Nations
Table of Contents

PROTO-GERMANIC

RYGGAR REGION

Eld Presence: Shi'Xul
Dominant species: Etunkind
resident species: Mankind, Dwarvenkind, Fodrankind
Subregions: Truzlan, Athakar, Matar
Primary Language: Ryggari (Giant)
Secondary Languages: Fulkan (Troll), Matari (Ythill Eld Dialect)
Bastions: Athrak Zul in (Athakar), Ajtappa in (Matar), Bara Gulga in Truzlan.
Climate: Very Cold
Geography: Mountainous Island

The 'Worldpsine' of Ryggar is a dramatic and stark mountain range that rises from the Starving Sea, north of Ythill. Legend has it that the mountains are the bony remains of the first human sacrifice, made to the bridge the void. In homeage to this myth, the ductile and strong iron found only in this region is called 'blood iron'. Much of the island is deep fjords or sheer cliffs, covered in snow and ice for most of the year.

The sun is an uncommon sight during the long Ryggarian winter, and during this time, much of Ryggar's surface is dominated by Etunkind. These Etun descend from slaves of Ythill who journeyed to the Worldspine under the leadership of Rungir The Shadow Walker. In the centuries since his passing, They've dissolved into small families and tribes, scattered through the dark crags and shady ruins of the Shi'Xul, operating small fishing villages or trade hubs. Some of their kind are rumored to have delved into the Archaea, forming uneasy alliances and even having children with the Dark Morikai. During the short summer months where the days are very long, the Dwarves of Athrak and the Men of Matar are free to trade between the west and eastern extremes of the island.

The lack of resources on Ryggar means such trade is of great importance to survival, with the Men of Matar bringing food from more abundant seas east of the island and the Dwarves bringing weapons and metal from the mines of Athrak. An uneasy peace exists between the Etun and the Dwarves and Men, the passing of trade caravans through the Etun territory of Truzlan is allowed, by the High Witches, but only as long as Etunkind remain undisturbed by the crossing.

KAZMORA REGION

Eld Presence: Kazmora
Subregions:
This forested, mountainous region east of the Sister Seas is incredibly rich in ores and minerals and pocked with the ruins of ancient Kazmora, the eponymous regime which once exerted power over most of Geron in the mid cycles.

LENG - Lengs low western lands are occupied by tribes of the cannibalistic Kunideg while the eastern plateau is peopled by the Morikun, goat-like men who are slaves of the Shabdafa.
Fargab
Fargab is a heavily wooded kingdom occupied by the Fargaban, a lesser race of Akkan Shai who slaved beneath the larger and more politically powerful Shabdafa Caste. After the Flood, the Fargab came to settle within the ruins of western Brokkar, stopping short of the Miasma. The rodent-like Fargaban prefer to live relatively invisibly within the forests and ruins of Brokkar, delving for Elder artifacts and trading them for other goods. While the Fargab aren't hostile, they are less than amenable to traders moving through their territory and turn a blind eye to bandits operating along the road east to Mistgate. With intact knowledge of the ancient world passed down through their society, they often both feared and respected for their command of Elder wizardry. Fargab's society is a pseudo-anarchy made possible by the largesse and fortitude of Brokkar fortresses. These fortresses were provisioned during the Brokkar-Kazmora War just before the Flood. They were then reconstituted by those who built the mistgate and supported in part by the Elves of Ahzrakan. Ports to the West and South of Fargab provide

Eld Presence: Brokkar

Ahzrakan

Nilm Sadun
The Ancient Elven Conclave, sidereal, inhuman, and allied only to the Heart of Creation, they live deep in the north-eastern forests. Ruled over by the ancient and pragmatic lichkind of the first, they eschew the other races.

The fabled land of the Shattered Heart, and the source of the mysterious Miasma which appeared during the Deluge. The Westgate and Eastgate of Ahzrakan are Ahzrakan's only permanent settlements. The giant gates in each of these cities is said to have been constructed by the Hero-God Ard, each guarded by Thanar Nilm, an ancient order of elves said to descend from the Brothers of myth.
In recent years the valley has become an important trade route between east and west, and the Thanar Nilm have grown rich from escorting traders through. The air of Ahzrakan is difficult to breathe and much of what comes through the Heart is poisonous to the people of Geron. Many people assume that the Thanar Nilm are immune to the poison, but they rely on medicine made from the Heartscorpions that live within the river of the valley, natives of the Miasma itself.
Skotha (Scythia)
These fierce horseman are the bloody heirs to the ravaged Median empire, now little more than a scattering of nomad infested ruins that spread throughout the region of Jeron, spilling over partially into the subrealms of the Netherworld. Skothans are highly resourceful nomads who use their refined survival skills and techniques to subside and flourish in the dry, waterless inland steppes, frequently called 'bleaks' by outsiders.

Koth

The lands of Koth were once the kingdoms of the Morikai, subsequently dominated bands of nomadic humanoid and monstrous tribespeople.

Eld Presence: Former territory of the

YTHILL REGION

Eld Presence: Ythill Nahavr
Dominant species: Jotunkind
resident species: Mankind,Elfkind, Dwarfkind, Gremlinkind
Subregions: Ebron, Kel, Fulkan Fomorach Kairna Zul
Primary Language: Ryggari (Giant)
Secondary Languages: Fulkan Kel

Bastions: Athrak Zul in (Athakar), Ajtappa in (Matar), Bara Gulga in Truzlan.

The Domain of Ythill is a from it's neighbor-landmasses by seaway and mountain range. Ythill is the former home of Ythill Nahavr, an Eldritch house of slave-breeders once known for their powerful Fleshwapring magic. Ythill is bond by the the great mountains to the south and east. It's forests are dark and dense, grown over the underground warrens and quarries where the ancient fleshpits of Ythill once teemed with strange cross-breeds. The land of Ythill still seethes with the powerful magic once used to keep the slave markets of Aklon and Carcossa stocked with sturdy specimens. Strange crossbreeds are often still seen there, and the giants of Fomor exhibit many strange mutations associated with the power of the dark magic of Ythillian forebearers. Unlike many other houses, Eld Ythill was destroyed not by the Deluge but by war with Alaria to the East. The mountains that divide the two are said to be haunted still due to the power of Alarian necromancy. The islands of Northwest Ythill are known as the ‘Weeping Islands’. Ythill is sometimes called ‘The Dark Forest’, particularly when speaking in context of the Fulkawid and the revered druids and clerics who still speak of the Black Goat of the Woods and other strange demigods that are thought to still lurk in the Ythillian ruins.

Fulkawid

The Fulkawid is a bleak, often foggy land covered in black, skeletal moors, craggy hills and shadowy forests. It is inhabited by a diaspora of people who migrated north-west from Skotha and Majya after the Great War. The people of the Fulkawid are called The Fulkanr, a and a frequent issue for the eastward expansion of the Trurian States.
FOMORIA
Formoria is series of giant feifdoms throughout the rainy Weeping Islands. Once powerful lords of western Ythill, the Fomor were driven from their ancestral home by the deluge. Fomor is ruled over by a surviving Ythillian lord named Cichol The Lame. He is a powerful Jotun sorcerer who is rumored to have been alive for centuries even before Deluge. He presides over a vast retinue of Jotun warrior-magicians and slaves who spend much of their time growing food and mining resources to support constant slave raids into Kel, Ebron and Tarsa. Cannibalism is considered relatively normal in Fomor, with Fomor slaves making up for fishing, hunting and farming shortages with infighting and kidnapping.

[[[Ebron]]- The Duath of Ythill live in Ebron, staging their raids on various settlements in the region and in Fomoria from the Twisting Isles.
[[Kel]] - The Kel live within the shifting confluence of Fomor, Ebron and Fulkanr, herding animals subsisting off the natural wealth of the dark woods and fertile lands of western Ythill. They are fond of nature magic and divination, often being led by elder druids and wizards. The Kel elect 'Dog Kings', capable but older warriors who will lead large bands of the Kel for a time before being ritually sacrificed by their most powerful sages. The Kel and the Tarsans are known to clash, with Kel clans being paid as 'mercenaries' to protect trade routes and Tarsan border villages from attack.
[[Breg]] - A distant and isolationist community of dwarves and gnomes who live on the westernmost island of Ythill. Subsiding mostly on fish and cave moss, they are distant relatives of the Alehkandi dwarves who went into exile after the Great War after they could no longer pass into the gates of Kairna Zul. Breg is unique in
[[Alekhand]] - An ancient dwarven civilization south of the Fulkan and north of the Tarsans. Home to the oldest dwarven city, Kairna Zul, which is said to have survived both the Deluge and the Great War.

CARCOSSA

[[[Mux]]
Korahan

Volskartr
The Floating Cities

KASBENIR REGION

Former domain of the Argent House or Kasbenir
Tarsa
Tarsa is a collection of humanoid survivors of Aklon named for a human hero who is said to have died during the Great War, 'Tarsana'. The province was once a decadent and superstitious conglomerate of city-states spread out along the coasts and islands of the Outer Seas. The remaining bastions of Tarsa are renowned for their immaculate urban planning and sophisticated engineering, but its highest levels of government suffer from the disorganizing forces of ambition. The Tarsan senate quarrels amongst itself so regularly that the symbol of Tarsa is a lion with snakes on its head.
Aklon - After the Akkan-Shai won the Great War, they consolidated their power in atop the former ruins of the Argent House, declaring a new era of Ruling over the remnants of the Great Deluge, their grand alliance came to be known as 'Aklon', a center from which the Akkan-Shai worked tirelessly to cement their power before the Torpor. Aklon's capital was destroyed by the Deluge, with much the empire falling into disarray. Many of the Akkan-Shai were injured, disturbing the Torpor. Many people believe that this disturbance is the root of the Dream Sickness that plagues Geron.
Oriab - An island in the South Sea with a humid and warm climate. Ruled by Shabdafa, the port city of Bahar is serviced primarily by enslaved Morikai. Oriab is unique in that it mostly survived the events of the Deluge and the Great War, with much of Oriab having been built in the Eldran Cycle. To the South of Bahar is the lake of Yath, On the opposite side of Yath lies the Forbidden City, ruins of an ancient cycle now filled with feral, cannibal Gremel. It's said that strange translucent figures are sometimes seen coming and going from the forbidden city, though little else seems to happen there. Within Bahar itself, the Shabdafa rule in an expectedly bureaucratic and formal manner, manning a fleet of black merchant ships who are a regular site throughout the Western Seas and Sister Seas. These ships are widely rumored to pay for trade goods primarily in rubies, obtained from a mysterious location in the South Seas.

Oriab is particularly famous for its engineers, having moving statues, timekeeping mechanisms and other advanced artifces which employ gears, pulleys and waterworks. These devices are fairly common within the city, as well as architecture which includes Eldritch magic. The so called 'floating spheres of Oriab' are of particular interest to visitors, hovering silently over parts of the city doing little but reflecting the glare of the tropical sun.

ALAR REGION - The Alarian Preservers once commanded vast retinues of the undead, experimenting with many different ways to stave off the effects of aging and dying. As a provider of laborers, pets and companions, Alar often was the rival Ythill, the two fighting to meet the demand for increasingly obscure and intricate delights for Carcossan nobles. It is said that ghuls, wights, ghosts and vampires originate from Alarian experiments. At the time of Alar's destruction, it was on the verge of the creation of a powerful symbiot which could be introduced to Ythillian beasts to greatly improve their longevity and survivability. Made from the larva of the Akahari corpse worm unable to graduate to adulthood.

KULA'MAHAL

Mazica
Garra
Mandai

OLORUN

Thrask
Sin
Lam]
Chiwan
Kuo-At

TEKELI

TEKELI - The ancestors of the beings we call the Tekeli were the original natives of Geron, part of the Yidrani that the Shi'Xul twisted through their experiments. Over ages, These experiments culminated in the Teleki or ‘Formless Ones’, creatures capable of representing the sheer will of their masters. The Tekeli eventually overthrew the Shi’Xul and then faded into obscurity. It is said that they are unable to die, lurking in the depths of Tekeli, 'maintaining' the ancient cities. Sightings of the Tekeli seem to coincide with outbreaks of the Dream Sickness.

MERU

CHAUN (proto-vedic) - The Chaugn was the home to an toad-like people thought to be distantly related to the inhabitants of Leng, raised up from the creatures of Athwei in the First Age.
Shambala
Shambala is a strange and dangerous land lodged in three treacherous mountain ranges that effectively separate east from west.

CHAUGN

CHIWAN - The insect hives of Chiwan appeared shortly after the Changeling War

Brokkar-Kazmora (Old Empire remnants deep in the Siberian forests)

IQUANOK

Kurjeya
Kurjeya is a local affectation for the rocky purgatory of ice and snow that rims the top of the world. It's a harsh yet tantalizing place of stark beauty, where the sky blooms with ribbons of color over a shifting snow dunes, and where huge, strange creatures frequent the summer-time cracks of the Frozen Sea. Kurjeya's occupants cling to whatever warmth and comfort the landscape affords them, huddling near geothermal vents and hotsprings in order to survive the inclement weather.

Locations related to Leng: Oriab - An island in the 'southern sea' with jungles. Has a major seaport named Baharna, and a volcano named Ngranek. To the South of Baharna is the lake of Yath. On the opposite side of Yath lies a forbidden city of ancient make.
Kadath: The capitol city of Aklon where the 'gods' live, the dreamers who dream the world.
Dylath: A port city secretly infiltrated by the 'moon beasts', toad-like creatures with short tentacles for a snout. They live on the dark side of the moon and sale black galleys between the moon and the dreamlands. Lesser Starspawn?

Aklon
An unwanted memory beneath the waves, Aklon is a sinister, aquatic nation stewarded by Aboleth, a hideous and grotesque race of fish-like creatures that once ruled the seas in a bygone and ancient age. Some say it is what is left of the ancient Continent of Atlantis that has long since disappeared into the Ocean of Mist.
Kairna Zul
Kairna Zul, or 'Rock of The Damned' is an ancient Dwarven kingdom that surrounds the city of Alehkand, the only ancient Dwarven city to survive the collapse of the Old Empire.
Vedica
Originally part of the army of the Old Empire's

**The Nations of Alar **

Korahan
Korahan, the ruins of the Yuresh Nahavr, the 'Golden House' of the Old Empire. Adopted homeland of the Orckind diaspora, a ruled over by the Ogrimak warlord, Erdene Sech.
Myrrha
Myrrha (Or Maluhha) is a impressive empire composed of a number of recently conquered vassalates under the power of the Magadhan Samraat, an all-powerful emperor who directs his subjects based on the policies of his trusted and knowledable council of advisors. It is perhaps the largest and wealthiest

East Kingdoms

empire in the world, claiming all but the very bottom of the subcontinent of Majya. Myrrha has a lucrative trade relationship with the Hegemony of Jin, as the Skothans and nigh-impassible mountains to the north force the eastern and western nations to funnel trade through it's well-guarded seaways and booming port cities on the Sea of Emeralds.
Budao
Budao is a volcanic, semi-tropical archipelago off the western coast of the Jin empire. The island chain has recently become a frontier land for the displaced people of Jingdan, despite the presence of a thriving indigenous minority. Jin's disinterest in Budao is palpable, and as a result, the colonists have split off into opposing political groups modeled in part after the spiritual beliefs of the supposedly 'barbaric' and 'uncivilized' natives.

Jin
Jin is a massive hegemony of fuedal states that stretch across central-eastern Asu. The Hegemony had been a hotbed of political intrigue and civil war until about a hundred years ago or so, when a successful military coupe executed by an incarnated prophet and the western tribes of Olum overturned the reign of the Elemental Priests of Mazarin. The Jin Empire is now ruled through the Divine Mandate of Heaven, but the emperor Fang Jin (a successor of the old, corrupt rulership) has replaced the recently deceased Kang Tzu, fomenting division amongst local rulers. Recently, the Jin Hegemony has occupied the neighboring fledgling nation of Jingdan, forcing many local people to travel eastward over the ocean and colonize the fairly remote islands of Budao.
Buzuria
A vast underground realm full of strange creatures.

OLORUN

Kemet
Kemet lies along the floodplains of the monstrous River Heph, running from a mysterious source in the centre of the vast continent of Olorun to it's terminus in the White Sea Basin. It is comprised of both an Upper and Lower nation with very similar but distinctive styles, one characterized by the Snake, the other by the Ibis. Much of the kingdom is flooded by anywhere from a few feet to a few inches of water every year, allowing for bountiful crops and extensive cattle grazing. The flood also unearths the vast holdings of gold and rock quartz which are common in the area's sandstone formations, and exporting of this wealth has put Kemet in a position to rule the Banamet and Meruwi to the west and south. While Kemet is famous for its grand temples and statues, it also is home to several large pyramids held in high regard equally by the finest engineers of Mux, Shinar and Tarsa. The people of Kemet are immigrants to Olorun, having been brought there in the days of the Ivory House, serving as slaves and supplicants to the Gza. Somewhat uniquely, the Kemet represent almost all the gods as humanoids with animal heads, perhaps owing to their unique pictographic writings.
Qarhadas
Qarhadas is thought to be the largest city on the Sister Seas, and perhaps one of the largest in all of Athwei. With a population of close to a million people, Qarhadas has miles of walls, essentially functioning as a massive naval fortress with hundreds of ships under the command of its king. The city is a bustling trade port where even the Ebron can be found. While the Mazican Tribes identify themselves as a separate people, the shadow of Qarhadas allows the Mazica to graze animals and farm in relative protection and safety,
Mazica
The Mazican Tribes live on the north-west rim of Olorun in the remains of the Ivory House. the Mazicans are proud and tenacious people with few reservations about mixing with outsiders, travelling freely through the ports of Qarhadas, Kemet and Oriab. They are a blend of cultures and ethnicities, making their way through the Sister Seas which they rely heavily on as a source of food and wealth. Often found working as sailors, they are common amongst privateers and pirates. The Mazicans are especially prominent in Oriab, where they operate several coastal 'freeholds'. These communites lack central governments, but a 'live and let live' policy is widely enforced by local business interests.

Axum (Nigeria)
Axum is a mysterous and powerful kingdom that rules over the vast territories of middle east Olorun, isolated from most of the world by the terrifying and vast dimesnes of the arboreal Olorun countryside and great stretches of semi-arid savanna. The people of Axum are quiet and unassuming, generally blessed with a dry sense of humor and an inborn dignity despite the harsh and relentless jungle that surrounds them. Axum shares many architectural and cultural traits in common which Mizram, which has led to speculation the latter may be an ancient colony of the former. Axum has a strong relationship with the people of Sabat, with whom they share a common seaway.
Randaxibaya (The Neogi Hives)

KABIR

Toprakkis]
The northern Kingdom of Jeron, a blossoming collection of metropolitan city-states in proximity to many of the Sister Seas. Ruled technically by the Empress of Shinar, it has its own Lesser royal Court and it's own king who is quickly becoming the defacto ruler of Jeron. In contrast to the mud and clay of Shinar, Toprakkis shows its wealth through the adoption of Tarsan building practices and materials, incorporating tiling, concrete and other modern inventions into its pavilions and palaces.
Shinar
Shinar is the Southern Kingdom of Jeron. It consists of several city-states who answer to the royal court of Shinar. A culturally and financially wealthy kingdom in decline, it can be divided into three major regions. West Shinar, made up of fiecely independent cities located on the coast, and east Chaldea, a rural but storied region typified by its cozy mud buildings and large step-temples. The great city of Kadingirra with it's hanging gardens and massive temples can be found in this rural east, a cultured and storied place slowly losing its power to the northern Kingdom of Toprakkis.
Alashiya (Cypress)
The Alashiya are Tarsan by lineage, having spread out east and south from their homeland many centuries ago to live amongst the small islands of the Crown Sea and Outer Sea.

Hasan (Arabia)
The independant eastern ports, ruled by the tribal merchant-kings of Arabaya.
Katab (Yemen)
The kingdom of Sabat is a small and old but very wealthy, established shortly after the deluge as a sanctuary from the ruins of the Red House. Nestled into the cliffs and peaks of the southwestern Kabir coast, Sabat hosts several ports that serve ships heading out to the South Seas. These ports also serve as a significant shortcut between Eastern Olorun and Southern Kabir, allowing goods to move between the two regions with a minimum of overland travel. As a result of this trade, Sabat has a diversity of imported and exported resources flowing through its ports, and it exercise a great deal of political power over Eastern Olorun. Sabat is also the only kingdom in Kabir with a unified government and a standardized national policy, making it a popular destination with naval merchants and travellers from other regions. Sabat is habitable primarily because of marvels of engineering which bring water from high in the mountains down into the towers of Sabat, providing most people within the city with fresh water routed directly through the multi-floor communal houses common to its cities. Aside from coastal routes north to Ebih and east to Hasan, Sabat is cut off from the rest of Kabir by the Empty Desert, an inhospitable place dotted with ruins haunted by the dead of the Great War.
Mnar

Beyond the Mist Sea

Texcala
Marulia (The Aboleth Slave Kingdom)

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