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|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. | |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. | ||
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| | |{{FlagSmall|Flag_Rovakhit.svg}} | ||
|[[Rovakhit]] | |[[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. | |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. |
Revision as of 15:06, 17 August 2023
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.
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. | |
Tirione | One of the most powerful mercantile 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 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. | |
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. | |
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. | |
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 | 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. | |
Scourgelands | Once the domain of ancient elves, more recently settlers from the eastern and northern shores of the Chaska Sea founded small towns here. Today it is almost completely abandoned after the appearance of a strange type of insectoid creature. | |
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. | |
Nionegrast | Through its natural resources, Nionegrast has played a key role in creating the modern wealth of Tirione. Charter companies dominate Nionegrastan society and politics. | |
Argengrast | 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. | |
Briathone | Originally a penal colony of Tirione and now controlled solely by the Nivarian Paradise 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 civilization, the small communities of the Akrotirian Isles draw upon the powerful spiritual and occult forces of the islands for guidance. |
Hellea
Flag | Name | Description |
---|---|---|
Hellea | While the Hellean peninsula is home to many nations 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 historically been under the control of Iaramnae, but the nation is currently thriving in its current period of independence. | |
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. | |
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. A nascent industrial revolution is underway in Metrya, as traditional cottage industries have begun to be replaced by centralized workhouses. | |
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 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. | |
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. | |
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 | 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. | |
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
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. | |
Forloroth & Valadhel | 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. | |
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. |
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 Hell as the most ordered society in existence, and seek to replicate its strict lawful hierarchies in their earthly realm. | |
Talam Galta | After breaking away from the infernal 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. |
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. | |
Zalmoxis | A paradise built around a volcanic island, Zalmoxis 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. |
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. | |
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. | |
Lelwani | Most of Lelwani's inhabitants are aquatic, living either in vast underwater complexes, surface waterdomes, or partially submerged cities. | |
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. | |
Langkha | The expansive agricultural megaprojects in Langkha, begun under the Sangiran Empire, still feed much of Kea Racha. The various city states of Langkha have turned to internal squabbling since the collapse of the empire, and today the region is barely unified as the city leaders constantly compete amongst themselves. | |
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. | |
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. |
Timakal
Flag | Name | Description |
---|---|---|
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 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 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. |
Idana
Flag | Name | Description |
---|---|---|
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 | The Xatabra Marshes are home to a large concentration of lizardfolk. Though they long ago dispersed across the world, the Marshes are considered to be the lizardfolk homeland. | |
Talmithe |
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 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. | |
Yurukan | The forests, tundra, and hills of Yurukan are inhabited by the descendants of elves whose aeroliths crashed here thousands of years ago. Many still live in the once-flying cities, protecting their herds of reindeer from opportunistic tribes of kobolds. | |
Kalahan | The nomadic people of Kalahan, devoted followers of Aduntarri, keep watch for the qlippoth that sometimes crawl out from under the Northern Wall. |
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. | |
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. | |
Haltamti | The desert cities of Haltamti are renowned for their intricate and beautiful art, and the region's glassworks and architecture are famous worldwide. | |
Dur Untash | Dur Untash is a setof 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. |
Kirnashal
Flag | Name | Description |
---|---|---|
Amshan | This empire has a history stretching back centuries, and is well known for its ornate artwork, metalworking, calligraphy, and cavaliers. | |
Kudurru | Since migrating south thousands 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. | |
Ramashal | Once much larger, the realm of Ramashal has greatly shrunk since Queen Zadiah, the last monarch of the cursed Atarxes dynasty, transformed into a Pale Sovereign in Y9202*. Unwilling to be ruled by an undead, Targos Zanir, viceroy of the province of Tertihar, launched a revolt to depose his overlord. Known as the Great Absolution, this war has continued to the current day as the once-great kingdom slowly withers and dies. | |
Tertihar | Tertihar, formerly a province of Ramashal, is de facto independent but still seeks to reclaim and reunite the kingdom. Tertihar is still led by Targos Zanir, the viceroy that launched the Great Absolution - so dedicated was Zanir's drive to unseat Queen Zadiah that he has alchemically preserved his body and brain, in order to continue his efforts long after a natural death would have taken him. |
The Mire
Flag | Name | Description |
---|---|---|
Sikrimon | To outsiders, very little is known about the jungle land of Sikrimon on the shores of Starfall. Few journey there, and fewer return. Those that do bring with them fantastic tales of intelligent plants that guard the jungle. The region is ruled by the Green Man of the Mire, who protects the leshies and others in its domain. | |
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. |
Invelaust
Flag | Name | Description |
---|---|---|
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. |
Northern Wall
Flag | Name | Description |
---|---|---|
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 in the cold northern reaches. | |
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. |
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. | |
Idrimi | The Idrimi are a loose-knit nomadic people that live in Brightmarch. Through their leaders, the colossus-talkers, the Idrimi tribes have learned to coexist in mutually beneficial relationships with ancient Eitan colossi that still exist in the region. | |
Kemish | The Kemish are a nomadic people that live in Brightmarch, known for their use of dinosaurs as beasts of burden and for defense. Dinosaurs play a significant role in Kemish culture, central to their society, religion, and livelihoods. | |
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
Flag | Name | Description |
---|---|---|
Laqto Rainforest | Like neighboring Brightmarch, the Laqto Rainforest is home to many disparate peoples. Settled communities and nomadic groups alike thrive in the jungle. | |
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. Along with Broken Traverse and Kizzuwat, Okoton is one of the nations within the Three Torchbearers. | |
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. | |
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. | |
Jarohi Coast | The loosely-connected cities of the Jarohi Coast are particularly infamous for their state-sponsored pirates, who strike at ships along the trade routes between Okoton and Kea Racha. 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. |