Showing posts with label Politics. Show all posts
Showing posts with label Politics. Show all posts

Paragon City (Capital)

  • Classification: Metropolis
  • Population: 212,000
  • Wealth: Wealthy
  • Major Industry: Government, Education, Philosphy
  • Specialty Goods: Psionic Items, Titles of Nobility
  • Populace Average Alignment: Lawful Neutral
  • Leader Alignment: Lawful Neutral
  • Government and Leadership: Feudal Monarchy, King Theodotus Legatus III, Earl of the City Clesius Ordinatio
Demographics:
Human: 74% Half-Elf: 4% Elf: 2%
Dwarf: 3% Gnome: 5% Halfling: 11%
Half-Orc: <1% Other: <1%

History: Around EH600, the nomadic tribes of Huri settled next to the Great Lake (which is now called the Lake of Kings), in the city of Sul-Lag (literally "On the Lake"). From here, they would slowly grow, absorbing the rival tribes, and expanding the great city. When the tribes were united, the city became the great focal point of the One Tribe, and would ever more devote itself to the rule of the continent.

The city itself has grown almost continuously. Each of the chieftains, kings, or emperors who have resided in the city have tried to leave their own mark, so the city abounds with memorials, statues, and decoration. Many even survive despite the almost near destruction of the city during the Great Seige.

During the time of the Rising of the Three, the city was assaulted. And though it held, nearly two thirds of the population perished. The city would rise from the ashes, and be rebuilt during the Age of Reconstruction, but it wouldn't attain its granduer until after the wars of reunification, when the coffers once again filled with the tithes of other lands. Today it stands a wholly made monument to the willpower and single-mindedness of the Muriahan people, to dominate and rule over the continent.

City Lore: Paragon City, or the Imperial City, is a wonder of architecture. Every building is done in a classical brown-gray shale, and the wide paved streets make the entire place fit for a King. Towers and faux-castles abound, as each edifice attempts to be a statement of grandeur in this wondrous city. Cleanliness is important as well; the teams of city janitors set to work early in the morning most days to maintain the pristine appearance of the city.

However, there is an air of unfulfilled greatness: many of the enormous structures are mere facades, empty and barren. Most of the populace lives on the vast residential areas, and sprawling suburbs, outside of the city center. The Grand Avenue, with its larger-than-life temples and centers of learning, can seem soulless and empty.

The city is laid out with the epicenter being the King's Palace. Leading up to the palace is the Grand Avenue, lined with enormous temples devoted to each of the major legal religions, the arcane guildtowers, and various centers of philosphy. Along the back alleys of the Grand avenue can be found guild halls for every substantial guild, such as the Sword and Shield, the Axe Bashers, the Order of the Mind, etc, as well as a variety of noble residences and palaces. Sprawling out from the Grand Avenue, past the Imperial Walls, spills the city proper like some sort of alluvial fan, housing residences and markets, commerce and living space for legal residents of the city. Ever changing as buildings are torn down to be rebuilt in the newest fashion, and streets constantly being redirected to accomdate the latest fancy of some bureacrat, even long-time residents of the city can have difficulty finding their way around. It is a place of considerable activity and commerce. It is contained by the original city walls of the old city. Beyond these walls lies the sprawling suburban zone, unconstrained it spreads outwards, slowly advancing on the farmland beyond. This is where those who have not gained permanent residence status with the city must live.

The weather in Paragon City is temperate. The lake effect moderates both the summer and winter, making for mild seasons. The only complaint residents have is of the strong winds that can blow, especially during the shoulder seasons, and the abrupt changes in weather that can occur. Some magical attempts at mollifying these patterns have been attempted, but for reasons unknown none have been wholly successful.

Paragon City is policed heavily by the Order of the Mind. Adepts in the psionic arts are constantly on the lookout for seditious or criminal behavior. This has resulted in a fearful, paranoid feeling most residents have learned to live with. The populace is expected to report any suspicious activity to the authorities.

The duty of governing the city is delegated to the Earl of the City, one of the King's many advisors, Clesius Ordinatio. He is rumored to be more concerned that the wagons flow in and out of the city in a timely manner than with the general welfare of the city's residents, he has held his position for several years now. Each Earl of the City often reorganizes the layout of the city's market streets, but Clesius has completely revamped the layout of the city proper, and the surburia zones, to such an extent. It is said no street, alley, or avenue has been left untouched by his architects.

Residents of Paragon City are granted a special monthly stipend for living in the city, paid from the King's coffers from the tithes the region receives. Nominally, it is to fund their education and health, but many have taken to living solely on the stipend. It is difficult, however, to become a legal resident of the city, requiring either substantial forgery of a birth record, or to legitimately have relatives living in the city. Every year, however, a lottery is held to allow new residents to take up living legally within the city proper. For everyone else, they make their home in the suburbia.

Landmarks/Places of Interest:

  • The King's Palace - Every day thousands of tourists flock to take in the wonder of architecture and engineering of the King's palace. And nobles crowd the great chambers hoping to advance their station with a (usually brief) audience with the King.
  • The Grand Tomb - The tomb of kings is an ancient mausoleum devoted to the final resting place of each of the great kings, tracing their ultimate heritage (in one way or another) to the progenitor, Chief Huri XV, the first king.
  • The Golden Eye - This enormous statue of a single, gold eye represents the Order of the Mind's watch over the citizens of the city, to protect it (critics ask: from whom?) and remain vigilant.
  • Various Memorials, Statues, Etc. - Many statues and edifices remain from even before the Great Seige, and there are no less than 12 monuments devoted to the Great Seige itself, commemorating events large and small, men and women famous and forgotten. Museums also abound in the city, chronicling the history of everything from warfare to pottery.

Nobility

The Kingdom of Muriah recognizes the following titles of nobility, in order of stature:
  • King/Queen: The head-of-state, naturally. The residing King/Queen chooses their heir, which is typically by blood, and confirmed by the Eccleastical Convent, who are religious advisers to the throne representing all the major legal religions. The King/Queen has the power to bestow any title/apointment to whomever they wish, but in most cases they allow the region or village to make their appointment themselves.
  • Prince/Princess: The official royal heirs to the throne. May hold other titles, such as Duke or Marquis. When a new King/Queen is needed, the Eccleastical Convent chooses from amongst the ranks of titled Princes and Princesses. Generally they are blood relatives, but there are isolated cases of individuals being awarded the title of Prince or Princess due to great service to the realm.
  • Marquis/Marquessa: The Marquis/Marquessa is the King's governor of one of the traditional regions of Muriah. There are a total of 12 Marquis, five greater (sometimes called Grand Marquis) and seven lesser, representing the major and minor regions of Muriah. In some instances, the local ruler also serves as the Marquis of that region, such as the Dwarvan Clan Lord in the Clanlands.
  • Earl: A royal advisor to the king, holding one of any number of advisory "stations". Their relative rank amongst other members of nobility varies depending on this station; a noble can be an Earl as well as holding another landed title, such as Duke or Count. Currently there are no fewer than 62 Earls in the court of King Theodotus Legatus III
  • Count/Countess: Ruler of a major metropolis and its surrounding lands.
  • Duke/Duchess: Governor of a city, and its surrounding areas. Reports directly to the Marquis/Marquessa.
  • Baron/Baroness: Head of any small town. Pays fealty to the local Duke/Duchess or Count/Countess.
  • Landgrave/Landgravine: The lowest rank of landed nobility, they govern any settlement ranging from a simple plantation to a large village. In many instances a local farming commune will not have a local noble in charge, and instead have an official representative of the Duke/Count, who will serve as the village reave.
  • Lord/Lady: Unlanded member of a royal family, or individual granted the title of nobility based on service to the realm. Sometimes used as the generic title of address as well.
In the Bloodcoast, there are only three ranks of nobility:
  • Sultan: One of the three rulers, each representing one of the historic tribes of the Bloodcoast, they share power and govern the city of Arroch. Equivalent to a Marquis/Marquessa.
  • Pasha: Governor of a city. Equivalent to a Duke.
  • Bey: Overseer of a village or town. About equivalent to a Landgrave.
  • Effendi: An unlanded noble, so equivalent to a Lord or Lady.

Arborlon (Metropolis)

  • Classification: Metropolis
  • Population: 81,000
  • Wealth: Wealthy
  • Major Industry: Education, Culture, Magic
  • Specialty Goods: Spellweave, Magic Items, Music
  • Populace Average Alignment: Chaotic Good
  • Leader Alignment: Chaotic Good
  • Government and Leadership: Feudal Monarchy, Countess Al'weth'tha Galaviel
Demographics:
Human: 12% Half-Elf: 16% Elf: 56%
Dwarf: <1% Gnome: 5% Halfling: 8%
Half-Orc: <1% Other: 2%

History: Arborlon is thought to be one of the oldest cities on the continent. Elven history states that the city was founded by those that fled the wrath of the pre-cursors, before the Dawn of Man, possibly from the area around Capaal. This would make it even older than that city by several centuries.

Built upon the cliffs overlooking the Bay of Lohst-Lach, Arborlon is a city of ageless beauty and teeming with magical wonder. At one time Arborlon was the capital of the great Arborlorian Kingdom, before their defeat at the hands of the humans out of Tourmaline. Arborlon had the favorable distinction of having been spared the ravages of the Rising of the Three, as the elven elders placed the city in a stasis field that prevent the Three from destroying it, and allowing it to greatly expedite the local recovery when the city finally emerged from its timeless self-imposed slumber.

City Lore: Arborlon is a city that seemlessly merges the ancient marble tower structures of the Arborlonian elves with the more terran architecture of its non-elf residents. The city itself resembles the core of a tree: the city center is the oldest part of the city, with successive "rings" expanding outward housing more progressive architecture and services.

At its heart the Nim-Barad, or city center, holds the White Tower, the residence of Countess Al'weth'tha Galaviel, who has ruled over Arborlon for well over 150 years. She not only represents Arborlon and the surrounding baronies, but also serves as the Earl of Arborlonia, the representative of elven cocerns in the Dyninn region. The White Tower is also where the Elder Council presides. Few are allowed into this sacred heart of the elven city.

The next is the Iant-Tal, or Old City. It is an esteemed location of learning and study, housing the Arborlonian University as well as the Arcane Guildtowers. The Citadel of the Spellweavers is here, as is the Shrine of Neravenwyn Silleastril.

Next is the Tkumba, or the Belly, of the city. It is the main mercantile and residential district, and holds many of the cities most famed culture buildings: the Naemanthe Symphony Hall, the Televariel Theatre, and the Amphitheatre of Haedhen for which Arborlon is most well known and respected.

Outside of the Tkumba is the Talwi, the great sprawl of residences, inns, and taverns, where the majority of the non-elves live.

Being on the north coast of Muriah, Arborlon is naturally a hot, wet place: it borders the great Tuluvian rainforest. Enchantments over the city however mollify the heat and humidity, especially in the main city quarters. Thus those living in the Nim-Barad, Ian-Tal, or Tkumba parts of the city are comfortable year-round. For those new to the city, entering the Tkumba on business from the Talwi for the first time is a surprisingly pleasant experience, especially at the height of summer. (The magical enchantments only affect temperature; the torrential rains of spring and fall affect everyone in the city.)

Life in Arborlon is one of constant entertainment, and fine cuisine. Food is typical elven fare: fresh countless varieties of fruits, vegetables, often honey-soaked, and wine and meads. Sweet bread, dates, and fish are also well represented. Music and performance is abundant: any bard worth his salt performs for some time in the magnificent city.

The city is governed by the Countess, advised by the Council of Elders. The Council is a powerful cabal of elven spellweavers. They rarely leave the White Tower, being seen only at official functions and parades. They give their life over to protecting Arborlon, and the Arborlonian elves.

The city houses temples to all of the legal religions, with the Church of Divine Beauty (Tethos) taking center stage. Each of the Guildtowers is amply represented as well. The Sword and Shield has a guild hall here, as do the Axe Bashers. The local thieve's consortium are The Players. It is unknown to what level they've infiltrated society, but they seem to be mostly harmless, preferring get-rich schemes to violent crimes. The militia is very capable, having many sword-mages on staff for investigations.

Landmarks/Places of Interest:

  • Shrine of Neravenwyn Silleastril - Devoted to the savior of Arborlon, Neravenwyn Silleastril is the arcanist who entombed Arborlon in a stasis field, protecting it from the ravages of the Three.
  • Amphitheatre of Haedhen - The oldest known center for music and theatre, the Haedhen is still used for plays and festivals today.
  • Isle of T'eor - A large island several miles offshore, the Isle of T'eor is a popular vacation spot for its unspoiled beaches and crystal blue waters. Ferries take travelers there most any day of the year.

The Dwarven Clanlands (Knife Edge Mountains)

  • Capital: Dun Maddock
  • Government: Feudal King
  • General Alignment: Lawful Good
  • Population: ~825,000 (11/sq. mile)
  • Area: 75,000 square miles
  • % Cultivated: 6% (~4,600 sq. miles)
  • Cities:
    • Dun Maddock: The ancestral seat of the Clan-King resides in this stony citadel.
    • Dun Morgh: built into a dormant volcano, this dark city holds the ancestral Clan-tombs.
    • West Wailing: named for the spirits said to haunt the nearby fens, this is a human-dwarven city of traders and craftsmen.
  • Townships: Dun Spire, Dun Vold, Aridok, Spellingcrown

Climate: Situated amidst the Knife Edge mountains, the region is typically hot and dry, though higher elevations have ample snowfall, especially in the north. Wind is a major threat, and windstorms are common in the region.

Geography: The Knife Edge mountains make up the geography of the Clanlands. Tall peaks, deep gorges, and rocky ravines abound in this rugged terrain. Only a few well-used paths allow transit through the region, though numerous underground passages have been carved by the dwarves to aid trade and travel. The region is bordered to the north by the Tuluvian Jungle, to the west by the great Sandstorm desert, to the south by the King’s forest, and to the east by the Dyninn forest and the Black marsh.

History and Politics: Dwarven legend tells of dwarf tribes settling the tall peaks in isolated bands during the time of the precursors. It wasn’t until well after the Dragon Wars – in the year EH 517 – that these small tribes would come together in what would be the first Clanmeet of the dwarves. Facing threats from the growing human populations, as well as continued conflicts with giant-kin in the region, the clans vowed to elect a king to unite them. After several long months of serious political negotiations, the first Dwarven Clan-King was chosen: Clan-King Dunnerholden Mordinhammer. Within three decades, he would establish the dwarven kingdom as the predominant force in the region.

Content to maintain their mountain strongholds, the dwarves become isolationist and reclusive. Trade occurred intermittently with the rapidly growing human tribes and kingdoms; the dwarves would unwittingly provide the humans with the tools to ultimately threaten them, by trading away the secrets to metallurgy, ironsmithing, and eventually steel.

Skirmishes between the humans and dwarves, and the dwarves and the Arbolorian elves of the Dyninn, were common. They would come to a head during the Dawn of War, when Chief Huri XV would strike the Treaty of Neutrality, allowing the soon-to-be King to march his forces thru the passes of the Knife Edge mountains.

Many years later, in EK 111, an increasingly isolationist Clan-King would seek a trade-embargo on the Sinter Dynasty, that would lead to the fabled Battle of Ep Pass. The Sinternian forces would rule the day, but their steep losses would drive them to the bargaining table. The Treaty of the Clans was signed, allying the Clan’s with the Kingdom.

Clan-Kings are chosen at every fifth clanmeet, which occur once every five years. Typically a Clan-King rules for life, unless he or she proves particularly unpopular.

Laws: The dwarven Clan-laws are very strict, and considered almost sacred by the Clan dwarves. Crimes involving material goods, such as theft, larceny, or vandalism are punishable by imprisonment, hard labor, and/or fines. Violent crimes can lead to exile, imprisonment, or even (rarely) capital punishment.

The courts of the Clans are considered very fair, and are presided over by clerics of Midir. Not even the Clan-King himself is exempt from the Clan-laws.

Economy: The dwarves of the Clanlands are renowned for their weapons, armor, and metal goods, as well as jewelry and precious metal ornaments. Marble and stone are also common exports. The Clanlands tend to import foodstuffs – mostly grains, beef, and pork to supplement their diets of fungus, mutton, and mountain vegetables.

Military and Clout: Almost every member of the Clans can serve as able-bodied militia in times of need. The professional military contingent are considered some of the hardiest, most dangerous warriors in the kingdom, lacking only in numbers. The mountainous citadels are nigh impregnable.

The Dalelands

  • Capital: Holly Spring
  • Government: Elder’s Council
  • General Alignment: Neutral Good
  • Population: ~5,400,000 (80/sq. mile)
  • Area: 67,500 square miles
  • % Cultivated: 44% (30,000 sq. miles)
  • Cities:
    • Holly Spring: sprawling halfling city that serves as the capital of the Dalelands
  • Townships: Journey’s End, Hermit’s Rest, Wavewatch, Goodview

Climate: The Dalelands has a mostly warm and dry climate, moderated somewhat by the ocean. Summers are very hot, with frequent violent thunderstorms, and the occasional typhoon. Autumn and winter is short, marked by rainfall, and the rare snowfall. Spring is dry, warm, and sunny.

Geography: The Dalelands consist entirely of rolling foothills, bordered to the north by Spire Mountains, to the south and west by the Dyninn grasslands, and to the east by the Endless Ocean.

History and Politics: Settled by some of the first halfling tribes following the Dragon wars, the Dalelands remained a quiet footnote in history. Holding little significant tactical or strategic value, it was ignored almost wholly during the schisms between the various factions of the Dyninn region. Even the forces of the Three largely ignored the region, preying instead upon the larger populations in the Dyninn region.

During the Reunification, a representative from the Kingdom of Muriah met at a special counsel of the Elders, and the Treaty of 1436 was struck, ensuring loyalty of the Dalelands to the empire.

The Elder Council of Holly Springs is the oldest continuous ruling body on the continent, serving little changed since the first halfling tribes settled the area. Representatives from each village, township, and city gather once every six months for a meet that lasts anywhere from one week to a whole month, depending on the issues to be resolved.

Laws: Laws in the region are upheld by constables in each township. Despite the egalitarian nature of the halfling communities, in practice, non-halflings are often treated more harshly than halflings, especially in cases of larceny or theft. A typical halfing punishment is a sentence of community service and perhaps a fine, paid to the party that was wronged. For a non-halfling, it might be exile or forced labor.

Violent and more serious crimes are almost always given the sentence of exile, either from the city or township, or the Dalelands as a whole, often enforced with a Mark of Justice or similar magical branding. Capital punishment is not practiced in the Dalelands.

Economy: Taxes in the Dalelands are wholly determined by the city or township. Tariffs are light to non-existent for imported goods, seeing as the region imports a fair amount of goods. The region exports fruits, vegetables, and various luxury goods including carved wood sculptures and jewelry.

In recent years, veins of silver and various gems have been discovered in the hills, which has caused a minor rush of prospectors to previously sleepy and ignored areas.

Military and Clout: The Dalelands have only a bare minimum of a military force; enough to police and protect their towns and farms from marauders, but insufficient to threaten any of their neighbors. Most citizens in the Dalelands participate in their town militias, but it is mostly a show of civic duty as to any real military training.

Bloodcoast Consortium (Sandstorm Desert)

  • Capital: Arroch
  • Government: Caliphate Triumvirate
  • General Alignment: Neutral w/ Evil tendencies
  • Population: ~18,000,000 (~64/sq. mile)
  • Area: 280,000 square miles
  • % Cultivated: 35% (~100,000 sq. miles)
  • Major Cities/Capitals:
    • Arroch: Capital of the region; largest bazaar on the continent, where anything and everything is for sale.
  • Cities:
    • Abu Drenis: One time pirate stronghold, now a wholly devout religious city.
    • Dakkar: Key city for caravans crossing the Sandstorm Desert.
    • Kundar: The Great Oasis. A refuge in the desert, where desert nomads gather.
    • Abu Qatar: Breadbasket of the Bloodcoast.
    • Sirennus: Key exporter of incense and strange medicines.
    • Kaspar: Quiet city of farmers and seafarers. Famous for Kasparian Sailfin.
  • Townships: Abu Quar, Jordis, Lyr, Highhold, Fyrst, Sunnis

Climate: Dry, warm to hot. The Bloodcoast region, as it is known, receives intermittent rainfall. The summer months are characterized by the monsoons, where it rains for 40 days at a time. The rest of the year is typically hot and dry, though the winter months at times see sustained rainfall. Snow occurs infrequently in the lower plains, and never in the upper plains.

Geography: The Bloodcoast is dominated by plains and desert. There are the upper and lower plains: the Plains of Solis and the Plains of Sunia, and the great Sandstorm Desert. The lower plains stretch into the Kingdom of Muriah, and many large field battles occurred along the Great River. To the south are the Forests of Myrh, or the Elven Forests.

History and Politics: The Bloodcoast region began as a series of nomadic peoples settled the region during the Dawn of Man. There were four distinct tribes: those of the upper plains (the Arroch), two in the lower plains (the Sentalli and the Saheli), and the nomads of the desert, the Qayaffi. The Saheli were eventually destroyed, and absorbed by the Sentalli, and the remaining three tribes skirmished and warred for centuries.

Sometime during the Endless War, around EH 2300, the three tribes would face their greatest rival, which would set the stage for the regions development for centuries to come: The Ravlish.

On an island many leagues off the continent there developed a tribe of bezerkers known as the Ravlish. Little is known about how they arrived there, or how they discovered their way back, but they would. And it was to the Bloodcoast that they would first come. These mighty warriors raided and pillaged coastal towns, hitting the Arroch worst of all, but soon extending their warfare along the Sandstorm Desert communities, and even down the coast along the lower plains, where the Sentalli were just recovering from their long wars with the Saheli. The three remaining tribes called council, and agreed to unite, if only to throw off these agressors from across the sea. A united effort to construct a mighty navy began, and over a hundred ships sailed from the port of Arroch, to invade the Ravlish, and bring war to their own lands.

While the fleet was underway, Chief Huri XV was turning his forces north to unite the continent of Muriah under his banner. With so much effort thrown into defeating the Ravlish, the three tribal leaders were forced to capitulate, pledging fealty to the new king. This further cemented the three tribes into solidarity, and they themselves called their unity the Bloodcoast Consortium.

Meanwhile, the fleet from Arroch met the main Ravlish fleet, and the largest naval battle in history took place. For five days and nights, ships crashed into one another, and launched spears and nets, while men battled in ships and sea. The waters were said to have turned red from the dieing, and great sharks from the world over circled the engagement waiting for those who fell overboard. The Ravlish were defeated, though the Bloodcoast forces were too battered to continue the invasion, and returned to Arroch.

The Bloodcoast also has the dubious honor in history as being the area to instigate the Godwars. Followers of Solis – the religion is and has always been very strong in the region – successfully summoned the avatar of Solis, which allowed other avatars to walk the land.

The Bloodcoast Consortium is a Caliphate, governed by three Sultans, one from each of the traditional tribes. Successor Sultans are typically chosen by the church of Solis, in a special ceremony. In practice, it is typically a hereditary monarchy. The three Sultans rule by majority, and there has been no lack of intrigue and political machinations between the three sultanates. Each Sultan appoints heads of each city or town – Caliphs – to govern, who in turn appoint local governors.

Laws: The Bloodcoast tends to have very strict, and very harsh, laws. An Eye for an Eye is the standard motif; theft typically costs the thief a hand or a finger for a first offense. Many serious offenses result in death by sword. Culturally, the society is very conservative, and very closed.

Bloodsports are legal in the Bloodcoast region, with gladiatorial contests common in every major city and most smaller towns. Religion is also taken very seriously in the region, with any disrespect given to a member of a recognized faith resulting in very severe penalties. Clerics of Midir do not have a role in the court system, though they offer their services (along with Bormir) as representative agents (lawyers, and moneylenders, are technically illegal in the region).

Economics: Taxes and tithes to the government are fairly steep, being charged for almost every good. Graft is also common amongst the tax collectors, however, so often travelers to the region end up paying more than they are legally obliged. Typically collected during the highsun ceremonies in each season, a portion of the monies collected goes towards religious institutions of the region.

A major exporter of incense and spices, the region is also a major producer of food, mostly to the large cities to the south. Another key export is military expertise, as consultants or soldiers.

Military and Clout: The Bloodcoast has a typical sized army, but they are renowned for their navy. The most skilled and adept seamen hail from this region, and more often than not they are veterans from continued skirmishes and raids against and by the Ravlish.

Regions of Muriah

This is a breakdown of the political regions of the continent of Muriah.

Major Regions

League of Free Cities: The League of Free Cities is a loose collection of city-states in the North-East peninsula of the continent, composed mostly of the Dyninn Forest. It is a diverse, and dynamic region, where trade and commerce are highly valued.

OOC: Culturally, a standard Medieval European setting.

Bloodcoast Consortium: A hot and dry region on the west coast, it borders the Sandstorm Desert to its east. Sailors and mercenaries, the denizens are hardened from their many years of fighting the Ravlish barbarians from across the straits.

OOC: Arabic and Mediteranean cultures dominate.

Kingdom of Muriah: This small kingdom located in the center of the continent has managed to subjugate the rest of the nations. This region boasts the most developed education systems on the continent.

OOC: Babylonian and Roman similarities

Holy Republic of Astalus: A theocracy devoted to the worship of Astalus (and only Astalus), this land of plains and humble villages are the first line against the barbaric Orclands.

OOC: Culturally similar to the Byzantine empire, with a good mix of religious persecution.

Free States of Dynoria: This incredibly diverse region boasts democratic and emancipatory freedoms. Anyone and anybody can be found here.

OOC: Asian influence, though a true mixing pot of cultures.

Minor Regions

The Dwarven Clanlands: The dwarven lands of central Muriah. Small in area, but they host the best metalworkers in the lands.

The Lower Wold: Kingdom of dwarves in the frozen mountains of the Southern Spine.

The Elven Nations: Isolationist elves along the western coast, in the ancient forests of Myrrh.

The Great Untamed: A wild, sylvan area practically devoid of any settlements.

The Orclands: This ferocious region boasts hordes of monstrous humanoids, bottled up by the Great Wall.

Nevarine Combine: Halfling community strongly allied with the Kingdom of Muriah.

The Dalelands: A sleepy community of halflings in the far north-east.