Nations: Difference between revisions

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*'''[[Scourgelands]]''' - Many have lived within the Scourgelands at one point or another. Once the domain of ancient elves, more recently settlers from the eastern and northern coasts of the Chaska Sea founded small towns here. Today it is almost completely abandoned after most of the colonists were devoured by swarms of giant insects.
*'''[[Scourgelands]]''' - Many have lived within the Scourgelands at one point or another. Once the domain of ancient elves, more recently settlers from the eastern and northern coasts of the Chaska Sea founded small towns here. Today it is almost completely abandoned after most of the colonists were devoured by swarms of giant insects.
* '''[[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.
* '''[[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.
*'''[[Pliver (nation)|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 as majestic as the goblins say.
*'''[[Pliver (nation)|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.
*'''[[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.
*'''[[Verdant Woods]]''' - Almost entirely inhabited by arboreals and a small number of dryads, the Verdant Woods are a still quite wild region. Greenwood Landing is the only permanent town 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.
*'''[[Verdant Woods]]''' - Almost entirely inhabited by arboreals and a small number of dryads, the Verdant Woods are a still quite wild region. Greenwood Landing is the only permanent town 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.

Revision as of 23:52, 3 April 2022

These are short summaries of each major country or region. This is not a complete list. Some regions on the map are empty, or have regions drawn yet left unlabeled. There’s stuff there I just haven’t finalized the details enough to really write any of that yet. To be done, eventually.

Eastern Chaska

  • 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.
  • Tirione - One of the most powerful trading states of the Chaska Sea, Tirione has become incredibly wealthy through its extractive colonial system.
  • Arrajan Wilds - Antimagic fields hang over the region of Arrajan, preventing almost all use of spells of 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.
  • Ashurayu - The land around the Two Rivers have been inhabited since ancient times, and many Ashuran city states can trace their histories back for millenia. This region has one of the more unique cultural understandings of the divine, which heavily permeates into their culture, society, and governance.
  • 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

  • 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.
  • Nionegrast - Through its natural resources, Nionegrast has played a key role in creating the wealth of Tirione. Charter companies dominate Nionegrast, and lives of debt labor are quite common.
  • Argengrast - The breadbasket of Tirione, the colonial situation has been complicated by unrest - simmering tensions have recently given way to outright rebellion.
  • Briathone - Originally a penal colony of Tirione and now controlled solely by the Nivarian Eden Company, Briathone remains a location few willingly live.
  • 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.
  • Akrotirian Isles - Built around the ruins of an ancient and little studied seafaring nation, the small communities of the Akrotirian Isles draw upon the powerful spiritual and occult forces of the islands for guidance.
  • Scourgelands - Many have lived within the Scourgelands at one point or another. Once the domain of ancient elves, more recently settlers from the eastern and northern coasts of the Chaska Sea founded small towns here. Today it is almost completely abandoned after most of the colonists were devoured by swarms of giant insects.
  • 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.
  • 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.
  • Verdant Woods - Almost entirely inhabited by arboreals and a small number of dryads, the Verdant Woods are a still quite wild region. Greenwood Landing is the only permanent town 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.

Hellea

While the Hellean peninsula is home to many states and peoples, the region has significant shared aspects of its culture and history. Hellea is often referred to as the land of prophecies and hero-gods.

  • 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 switched control between Hellean states and Viridia many times but is currently enjoying a rare period of independence.
  • Magnia - Located to the north of Hellea, Magnia is one of the less urbanized regions in Hellea. 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.
  • 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.
  • Metrya - 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.
  • Halakros - 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 Darklands, lies a massive and elaborate 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 travelling there to learn various methods of combat. While the interior of Ephardia is mostly safe, trolls and ogres become much more common as one travels farther away from the cities.
  • Ersas City States - Encompassing the Ten Thousand Islands as well as a small part of mainland Hellea, the Ersas City States are an alliance of disparate cities and local lords.
  • Eretrebus - One of the major naval powers of the Chaska Sea, second only to Tirione, this mercantile state has become fabulously wealthy since the Midian Transformation.
  • Alyma Confederation - Less a state and more a loose collection of towns and cities that occasionally work together, the islands of the Alyma Archipelago 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.
  • 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.

Thadria

  • 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 - Formerly known as Vitheoda, a province of Viridia, the descendants of the orc janissaries who settled within the SIlverwood Hills have declared independence 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.
  • Forloroth & Valadhel - A union between two former provinces of Viridia, this region was once the breadbasket of 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.
  • Mesollonia - The remnant of the once mighty force assembled during the Zakynthian Crusade, the Iomedian crusaders continue to have a small presence in their citadel on Mesollonia. Though the demonic invasion of eastern Thadria is long gone, the crusaders remain vigilant. The Keeper of the Light, the highest mortal authority among Iomedae's faithful, resides on Mesollonia.

Zagros

  • Varastok - To outsiders, very little is known about this remote kobold realm deep within the Zagros range. The few who have visited report surprisingly advanced underground cities and society, although it's unclear if this has been built under the kobolds' own abilities or volition.

Northern Phiora

  • Druzda Khanate - The khanate is a loosely organized state within the ancestral homeland of the orcs. The orcs here adhere to ancient traditions, though they have adapted to current realities and have an odd diplomatic tie to Viridia.
  • Izgrev - A tributary of Viridia, Izgrev is a relatively undeveloped kingdom in the northern part of the world. The nation is contrasted between the culture of the mostly Viridian nobility and that of the Izgreve common people, especially with regards to religious differences.
  • Cursed Barrens - A narrow strip of land between Izgrev and Koriten, the land of the Cursed Barrens now suffers from a number of dangerous magical effects applied by Koritenite battlemages near the conclusion of the last major war between the two states.
  • Kingdom of Koriten - The rulers and upper classes of Koriten have come to believe in Hell as the most ordered society in existence, and seek to replicate its strict lawful hierarchies in their earthly realm.
  • Talam Galta - A land now free from the infernal rule of Koriten, Talam Galta has tried to chart its own way as a beacon of democracy and freedom. This is stymied, however, by the large number of followers of Asmodeus and other agents of hell that still live within its borders.
  • 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.
  • Razivian Occupation - When Talam Galta declared independence from Koriten and it seemed certain war was on the horizon, the army of Razivia preemptively invaded the cities of Arklow and Kilcrohane and set up a puppet state to serve as a buffer. While this was successful in avoiding an all out conflict, the Razivian military has become stuck in a situation it feels it cannot leave.

Sea of Khoros

  • 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.
  • Manukino - A paradise built around a volcanic island, Manukino is home to the isolationist syrinx. The syrinx largely occupy themselves with lives of learning and contemplation. Though of little concern to the rest of the world, rumors exist that this utopia only exists through sinister means.
  • Corax - The strix live on this remote island in the Sea of Khoros. Largely content to remain in their close-knit communities, it it highly unusual to find strix elsewhere in the world.
  • Kantarr - The technology and magic of Kantarr are utterly alien to most of the rest of the world. Kantarr was originally formed by a small group of explorers who uncovered an ancient underground complex within the Wastes of Yazdah, and now use the powerful technology found within.

Kilche Sea

  • Eternal Empire of 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 Ker, 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.
  • Arnkelvik Magocracy - Formed by evil mages, followers of demon lords who were outcast from other parts of the world, the Magocracy researches their various forbidden interests, regularly hiring pirates to kidnap people to use as unwilling test subjects.
  • Dawnflower Refuge - Crusaders of Sarenrae established this state 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

  • Sangiran - The Sangiran Empire collapsed over two centuries ago, following the Eternal Suzerain’s death and seeming failure to reincarnate. Since then the draconic god-king’s loyal priests have dutifully awaited their return to usher in a new golden age.
  • 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.
  • Luwei - Most of Luwei’s inhabitants are aquatic, living either in vast underwater complexes, surface waterdomes, or partially submerged cities.
  • Pela Huban - The coastal city of Pela Huban is one of the largest and most densely populated in the world, made rich by trade and its prime location. Functionally a single massive city, Pela Huban is actually multiple metropolises that have grown into each other.
  • Langkha - The breadbasket of Kea Racha, the various city states of Langkha have turned to internal squabbling since the decline of the Sangiran Empire. Today the region is barely unified as the city leaders erode the last vestiges of central authority.
  • 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.
  • Kintaka - Kintaka is ruled by a dynasty of philospher-monarchs who have priotized their people's safety above all else. Kintaka is a largely pacifist society, keeping guards only to protect from wildlife and magical beasts. Other Kea Rachan nations generally respect their neutrality and position as mediators.
  • Barazar El - This dwarven state 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.

Invelaust

  • Eiklend - Known as great seafarers and explorers, the people of Eiklend live in a region that remains relatively sparsely populated. Though their era has mostly passed, the activities of some Eiklendish vikings still keep alive the old legends. Massive redwood trees grow inland, used to build the signature ships of the region.
  • Akrayok - A sparsely populated tundra, Akrayok is home mostly to many reindeer and those that herd them. The borders between the Material Plane and the First World are seemingly very thin in Akrayok, and a large number of fey and odd creatures can be found here.
  • Iktauq - The peoples of Iktauq make their living from the sea, catching almost all the food and resources they need, especially seals. They remain ever vigilant for the dangerous aquatic beasts that lurk in the cold oceans and occasionally surface in search of prey.
  • Mildrheim - Mildrheim is a small collection of settlements founded by people from Eiklend.

Northern Wall

  • Laurentia - Laurentia 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.
  • 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.

Idana

  • 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.
  • 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 Marshes - While they can be found throughout the world in smaller groups, a great number of lizardfolk call the Xatabra Marshes home.
  • Laniobriga - The Eight Pillars, wizards of each school of magic (except universal), rule the highly unequal society of Laniobriga.

Aban Steppe

  • Abanir - A loose group of nomadic shepherds well known for its horseback archers, the people of the Targai clans are ever moving. Larger permanent settlements dot the trade routes between Thadria and Rovakhit.
  • Balikul - Balikul is inhabited primarily by tribes of wyvarans and kobolds. This region has one of the highest known concentrations of dragons in the world.
  • Kalahan - A nation of settled, formerly nomadic people of the Aban Steppe, Kalahan is culturally very distinct as a result of merging their ancient traditions with those of their new neighbors.
  • Rovakhit - Located at the eastern terminus of the Hundred Days Road, Rovakhit produces large amounts of pearls, ivory, amber, petrified wood, and onyx. The region is ruled by a council of auguries who base their decisions on their divination of the future.

Timakal

  • Vothan - While the death of the Eternal Suzerain of Sangiran had drastic consequences for all former subjects of the empire, the people of Vothan took it particularly badly. Abandoned by their god, a a large proportion of Vothans renounced faith entirely and now form a largely atheistic society.
  • Bukuran - 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. The gold mines within the Shields provide the hobgoblins with as much funding and leverage as they need.
  • Marakkate - After the disintegration of Sangiran, Marakkate did not go through the same period of instability as did the other vassals and tributaries. Many credit the ruling Unseen Masters for their present prosperity, though centuries later still none are quite sure who rules their islands.
  • 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.
  • Matarsah - The wood and river giants of Matarsah are content to tolerate the presence of smaller folk within their lands, as long as their traditional practices are respected. Non-giants are uncommon in Matarsah outside of the cities of River's End and Old Saden.

The Mire

  • Sikrimon - To outsiders, very little is known about the jungle land of Sikrimon. Few journey there, and fewer return. Those that do bring with them fantastic tales of intelligent plants that guard the jungle.
  • Exorrhiza - The origin of most of the gathlain in the world, the borders between the Material Plane and the First World are effectively nonexistent in Exorrhiza, to the point that the two planes bleed into each other and occupy the same physical space. This results in a very strange environment where the jungle flora and fauna mix with that of the realm of the fey.
  • Azad Kirin - The legends of pirates, misfits, and the downtrodden tell of a semi-mythical land called Azad Kirin, a place where all can be free to live their lives as they choose.
  • Nakazani - The great gold dragon Zandroanyx makes his lair on a small island near the Mire. A paragon of law and justice, Zandroanyx seeks out particularly dangerous individuals who have committed great crimes, imprisoning them within the seemingly impregnable fortress of Atonement.

Sangora Desolation

  • Sahramina - A loose alliance of three oasis towns, travellers through the Sangora have learned water, food, and a surprising array of goods can be found in Sahramina.
  • Munaarad - One of the rare places where drow live on the surface, the inhabitants of Munaarad were forced above ground by an invasion of gugs. Their city of Tiir is an imposing collection of black towers, obelisks, and pyramids rising above the desert.

Asraya

  • Kharakun - The cities of Kharakun tower high into the heavens, massive spires built on top of the mountain peaks. Sun giants rule the largely dwarven population of the region. Deep underground, the caves under the mountains provide a bounty of gems and crystals.
  • Sansodhana - Considered the ancestral elven homeland, Sansodhana is a land of monumental architecture, incredible natural sights, and elaborate magical practices.
  • Chorao - The aquatic elves of Chorao live in towns and villages nestled amongst the mangroves of the region. They are highly secretive and wary of outsiders, though less so of their elven cousins.
  • Yarma - A bustling city just past the western edge of the Spires of Khurazar, Yarma is also the southern terminus 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 library in the world.

Laqto Jungle

  • Thaumusida - The inhabitants of Thaumusida are primarily the descendents of a Tirionite exploratory fleet that was shipwrecked in a typhoon. While some eventually returned to Tirione, many chose to remain at their new settlements in the Laqto.
  • Haohethe - Many derhii in the Laqto Jungle have gathered into communities in the region of Haohethe, where they live within the overgrown ruins of a past civilization.
  • Atchafalaya - Most of the population of Atchafalaya live in small fishing communities on the ruins of a massive ancient bridge, known as the Atchafalaya Span.
  • Casmasechin - Many catfolk live in the forest canopy communities of Casmasechin, avoiding the worst of the dangers of the rainforest by traveling along treetop pathways.
  • Kazutal's Den - Kazutal’s Den is a sanctuary led by the primarily catfolk devotees of the goddess Kazutal. Though it has close relations with Casmasechin, it is officially independent.
  • Lakatan - The vanara of Lakatan live in a theocracy led by a royal line of druids.
  • Curare - Though they are prevalent around the world, the swampy jungle of Curare has a particularly dense population of grippli.

Taizzan Expanse

  • Amshan - This empire has a history stretching back centuries, and is well known for its ornate artwork, metalworking, calligraphy, and cavaliers.
  • Ker - Almost uninhabited now, 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.
  • 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.

Other

  • Peleset Union - The Peleset Union is a collection of independent sea-faring peoples, originally from the island of Peleset in the Akrotirian Isles. Since their island was destroyed, the Pelesetian fleet has slowly grown as they wander the seas.
  • Awara Caravaneers - The Awara Caravaneers, 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.