islands for hostages and tribute.
Harv Doruhl The exile-queen Ramn has ruled this remote island since being deposed as ruler of Harv Taruhm in the middle of the last century. Though she has tried since to gather enough allies to retake the throne, few trust her newly softened stance towards non-dwarves, least of all the Fanakara tribes who also dwell on the island.

Aquatic

Flag Name Description
Itothani The Itothani are the reef-dwelling locathah of the Wounds. While generally friendly and welcoming of outsiders to their communities, they are fiercely protective of their vibrant reefs and are willing to take drastic action to protect them should the need arise.
Bakari Once considered an Itothani people, the Bakari are the descendants of locathah whose reef was destroyed by demons soon after their invasion of the Old Twins began in Y9266*. They now reside in protected lagoons within atolls spread across the Na-Gaesa Ocean, and have over time grown isolationist and hostile to outsiders lest their homes be threatened once again.
Angareza The Angareza, or anchor-less, are nomadic locathah tribes who endlessly wander the Na-Gaesa Ocean, tending to their shoals of herd-fish from atop their ray mounts. They are widely considered the best hunters and trackers of the Wounds, able to follow even the faintest scent or blood trail through the seas.
Cerca The twin cities of Lurath and Ethausva are aeroliths that crashed close to each other into the Na-Gaesa Ocean long ago. Over several generations their inhabitants found themselves transformed into aquatic elves, after which they gradually rebuilt their communities into centers of underwater trade and learning amongst the Wounds.
Xitaxokhu The fierce Xitaxokhu are the sahuagin inhabitants of the Gekhuknaka Trench. From their cities deep below the waves they launch raids for treasure and captives against the surrounding communities on nearby archipelagoes. While widely feared, they are also respected to a degree, as they have routinely proven themselves some of the most capable fighters against the demons who now seasonally infest the Old Twins.
Kreshensage With almost no contact with either other aquatic peoples or with surface dwellers, the broader world knows little about the Kreshensage. These merfolk live in the Frigid Deep, an abyssal plain amongst the Wounds, where they worship an ancient kraken called Shemenet.

The Stormlands

See also: Stormlands

The Oasis and the Storm-Path

Flag Name Description
Qems Once the most powerful and influential of the gunpowder states, Qems was the first to develop firearms and cannons, yet they have seen their early strength dwindle as others have equalled then surpassed them. Today it holds on at the edge of the Oasis, a shadow of its former self.
Reshan With a reputation as a center of innovation and experimentation, after rebelling against Qems a century ago Reshan has rapidly become the dominant power in the Oasis through its use of new technology like personal firearms and war-balloons.
In'khab Established by trailblazer mercenaries who conquered settlements on the edge of the Oasis before expanding their domain farther within, the rocket-warriors of In'khab have found no friends or allies amongst the other gunpowder states, yet do have close ties to the Trailblazer Republics in the Storm-Path.
Bura'khab While its people may be known as blunt and abrasive, the sense of duty that pervades Bura'khab society has led this gunpowder state from victory to victory, securing its current position in the Oasis as rivaled only by Reshan. The bombards developed by its military have proven devastatingly effective against even the strongest fortifications around the Great Fire Lake.
Trailblazer Republics The hardy and adventurous people of the Trailblazer Republics live in semi-permanent settlements that move regularly to keep up with the Great Tempests, prospecting for valuable aeon stones in their wake.
Haran Gurr Its small territory on the surface masking the extent of its control of the underground, the dwarven realm of Haran Gurr is the source of nearly all of the saltpeter, and therefore gunpowder, used in the Stormlands, sourced from extensive bat ranches. Due to its economic and strategic importance, let alone its layers of almost impenetrable defenses, none dare attack Haran Gurr.

The Mountains and the Ice

Flag Name Description
Akatzar The nomadic hobgoblins of Akatzar rule uncontested the open steppe while holding the settled peoples of the rivers and coast as vassals. The tribes regularly clash with each other and with those outside Akatzar in the name of their living war-god.
Uulam Peoples of the glaciers and the polar ice, the many tribes of Uulam carve out their existence from the frigid landscape. Some do so quite literally, residing in glacier-hewn villages, while most keep to nomadic lifestyles instead.
Masin In the highlands between the cordilleras of the Stormlands live the Masin, split between many tribes and communities. They define themselves in large part by their egalitarianism, especially in contrast to the hierarchical societies in the lowlands to the east and west.
Shanidan In the democratic temple-communities of Shanidan, veneration of ancestors is central to both culture and governance, with the great halls of whisper urns places for contemplation and counsel.
Maukra The domains of Maukran oni kings dot the western coast of the Stormlands. Often in conflict with each other and with the much more egalitarian societies of the highlands, Maukra is a harsh land, with most of its inhabitants living far away from the fortresses of their rulers lest they be called up as levies in another futile war.

The Rivers and the Sea

Flag Name Description
Bohaar Much more verdant than the rest of the Stormlands, innumerable rivers and bodies of water define the landscape of Bohaar. Once far more unified, today this hydraulic empire remains only loosely connected, the lake-cities paying only nominal heed to the decrees of the central Imperial Palace.
Kad The Kad hobgoblins live in the borderlands between the lakes and the arid south, where they defend the north in exchange for wealth from the lake-cities. They are skilled alchemists and often combine their innovations in this field with firearms bought from the gunpowder states of the Oasis.
Vukararn From their fortresses high in the Rain-Shroud, the hobgoblin kings of Vukararn can survey their domains to the east, which they have subjugated through the strength of their Feathered Rangers, soldiers with flying mounts.
Tazak By implanting aeon stones into themselves, the ruling mage-autocrats of Tazak grant themselves powerful magical abilities and greatly extended lifespans or even immortality. From their mountain fortresses they rule the outlying villages with iron fists.
Apanvar Established in the last decades before the most recent death of the Eternal Suzerain, Apanvar is a Sangiran colony in the Stormlands. In the centuries since then it has struggled with charting its new future, as some wish for closer ties to Kea Racha and others with their neighbors in Bohaar.
Ganeta-Meru The southernmost of the Fanakara, and the only who live away from the Wounds, the Ganeta-Maru are traders who connect the Stormlands with the broader world. Most of the aeon stones that find their way elsewhere on Kishar were first carried from the shores of the Stormlands by Ganeta-Meru merchants.