Countries

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This is a list of all civilizations in the setting, along with brief descriptions for each. Lick lick lick mah balls!

Alesian Imperium

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.

Arangoth

Formerly a confederacy of grand duchies that united into a powerful 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.

Aslar

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.

Azaan

Island nation with the highest level of technological advancement in the known world. Formerly a brutal technocracy devoted to the study of natural law and suppression of magic. The old regime had since been supplanted by a pro-magic government. One of two nations with the technology to build airships. Known as a source of many wonders of engineering and has recently ended its doctrine of isolationism. Mostly human.

Bahija

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.

Bahr

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.

The Bakbe

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.

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.

Caern Rhia

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.

El-Ekki and Sevule

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.

Elluria

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."

Elvendeep

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. Currently an Arangothian protectorate due to the threat of orc invasions from Zul Kiras.

Emil

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.

Greater Pentland

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.

Griffon's Aerie

A realm of sentient shape-shifting griffons that took over a defunct human kingdom. Today, the humans of the Aerie live as serfs, bound to the land in the service of their winged overlords. The Griffons are known for their druidic magic, which spiritually links each individual to a separate sacred tree and its attendant dryad. Despite its large urban centers, Aerie civilization lives in a state of great harmony with nature.

Isles of Myst

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.

Kadut

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 orient 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.

Kahlahra

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.

Leturia

A nation of Leturians: people who look human in every way except they have simian tails. The matrilieal Leturians carved out a kingdom from a defunct human land and had since enslaved all the non-tailed humans within it. Those without tails have zero legal rights. Ruled in theory by a constitutional monarchy but in practice, a noble oligarchy has most of the power.

Lonrath (Thontaran)

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.

Marilsan

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.

Mwayambi

Continent east of Veth, containing the Berjeron, Bakbé and Kadut peoples.

Nahuatl

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.

Najjir

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.

Orjana


Panguro Rashnad Reshalian Empire Rondis Taj Jahan Taopai Teldanar The Tyhinn Empire Tollor Tor Anan Varstad Vuulari Xiunhai-La Zul Kiras