Nations: Difference between revisions

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* [[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.
* [[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.
* [[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.
* [[Arnarhvall]] - Arnarhvall is a small collection of settlements founded by people from Mildrheim who displaced local Iktauq communities.
* [[Kaldrlaw]] - Kaldrlaw is a small collection of settlements founded by people from Mildrheim.


== Northern Wall ==
== Northern Wall ==

Revision as of 19:25, 18 February 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

  • 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.
  • The 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 cities and towns here. Today it is almost completely abandoned after the appearance of a strange type of insectoid creature.
  • Argengrast - The breadbasket of Tirione, the colonial situation has been complicated by unrest - to some, an outright rebellion seems imminent.
  • 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.
  • 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.

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 successors of Eurykrates’ Grand Empire of Hellea, in reality they are little more than warlords shaking down merchants and travellers 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 widespread adoption of the Prophecies of Kalistrade.
  • 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 Curad 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 and inhospitable rock in the Sea of Khoros. The storms that commonly form in the Sea of Khoros means most sailors avoid the region, and those that do venture close to Manuheke are likely to crash on the rough rocks of the shoreline.
  • 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, using 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.
  • Kilche Pirate Confederation - The pirate lords of the Kilche Sea, some with hundreds of ships at their command, make regular use of ports within the Clipper Islands. Though nominally independent, the pirates certainly seem to favor pursuing rivals of Tarkuus.
  • 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

  • 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.
  • Singhakhm - Some priests to the God-King of Vua Battu, the Divine Inheritors, still believe the king will reincarnate yet again and return their empire to its prior glory. While generally fringe elsewhere, in Singhakhm, the former capital state of Vua Battu, these priests control government and society.
  • Luwei - Most of Luwei’s inhabitants are aquatic, living either in the vast underwater complexes or in the surface waterdomes.
  • Pela Huban - The coastal city of Pela Huban is one of the largest 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.
  • Barazar El - This dwarven state encompasses a number of underwater fortresses, built in mineral-rich waters in the oceanic depths near hydrothermal vents.
  • Tukdei Boran - The priest-kings of Tukdei Boran keep close watch over their domains from their temple thrones, yet the constant squabbling between each other has slowly eroded their authority.

Invelaust

  • Mildrheim - Though the lands of Mildrheim are mostly inhabited by farmers, the region is more widely known for the fearsome raiders and great chieftains that call it home. Massive redwood trees grow inland, and are used to build the signature ships of the raiders.
  • 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.
  • Kaldrlaw - Kaldrlaw is a small collection of settlements founded by people from Mildrheim.

Northern Wall

  • Laurentia - Laurentia 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 Steppe Route, 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

  • Xhirdesh - Located on the frontier of the Vua Battu empire before its collapse, the hobgoblin tribes the empire formerly fought against are now one of the few beacons of stability in the region.
  • Marakkate - While life for most people in Marakkate is calm and rather uneventful, few have any knowledge of the ruling Unseen Masters.
  • Vothan - While the death of the Vua Battuan God-King has drastic consequences for all former subjects of the empire, the people of Vothan took it particularly badly. Abandoned by their god, a great many Vothans renounced faith entirely and now form a largely atheistic society.

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 and slaves alike 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.

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 swamp 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 largely left the region and moved south to Rudamun.
  • Mostagedda - A large population of catfolk live in this arid region within the Taizzan Expanse. Ancient ruins and patterns in the desert are evidence to an ancient past.

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.