This is a list of all civilizations in the setting, along with brief descriptions for each.
The largest empire in the known world, with some of the world's most powerful infantry legions. It occupies most of the cold, rugged continent centered on the planet's south pole, also owning several protectorates in Veth and the South Sea. The mostly-human Imperium is very proud and highly militaristic. Ruled by a god-emperor with magical longevity. Has an ancestral hatred of orcs.
Historically a confederacy of grand duchies that united into a strongly-feudal kingdom. Known for its strong knightly orders, turbulent nobility, sprawling agriculture and growing mercantile acumen. The city of Drache is known as a hotspot for elite adventurers. Arangoth is majority human but inhabited by all races, with a substantial dwarven population. Has recently become embroiled in civil conflict between the north and south, resulting in its fracturing and subsequent return to a coalition of grand duchies.
Colorful and multi-ethnic land, known for strange customs such as electing a new king each year while beheading last year's ruler. An important economic entrepot in the Southlands Peninsula. Inhabited by humans, dwarves, halflings, Mingits, the Rashnaditz and other races. Ruled by a small council of viziers and has frequently battled against its neighbors, Elluria and Tollor.
The Assi are a collection of savage raider tribes located in the Nie Valley. However, the Assi also have deep connections with nature and are a very spiritual people. Their history and legends span centuries. Technologically, they are not as advanced as the peoples of Arangoth and most territories to the west, and hold to a primitive way of life.
Island nation with the highest level of technological advancement in the known world. A brutal technocracy devoted to the study of natural law and suppression of magic. One of two nations with the technology to build airships. Known as a source of many wonders of engineering with a doctrine of isolationism. Mostly human.
Tropical archipelago known for producing much of the southern hemisphere's fruits, spices and sugarcane via indigenous and imported slave labor. Ruled by Alesia as a client state; de-facto controlled by a council of shrewd but quarrelsome merchant princes. Mostly human. Bahijans are clever and flamboyant, naturally predisposed to salesmanship. They have some of the best-connected traders in the known world.
A tiny nation of goblins, hobgoblins, gnolls and bugbears; described by neighbors as "a pustule on the ass of the Southlands." Major smuggling center, which gives it greater influence over the global economy than appears at first glance. Bahr is a depressing place with bad weather and land largely unsuitable for agriculture. The hobgoblin elite rule the place with an iron fist.
These tribal peoples inhabit the "Land of Giants," a great stretch of plains in the heart of the continent of Mwayambi. The Bakbé are black humans who eke out a living through simple agriculture and hunting the giant megafauna that shares their environment. Their men tend to be warriors and their women tend to be priests. Most of the tribes are matriarchal. They are considered primitive by the neighboring Berjeron.
The second-largest empire in the known world, comprised of black humans with a striking diversity of occupations, beliefs and martial and magical disciplines. No other nation is as pro cultural diffusion. The Berjeron are some of the world's preeminent long-range traders and are unabashed slavers. They hold dominion over a large part of Mwayambi and Taj Jahan. Ruled by a hereditary female empress.
A tiny principality on the outskirts of Arangoth. Its culture is similar to Arangoth's. Thought to be mostly human and elven. After a force of evil knights attacked Caern Rhia, it was forced to call on the orcs of Zul Kiras for help. After the orcs swept in, contact with Caern Rhia was lost and its fate remains unknown to this day.
Two independent islands off the western coast of the Southlands Peninsula. El-Ekki is known as a center of holy sites for the Ellurian religion and a preeminent center for tourists and religious pilgrims. Its chefs and artists are also well known in the region. Sevule, a glorified naval base turned kingdom, has a much shallower reputation. Both are mostly human.
The major cultural center of the Southlands, with a well-educated and civilized population. Mostly human, with elven and giant minorities. Shares history and culture with Tollor - both countries were united at several points in the past. Largely agricultural and maritime economy. Currently recovering from a series of devastating wars against its neighbors. Currently ruled by the Alesian Imperium that swept in as "peacemaker."
One of, if not the most ancient nation in the known world. Home to elven and half-elven people of many backgrounds that trickled together to the great forest of Soranion for unity and protection. Centered around a vertical arboreal city called the Elfspire. Diverse export-oriented economy and very high culture. Almost all kinds of elves, from high elves to wild elves can be encountered here. Elvendeep was previously an Arangothian protectorate due to the threat of orc invasions from Zul Kiras, however, after the Arangothian Civil War it once again became a free nation.
One of the Southlands' lesser powers, with a history of strife and subjugation by neighbors. Shares culture and history with Elluria and Tollor but prefers to stand apart. Industrial and metallurgical economy. Mostly human. Historically bent on retaking its captured coastal city of Garusk with disastrous consequences. Currently ruled by the Alesian Imperium as a protectorate.
Multi-ethnic empire stretched across a volcanic archipelago in the South Sea. The islands are known for their breathtaking abundance of life, including great dragons, dragonkin, humans, merfolk and thousands of exotic species of plants and animals. The people are known for having one of the most powerful navies in the hemisphere; a substantial air force of drake and wyvern riders; and their militant expansionist doctrine.
The Griffon's of the Aerie serve as guardians of its forests and grasslands. Two-thirds of the population are non-Griffons due to pre-existing human majority cities within the grasslands, with Leturians and Mingits making up the largest percentage of that group. The nation prides itself on its laws and universities, and it’s engaged with the rest of Siveth through trade and diplomacy.
An independent subterranean city-state underneath Northern Arangoth, inhabited by a race of dark elves. Gulanadur has only recently begun to end its isolationist policy. It is a competitive, ambition-driven society where the strong survive and the weak are culled by ignominy. Ruled by a dictator. Follows its own unique faith. The priesthood and various noble houses exert strong influence over society.
Peaceful and idyllic island kingdom off the coast of Arangoth. Ruled by a local Queen but with substantial influence from the Alesian Imperium through her Alesian king-consort. Important economic entrepot in the South Sea, used by many traders as a stopping point. Mainly human, with substantial elven and dwarven minorities.
An empire of black dwarves in Mwayambi that live in mountain strongholds, constantly defending their traders against chimera-beasts that share their environment. Economy largely based on trade with the Far East as well as mineral extraction and some manufacturing. A remote people, poorly known outside of their region. Ruled by King and Queen sibling pairs. Strong camel cavalry.
Land of nomadic Khalar horse-tribes. Mostly human, with one tribe that's mostly elves and half-elves. Known for producing the finest horses on Veth and some of the best light cavalry troops in the known world. Each tribe ruled individually by its own leader. Semi-permanent settlements allow the tribes to trade. Strong relationship with Northern Arangoth, to whom they supply horses and training. Steppe economy based almost entirely around animal husbandry.
Known as the "Wolves of the Sea," the Korthai are nomadic raiders and merchants that live off the ships that they sail. Their reputation as sailors is unsurpassed and most sailors have a horror story to tell of the Korthai. They are highly pragmatic and occasionally make deals with different nations' port authorities to leave traders alone in exchange for money. Sometimes they absorb prisoners of war into their clans.
Leturia practiced slavery until the mid-200s BT, when slave revolts backed by Griffon’s Aerie toppled the ruling dynasty. It has a human majority population, with those considered ethnically Leturian as the highest percentage. The Proto-Leturians were rint-riding nomadic humans from the southeastern border of Ferluxebi near the Lunit Mountains, who left their native land and swarmed the grassy plains controlled by the Mingit and Igmerind Empires and toppled them.
Inhabited by yak and horse herding nomads called the Thons, who fear and revere a cabal of female witches living in the ruins of an ancient defunct civilization that once spanned the area. Mostly human, though it remains unknown just what the witches actually are. One of the most primitive and mysterious places on Veth. The ruin of Lonrath contains many defunct megaliths and artifacts that once held vast magical power.
Mostly human land on the South Sea and the Inland Sea, that gained independence from multiple colonists just over a century ago. It's now trying to find its place in the world, by developing into a naval and trading power in the extreme west of Veth. The warm subtropical climate makes it an important agricultural producer and a growing holiday destination.
Continent east of Veth, containing the Berjeron, Bakbé and Kadut peoples.
A land of jungles and deserts on the Inland Sea, bound by savage traditions of human sacrifice and conquest. Mostly human, with gnomish and lizardfolk minorities. Ruled by priest-kings that demand ritual bloodshed, believing that this will sustain the life of the universe itself. Organized as a feudal society with Tutec nobles and Humec commoners.
A desert land full of independent city-states and several unsettled tribes that share a common culture, language and religion. Most of these balkanized domains were born from the demise of a once-mighty magical empire. Mostly human, along with desert elves and some mountain dwarves in the east. Economy largely based around import and export of manufactured goods and raw materials. Has a large scholarly movement to study foreign texts to understand the secrets of the universe.
Cool northern land of hearty farms, warrior lodges and witchy powers. Multi-ethnic with humans, elves, dwarves, gnomes and mingits represented among the population. Orjani culture is a difficult blend of homegrown traditions and centuries of absorbed foreign imperialists. Though it has a sort of capital, Orjana is decentralized, with many people living off the land. Multiple independent towns and holdfasts persist.
What most people think of when "The Far East" is mentioned. The main nation of Panguro, Nipangu, is divided into a caste system with spiritual elven nobility at the top; samurai and scholars under them; and laborers and commoners at the bottom. Currently engaged in a cold civil war between a Shogunate and the pro-imperial Eizo clan. Mostly human, ruled by elves. Separate groups of humans and halflings have their own smaller domains with different customs from the Nipangui.
Desert land spanned by nomadic, mercantile Rashnaditz: humanoids with webbed feet. Also contains large smattering of other races. Eastern Rashnad has several highly wealthy cities, considered marvels by the commoners of Veth. The traders and expats in those cities are largely responsible for the westward flow of Far Eastern goods. Ruled by whichever family that has access to the fabled Golden Tent.
Small isolationist human kingdom, a shadow of its former glory. Once the rulers of a far greater territory, the Rondissians had been pushed back by tribal raiders such as the Assi and the supernatural horrors of the Elgar Forest. Known for quaint, happy-go-lucky and self-absorbed agrarian culture of farm work, smoking, feasting and making art.
Free mercantile city-state that has flourished on trade after being established by freed Leturian slaves. The city built on the ruins of the Sopt Kingdom's old capital, which retains some its old world architectural history. The city-state is ruled by a Council of Merchants, with humans being the most common race in its populace, but also inhabits Griffons, Leturians and Mingits. Known for its mercenaries, shipbuilding and proud navy.
Disputed client state of the Berjeron Empire. Originally a series of independent kingdoms that were forced under one rule by its conquerers. Contains humans, Rashnaditz, elves, half-elves, dwarves and halflings. People tend to be brown-skinned and live under a complicated caste system. Ruled by female Maharani. Despite high levels of poverty and backwardness among many villages, Jahani intellectuals made world-class strides in art, science and philosophy.
Warm seafaring nation in the Far Eastern seas. No ruler - Taopai is an anarchy based on a gift economy and a pro-social populace. It is the eastern-most nation of the known world. Taopai's interior conceals an otherworldly anomaly that almost looks like the realm of dreams is pouring into the material plane. Largely human, with half-elven, elven and other minorities.
One of the stranger countries in the Southlands. Its mostly-albino humans are known for their extremely long names; drug-granted telepathic powers; and the custom of keeping all parts of their bodies, including their faces, covered at all times. Ruled by a monarchy, with a queen currently in charge. Population is largely nocturnal and shuns the harmful rays of the sun.
An imperial state sitting in a mountainous basin between the tallest ranges on Veth. Economy is heavily reliant on mineral exports, which brought the Tyhinn lots of wealth. The population is comprised of humans, orcs and dwarves. Major employer of foreign workers required for resource extraction. On its way towards becoming an important power broker as a result of its resource control.
A land of agricultural and marine abundance, a sister-state to Elluria, with whom Tollor shares its culture and history. Ellurian religion and customs originally arose in Tollor when it was a city state. Tollorian navigators explored and colonized much of the islands in the South Sea, that have since become semi-independent. Currently ruled as a protectorate by the Alesians, who swept in as "peacemakers" during the latest Southlands war. Mostly human, with elven and giant minorities.
Colloquially known as Faerie. Tor Anan is a land of strange magical creatures called fey or faeries. The realm doesn't obey the laws of physics and magic as they are known among mortals. Tor Anan is technically its own dimension, orthogonal to the prime material plane, with several points of overlap that enable portals. Ruled by an enigmatic trickster-king. The fey come in all shapes and sizes, from beautiful to terrifying.
A rugged mountain land inhabited by tribes of humans and a race of giants called the Provakh. Dangerous in most ways, from the cold alpine climate to the constant ice wyvern attacks, Varstad shaped its inhabitants to be tough and strong. Economy is largely based around animal husbandry and each tribe is ruled by its own chieftain. Largely isolated, although some travelers from Varstad recently appeared in outside lands.
The largest continent in the world, where most known countries are based.
Archetypal subterranean dark elves. The Vuulari have a matriarchal society spread among several independent cities in the great Underdark of Veth. They shun the light and the surface elves, preferring to worship their insect-gods and practice limited fungal agriculture and subterranean insectoid animal husbandry. Have a reputation for being cruel and unforgiving to outsiders and each other.
A series of isles that literally float suspended in the air above the ocean to the far east. One of two nations in the world with the technology to make airships. Society is very family oriented, with elders held in great respect. Mostly human. Ruled by the Ishkal, the most powerful psion in the known world. Xiunlans are skilled traders and their airships and expat clubs called tongs can be found across the world.
The orcs of Zul Kiras used to live in discord. All that changed when the Steel Raven and Firestorm clans intermarried and banded the savage tribes into one fearsome coalition. Zul Kiras is a military-industrial powerhouse and the single largest threat to most kingdoms on Veth. Bloody conflicts with neighboring kingdoms have been the hallmark of Zul Kiran history. Ruled by a war-king. Besides orcs, there is a substantial goblinoid minority.