Geography of Meridian

History Geography Races Religion Cartography
Characters Magic Classes Main Links

 

    In all respects except those specifically mentioned, Meridian possesses the same characteristics such as size and climate as that of Earth. Meridian consists mostly of water (approximately 68%), and its majority of land mass is composed of 6 continents.
    The known world consists of three continents, Tristad, Phoenica, and Narumi Nestled between Tristand and Phoenica is the Inner Ocean. Much like the Mediterranean Sea was for Europe and North Africa, the Inner Ocean is the center of trading commerce and naval warfare. Outlying all three of these continents is the Outer Ocean who’s waters have never been crossed. They isolate and buffer the known world from the rest of Meridian’s landmasses.
    Brun is the continent covering the northern polar region while Mar covers the southern polar region. Neither is known to be inhabited by any sentient species nor do they have any vegetation. The harsh sub-zero temperatures and artic climate prevent any life from surviving unless adequately adapted to such conditions. While the existence of Brun and Mar are above the general knowledge of the average commoner, numerous legends of beasts and monsters from the frigid north exist. There is even one tale of a crystalline ice temple located at the exact northern pole of Meridian.
    Izonda is the largest continent of all and covers much of the eastern hemisphere. Not many in the known world are aware of its existence, and even those select few who are, know little about it. Travel by sea from the known world to Izonda is near impossible due to the vastness of the outer ocean separating it from the rest of the known continents. Magic teleportation is equally unsuccessful as the caster must have visited his destination at least once before. Perhaps Izonda is best left to whatever dark secrets it may hold for now.

Table of Contents

The Continent of Tristad The Continent of Phoenica The Continent of Narumi
The Badlands of Ahsar The Centari Union The Adamant Forests of Amazonia
The Antillas Archipelago The Elven Sovereignty of Cestia The Tyraxee Dominion of Darxo
The Tyraxee Dominion of Cerab The Tyraxee Dominion of Ebonox The Free Lands of Desiad
The Ever Burning Empire of Cynder The Heartlands The Voriakan Colony of Formica
The Old Republic of Darokin The Free Market of Lukeen The Saradul Colony of Kalrim
The Enduring Kingdom of Daegon The Wastelands of Ottomar The Resort of New Maseon
The Tri-City States of Fijium The Pridelands The Imperial Port of Riorun
The Arcane Domain of Galantry The Poisonous Isle of Pyrathi The Imperial Port of Roxrun
The New Republic of Halyde The Radiant Cultrop of Rajnah The Tyraxee Dominion of Valix
The Rolling Steppes of Khado Karid The Runlar Imperium The Pyrathi Outpost of Vepir
The Refined Kingdoms of Maseon The League of Saradul  
The United Pheos Confederacy The Tyraxee Dominion of Suebex  
The Dwarven Fortress of Rockhaven The Untamed Lands of Wesor  
The Elven Woodlands of Ryllithia    
The Savage North    
The Scar    
The Empire of Tyrax    
The Commonwealth of Voriak    

 

Official Title

Overview

overall description of the region or nation

Politics

Government  type and structure of over ruling government
Important Figures  important people in politics or popular people in culture who hold power
Important Laws  general overview of law structure, any strange laws
Military  size, power, structure, and consistency of military
International Relations  allies, enemies, treaties, alliances, agreements, colonies
Cities  names and brief description of greater metropolitan classed communities

Economy

Natural Resources  resources the underlying land is rich in and available for harvest (ex. lumber, iron, oil, wool, sugar)
Industries  major industries of producing refined goods (ex. clothes, weapons, armor, jewelry, baskets, pottery)
Major Imports and Exports  anything the country imports or exports in mass

People

Demographics  total population estimates, races which live within the country and their percent of total pop
Culture  morals, values, entertainment, family, ideals, traditions
Religion  important churches and sects, any forbidden churches

Environment

Terrain  general over view of the terrain types and lay of the land
Climate  temperature, weather, seasons
Flora  peculiar or interesting species of plants native to the region
Fauna  peculiar or interesting species of animals or magical beats native to the region

History

major events in the history of this region or nation

 

The Continent of Tristad

The continent of Tristad holds the heart of the old human civilizations. When humans first arrived on Tristad, they built the first of many nations, and then eventually migrated south ward onto Phoenica. Off the western coast of Tristad is the subcontinent of Minath. The word Tristad, named for its three pointed peninsulas, was derived from the ancient Dwarven tongue before the word itself was changed under the influence of various human cultures.

 

The Badlands of Ahsar

The region between Kahdo Karid and Ryllithia is dark valley known as Ahsar. During the Godswar, the area had been blasted by powerful magics unearthing numerous caverns in the valley floor. Like ants from a disturbed nest, the Xill poured forth onto the surface world. The Xill are a monstrous humanoid insect like race seek to assimilate all land and living things into the great hive. The Xill as a collective are very powerful and would certainly over run the surface world if their inherent allergic reaction to sunlight did not inhibit them. Because of this, Ahsar remains just a door way to the vast Xill colony that occupies much of Underearth. The Ahsar valley is extremely rocky dotted by caves leading to the great Xill colony. The Kabasu river flows through the area, but no one dares travel it.

 

The Antillas Archipelago

Just south of the Darokin peninsula is an archipelago known collectively as Antillas. While not a nation in a traditional sense, it is home to various pirate gangs that make their living off raiding trading vessels sailing the Inner Ocean. Mixed in with the islands of Antillas are many coral reef formations that make the water extremely treacherous for any ship not familiar with the area. Plenty of sunken ships and treasure inhabit the ocean floor in the region.

 

The Tyraxee Dominion of Cerab

Cerab is a Tyraxee colony ruled over by a military dictatorship. It was once the island nation of Susuir until it became the first of many lands conquered by the Empire of Tyrax. Since then Cerab has become center of Tyrax’s ship building industry and naval power.

 

The Ever Burning Empire of Cynder

Absolute dominion over the lands known at the Cynder Empire fall to one lone monster known as Lord Cynderaxphilasous. Lord Cynder is an ancient great red dragon who rules his empire as fiery autocrat. In his younger years, Lord Cynder carved his empire out of the lands belonging to the Kingdom of Daegon. The borders at the height of the empire stretched as far as the Savage North and even threatened the Elven nation of Ryllithia. In his old age, Lord Cynder has grown lax in his rule and let parts of his empire slip away. Lord Cynder is attended by the churches of Invidia, goddess of greed, and Ulciscor, lord of terror. Because of his many conflicts with them in the past, Elves and Dwarves are outlawed within the nation. Lord Cynder’s rule has attracted a sizeable Kamian population who are the dragon’s favored subjects, while the original human inhabitants have become mere secondary citizens.

 

The Old Republic of Darokin

The Republic of Darokin is the world’s most stalwart symbol of a democracy. Split into seven states, each state of the old republic is overseen by a governor and sends one senator to the capital, Darokin City, to serve on the Council of Seven. The council makes decisions for the whole of the nation making the role of senator a very powerful and noble position. In the past, much of the heartland of Tristad, including the lands of the old republic, were united under the great Kingdom of D’Arrow, for which Darokin’s name is derived. Currently Darokin has strongly allied itself with the Rockhaven and the Kingdom of Daegon. With the ever present threat of the Tyrax Empire just next door, the Dwarves of Rockhaven work together with Darokin to keep the greedy oppressive nation at bay. Plus Darokin, unlike most other human nations, maintains relatively peaceful and cooperative ties the native races of the land. The Kingdom of Daegon provides Darrokin with safe sea routes to Lukeen so that the old republic’s merchant ships can avoid the raiding pirates of Antillas. In previous years, Darokin used to be one of the most powerful nations of the known world, but since the old republic has opted to stay out of the empire building race, they have slowly slipped behind on the world scale.

 

The Enduring Kingdom of Daegon

The once great Kingdom of Daegon has a royal lineage that spans nearly a milenium of history. In the past, Daegon owned the lands currently held by the Cynder Empire and Halyde, but now it has been reduced to mere pair of islands. The reigning king, Fitoss IV, is a sickly old man who remains bed ridden most of his days. His son, Prince Joaxan VII, takes care of government obligations and rules in his father’s place. Joaxan is an intelligent, charismatic, and strong ruler who shows tremendous promise. He may just be the future king needed to return Daegon to its former glory. Now that Halyde has broken free of the Cynder Empire, Prince Joaxan has entered negotiations with the fledgling nation to reunite with the kingdom. Daegon maintains strong diplomatic ties with the Republic of Darokin and remains forever wary of the empire carved from their ancestor’s lands.

 

The Tri-City States of Fijium

Overview

Isolated geographically, the island nation of Fijium has been left to evolve on its own. The island itself is volcanic with a few active hot spots, but the environment is quite hospitable and supports a varied amount of flora and fauna. The largest volcano, Mount Chi Laang, has yet to erupt in all of recorded history. One myth from Fijium folklore says that when Chi Laang grows angry it will mark the end of Fijium’s civilization. Those skilled in geology no doubt concur with the myth that a volcanic eruption from a mountain that large would certainly decimate all life on the island. The advent of Fijium civilization can be traced to the migration of a peaceful sect of humans from the mainland of Kahdo Karid to the island about two millennium ago. There they established three great cities which continue to stand today. No other settlements have been built upon the island itself, and each city holds a special cultural significance, representing one of the three fundamental doctrines of Fijium philosophy (honor, wisdom, and humility). The people of Fijium are peaceful and deeply rooted in ancestral tradition. They are generally short of stature compared to other humans and have dark, usually black, hair, and gray, blue or green eyes. The government of Fijium is a small bureaucracy headed by (ostensibly) the eldest and wisest male in the nation, who is titled the Sai. Fijium is famous for its exotic crafts, whose time-honored secrets have been handed down through untold generations.

Politics

Government The government is a small bureaucracy, non-elective, headed by the Sai. Each of the three cities is governed by a smaller council of officials who oversee various aspects of daily maintenance, future planning, and preservation. Infants are chosen, adopted by the government, and trained from early childhood to fulfill positions of state when they reach adulthood. The government is quite selective in which children they seek, and so it is with great honor that the parents hand over their child to the state.
Important Figures The Sai: The Sai is a title, and each successive Sai is treated as though they are an extension of the office itself, an embodiment which has been alive for as long as the Fijium government model. Thus the Sai is considered to be the oldest, most revered, wisest authority in the land.
Important Laws Foreigners are strictly forbidden from setting foot on the island of Fijium. All exotic trade takes place on the floating 'ports' which have grown up several hundred yards or more off-shore, where the water becomes deep enough to handle the largest seafaring ships. Because of this, internal laws remain somewhat of a mystery to outsiders. The sea-traders living on the dock-settlements have acquired a somewhat rougher reputation than the inhabitants of the peaceful island itself. Criminal offenders are brought before a magistrate, who hears arguments from all and sundry before making a decision. Magistrates' rulings cannot be overturned or appealed, save for a direct appeal to the Sai, which of course is impossible for a foreigner to make. However on the island proper, violent crime and social disorder is almost unheard of. Fijium natives seem to have an acute awareness of their social role and frown upon those who disrupt others through their own willful ignorance or misbehavior.
Military The island itself contains no military, although the dock cities have small squads of guards or police that deal with mischievous sailors and drunken brawls quickly and efficiently. These guards enjoy the ironic title of 'Peacemen'.
International Relations Fijium welcomes foreign contact within strictly defined boundaries. Any countries willing to trade are permitted to dock at the floating ports, but no foreigner is allowed to actually set foot on the island. Most major countries enjoy some amount of trade with Fijium, but Fijium refuses on principle to take sides in any international conflict. Kahdo Karid, with the closest mainland port city, has enjoyed trade with Fijium for well-nigh one thousand years.
Cities Dzubyo (translates to 'honor'): Situated at the marshy northern tip of Fijium. Students of Fijium religion study here, at the awe-inspiring Dzubyo cathedral.
Kajiiem (translates to 'wisdom'): The capitol city, in mountainous central Fijium, home to a nearly one and a half millennium old university of philosophy, the Sao-Dzim-Zai. Home of the Sai, the central government figure. Mount Chi Laang is visible from the city on all but the foggiest days.
Basamda (translates to 'humility'): Far to the south, beyond the thickly wooded belt, Basamda is the secluded home of the craftsmen and artists who create world renowned work in ivory, wood, ceramics and many other materials. Paper-making has also been refined into an art here.

Economy

Natural Resources Gold and silver lie in veins within the mountains, although they are rarely disturbed as the Fijium people do not believe it is worth destroying the splendid beauty of the mountains to recover these bits of metal.  The thick forests in the south of the island are carefully harvested and maintained to prevent the constant maintenance of the floating ports from depleting the future wood supply. Nearly all parts of the three cities of Fijium are constructed from a fine white and blue marble, an endeavor that took hundreds of years.
Industries The arts of Fijium craftsmen are valued the world over for their high quality and unsurpassed workmanship and are primarily exported. Very little farming actually takes place on island as most of Fijium's food production is done offshore. In addition to fishing, massive 'fields' of edible ocean plants are cultivated, harvested, and shipped into the cities.
Major Imports and Exports Fijium's main exports are fine paper, ivory and wood carvings, and ceramics.

People

Demographics Fijium proper: 1.3 million inhabitants (all humans of Fijium ethnicity). 
Floating ports: Highly variable population, ranging up to 0.75 million. Humans (Fijium ethnicity) 59%,  humans (other, transient non-natives) 27%, and  miscellaneous other (transient traders of variant species) 14%.
Culture Fijium society is divided into two distinct groups, the mainlanders in their stone cities and the sea-dwellers of the floating port settlements. On the mainland, nearly all the population lives within the walls of one of the three cities. People born in these urban paradises are traditionally expected to follow in the footsteps of their fathers or mothers and take up the family trade. But due to the limited living space inside the city walls and the unwillingness of Fijians to expand their settlements, families are limited to two children apiece (ideally one boy and one girl to replace their father and mother). Most craftsmen teach their skills on a hereditary basis, although occasionally families may 'trade' children for apprenticeship agreements.  Government and leadership positions are selected from pools of appropriately trained youths. People who feel restricted or unhappy with this lifestyle may leave one city for another in the hopes of finding a trade more suited to them, or they may leave the mainland and take up work on one of the floating ports.  Peace is highly valued, and weapons are neither manufactured nor carried by mainland citizens of Fijium.  Literature, drama, music, and hand-crafted objects of beauty are very popular. The handling of money is considered vulgar and monetary trade is almost nonexistent on the mainland. Instead, the valuable crafted products of the cities are taken to the ports where they are exchanged for food and other necessities. Mainlanders consider the sea-dwellers something of a lower class of citizen, not equal to a mainlander in the making of government policy or religion. The inhabitants of the ports, hundreds of towns built onto floating docks off-shore, recognize this class division but take it with a wry amusement. They handle the monetary issues and deal with the legions of foreign traders who come seeking Fijian goods, and in doing so, secure the health and wellbeing of their mainland cousins. Being not so limited by the extreme scarcity of mined metals on the island proper because of their extensive foreign trade, sea-dwellers are much more likely to own and know how to use weapons. Despite this, crime is not tolerated from native or foreigner, and punishments for infractions are swift and decisive. Families tend to be much larger among sea-dwellers, who are not restricted by the same two-child rule, and mobility is encouraged both between ports and between different jobs. Not only responsible for the foreign trade, the port cities handle 80% of the food production of Fijium. Certain breeds of fish are bred like cattle in net-secured shallows, species of kelp are grown and harvested, and hunters enlist the aid of porpoises and sea-birds to catch wilder game, ranging upward in size to the occasional whale.
Religion  
Magic  

Environment

Terrain Fijium, above all else, is rocky. A central spine of mountains, peaking at Chi Laang, runs the length of the island. The northern tip is the least mountainous portion, dropping down to sea-level and flattening into a marshy region, full of sand-bars, quicksand, and shifting channels. The central region rises steeply into the mountains, where natural caves abound and thousands of small springs course downwards to the sea. Chi Laang is snow-capped year round. At the southern end of the island, heavy forests of pine, fir, and cedar coat the steep hillsides.
Climate Spring: Heavy rains alternate with warm winds. The mountain peaks remain snow-covered until late spring. Flooding makes inland travel in the north especially treacherous. Sea trade is conducted carefully, with an eye to fast-rising storms. Fishing is plentiful.
Summer: Predominantly sunny, strong wind currents bring heavy sea travel from Kahdo Karid. Fishing booms as migratory species feed in the cooler northern waters.
Fall: Cooler, the rains return, although not as strong as in spring. Sea trade with distant provinces is strongest during this season before the Dragon's Cut becomes dangerous.
Winter: Hurricane season. Sea trade is virtually shut down, as the residents of the floating cities have their work cut out for them just keeping the ports in good repair. Snow blankets most of Fijium.
Flora Marshweed: spongy grasses that comprise most of the northern marshes.
Velvetgrass: a thick, moss-like grass that grows well over very stony ground, and thus thrives on the mountainsides and serves to anchor and feed more substantial vegetation, such as bamboo.
Oceanic flora: the most significant part of the Fijian diet, too varied and extensive to cover in any detail.
Fauna Laxa: a giant herbivorous rodent, native to the island, that lives in the mountains. Laxa are herded, much like sheep or goats, in central Fijium. They reach a height of approximately 2.5 feet.
Jiu-kus: smaller cousin to the Karidian Dirkushi, jiu-kus are primarily kept as pets in the mainland cities.  They do not adapt well to life in the ports.
Shashao: a breed of dolphin, virtually domesticated. They are frequently used to hunt fish, help in underwater repairs of kelp-fields, and salvage sunken wrecks. Wherever a floating city is, a pod of shashao can be found playing nearby.

History

648 AG - A peaceful sect leaves Kahdo Karid, sailing to the volcanic island of Fijium.
100 AG - The Godswar.
177 DC - Contact is reestablished with the Kahdo Kharid, boosting sea trade.
809 DC -
1166 DC - Present Day.

 

The Arcane Domain of Galantry

If ever there was a more lawful nation, Galantry is it. Layers upon layers of bureaucratic government have piled up over the years to form the jumbled tangled mess that is Galantry’s government. There are laws, procedures, and regulations for just about everything imaginable such as the authorized side of a bread slice that may be buttered (and its not butter side down). The system has become a monster, but the only way to amend it is to work through the system as is which can be near impossible (or complete revolution which the mages would never allow). It’s a wonder how the nation manages to govern itself day to day. In addition to the bureaucracy, Galantry is also a magocracy, a system of government ruled by mages. Anyone with any arcane spell casting ability is considered a full citizen, everyone else is mere secondary. Any and all divine magic is prohibited within the borders of the nation, even that of Veridicus, the god of knowledge and a favored deity of wizards. The bulk of Galantry’s population are common farmers who work the vast stretches of rural land. The upper class magic users usually reside in one of several majestic cities carved from the mountain tops of the Zafiron range or maintain posh country manors just outside town. Galantry is home of the largest university of magical study. The university is composed of seven colleges, each representing one of the seven schools of magic. Galantry is also famous for its large market of magical items. Looking for that special engagement ring to keep your fiancée magically in love with you through out the years? You will most likely find it in the markets of Galantry’s cities or could easily have one custom made for you (though it would probably be much less of a hassle to purchase it off a Galant merchant in Lukeen). In regards to world politics, Galantry prefers to remain neutral in any conflict. They keep no allies and certainly keep no enemies. All other nations, even the greedy Tyrax Empire, considers it wise to leave the nation of wizards alone.

 

The New Republic of Halyde

Years ago the lands of Halyde once belonged to the great Kingdom of Daegon. That is until they were conquered by powerful red dragon known as Lord Cynder. Just recently the nation managed to win its freedom through a bitter war with the Cynder Empire. With newly won independence, Halyde entered a healing period struggling to repair the wounds wrought from warfare. The government that emerged after independence consisted of two states overseen by a plutocracy formed from the remnants of the Daegon royal court. Lacking strong stability, Halyde’s government is considering rejoining with the Kingdom of Daegon, but negotiations continue to crawl along at a snail’s pace. Halyde is extremely wary and perhaps a bit paranoid seeing as how they are almost surrounded by hostile lands (Cynder Empire, Ahsar, and the Scar). Their only strong ally has been Ryllithia who lent valuable support in freeing the oppressed nation from the clutches of Lord Cynder.

 

The Rolling Steppes of Kahdo Karid

Overview

The lands known as Kahdo Karid are not a nation in any formal sense. There is no centralized government, but the people living among these semi-arid flat lands have organized themselves into many large extended family tribes. These tribes have nomadic tendencies, moving their herds of huge dire boars called pogtus in the constant search for better grazing lands. Pogtus can grow up to 16 feet long and weigh well over 6000 pounds. The meat of pogtus is considered a delicacy in many parts of the world, and the leather made from their hides is of remarkable strength and quality. Outsiders attempting to raise and farm pogtus have met with disaster as the beasts are quite powerful and hard to control. The secrets of taming these giant creatures is rooted in Karidian lore and customs passed on through generations of family. To those of other cultures, the Karidians’s way of subsistence living off the land seems rather plain, simple, and most of all dull. Kahdo Karid does have one permanent settlement, Rodqu Habid, which serves as the only trading and economic outlet of the region. To the south, the Cynder Empire remains the closest threat. But Lord Cynder has shown little interest in conquering such a back-water nation and the Karidians dutifully make him an annual sacrifice of the three finest pogtus in all of the land.

Politics

Government The prime authority within a clan is held by the chief as well as his wives, who are often delegated positions of responsibility. The city of Rodqu Habid, however, is overseen by a coalition of the merchants and tradesmen operating under the Rodqu-Kahdo Mercantile Charter. The charter contains all trade laws that govern the city as well as short but succinct list of civil liberties. The coalition is charged with the handling of all important economic matters and the annual gift of three pogtus to Lord Cynder. But even this loose coalition lacks any real power. It is comprised of anywhere from five to seven of the wealthiest merchants and traders in Rodqu Habid, and occasionally craftsmen of the city send one or two of their own to represent their interests as well. The only real task the coalition manages to accomplish is the occasional settling of disputes between traders within the city.
Important Figures The Karidians have no royalty or political position of supreme power and the members of the coalition tend to change with the years as fortunes fluctuate. The only name likely to be recognized by any Karidians is that of the mythological character and star of many a tale, Radir Qasan. Qasan never actually existed but appears as an ingenious wandering trickster in hundreds of Karidian fables.
Important Laws Kahdo laws are handled and enforced independently by clans, and as such can differ slightly from region to region. Universal Kahdo laws prohibit murder outside of specifically sanctioned and controlled blood-duels under the penalty of death. Stealing is also strongly frowned upon. A first time offender will lose the toes of their left foot, a handicap that brands them for life and bars them from entry into many professions and careers. Very few thieves exist among the family clans, although the occasional limping beggar can be seen on the streets of Rodqu.
Military The Kahdo have no official military, although clans have been known to band together against threats on occasion. Individual tribes see to their own defenses usually drawing fighters from the ranks of their young adult males and sometimes even females depending on the clan's traditions. Within Roqdu Habid some of the merchants employ private guards.
International Relations Kahdo merchants in Rodqu Habid handle virtually all contact with foreign countries, and see to it that Lord Cynder receives an annual gift of three top-quality pogtus.
Cities Rodqu Habid: A coastal city in the south of Kahdo Karid, primarily comprised of merchants and craftsmen. Rodqu is surrounded by agricultural land, the only place in the country where Karidians actually settle down. All other population centers are mobile, due to the nomadic clans. The largest gatherings in the Kahdo year occurs in the late spring and early summer, when clans gather for the great Hunt and accompanying festivities.

Economy

Natural Resources Kahdo Karid's most well-known resource is the herds of pogtus that live on the arid plains.  There are little to no forests, and Kahdo will not mine the land out of religious beliefs.  The coastal region around Rodqu Habid, however, is rich in a high-quality red clay. Some forms of semi-domesticated rice are also grown there. A long-haired species of the paktur from northern Kahdo Karid produce wool.
Industries Pogtus leather is tanned locally then shipped from Rodqu Habid, abroad. Habidian clay in the form of glazed pots and plates is also shipped abroad. Karidian wool is woven by a handful of skilled craftsmen among the northern clans, producing distinct patterns of cloth that are valued highly among the Kahdo themselves, and rarely sold.
Major Imports and Exports The most well known major exports of Khado Karid consist of Pogtus leather and Habidian clayware.

People

Demographics 2.5 million inhabitants: humans (Kahdo ethnicity) 96%, humans (other) 2%, miscellaneous other (mostly scattered Kamian) 2%. Outside of Rodqu Habid, it is extremely rare to see a non-Karidian. The Karidian people are easily recognized by dusky skin tone and lighter eye pigments ranging from gray to green. Hair is often reddish brown, and extended exposure to sun may bleach it to a coppery blonde. A few extreme northern clans exhibit some signs (even lighter hair, sometimes even true blonde, and occasional brown eyes) of intermingling with groups from even further north, or possibly ancient immigrants from Ryllithia through the mountain passes. Dark brown to black hair has become more common in Rodqu Habid, due to interbreeding with Fijium traders.
Culture The majority of Kahdo society is organized into nomadic family-clans, usually comprised of an eldest brother (who serves as a chief), a few of his younger siblings, all of his and their children who have not married into other clans, and the wives or husbands of those children. A young Karidian of either gender in their late teens or early twenties may leave their family clan and travel among other clans. Marriage, while important from a social organizational standpoint, does not serve quite the same function in Karidian society as it does in many other human cultures. Marriage serves to provide ties between clans, unite economic resources and keep skilled people within clans, and is not necessarily tied to romance or love in the Karidian mind, although usually partners care for each other deeply. Both polygamy and polyandry are fairly widespread, although polygamy is more common, and a few rare cases have multiple partners on both sides, usually when close brothers or friends would prefer to marry multiple partners and share them rather than split into two distinct families. There is no taboo against sexual relations outside of marriage, especially in marriages where a single man or woman has multiple wives or husbands. If a wife or husband feels neglected, they are free to find a lover elsewhere. All children are regarded as belonging jointly to the marriage, regardless of whose blood actually contributed to their conception. In polygamous marriages, the blood mother of a child is distinguished from the other 'mothers' (who are often called 'first-mother', 'second-mother', etc.) depending on the order in which they married the child's father, and the reverse is true in polyandrous marriages. There are also no taboos against homosexual intercourse, and sex itself is viewed as a fairly casual affair, and not a necessary component of marriage.

Karidian clans wander year round, following the herds of giant pogtus, which only they have learned the secrets of caring for. In truth, the vicious, unpredictable pogtus are less 'managed' and more 'left alone', save for the annual Hunt, when a certain number of young males are culled from the herds and slaughtered for the meat and leather. Karidians themselves rarely eat the meat of the pogtus, preferring to base their diet around smaller lizards, mammals, and what little edible vegetation the region provides.  Instead, most of the leather and nearly all of the meat is taken to Rodqu Habid, where other foodstuffs, cloth, and pottery can be obtained in trade. Many Karidian goods are shipped from Rodqu Habid to Fijium, and vice versa, as a healthy trade has grown up between the two. A good number of Fijium traders have actually taken up residence in Rodqu Habid itself, over the past few generations.

The Hunt, the primary festival of the Kahdo year, occurs late in spring or early in summer, dependent upon a lunar calendar. As many as three or four clans may gather together near especially large pogtus herds during this time, where they wait in an almost religiously somber, ascetic state until the shamans and scouts determine that the optimal time has arrived. Then, the hunters (every Karidian is eligible to be a hunter, if they have passed the ritual test hunt, although some choose to remain behind at camp and prepare for the massive corpses soon to arrive) set out, spend a maximum of 3 days separating and killing the massive beasts, and then return to camp. Then, after the corpses are skinned, butchered, and packed for transport to Rodqu Habid, the clans spend several weeks feasting, carousing, playing a number of highly competitive games, and trading.

Religion Religion is primarily naturalistic among the Kahdo, and deities such as Gregatim (demi-god of animal herds and shepherds), Lumen, and Nox are worshipped, to some extent. To a Kahdo, however, the idea of churches is all but incomprehensible, causing would-be missionaries a great deal of frustration.  Instead, most clans have shamans, who serve as mediums between the 'spirit world' of Karidian mythos and their fellow humans. Many misfortunes are attributed not to the wrath of a god or goddess, but to the vindictiveness of an angry spirit. The dead are therefore put to rest with a great deal of ritual and ceremony to prevent their spirits from haunting the world of the living. As Karidians do not believe in excavation, bodies are not buried, but are often placed on the high rocks of the eastern mountains to decay naturally.
Magic Much like divine intervention, Karidians do not think of arcane magic in the normal sense and tend to also attribute it to the spirit world.

Environment

Terrain Much of Kahdo Karid is comprised of arid plains. The eastern and northern borders elevate into rocky mountains which are all but impassable, and the southern edge, also mountainous, is no less treacherous.  Small rivers crisscross the plains, although many remain dry throughout most of the year, until the spring rains. The coastal regions are mostly sandy dunes and saw-grass interspersed with marshy river-mouths.  The northern coastal region, however, becomes more rocky, with cliffs overlooking the pounding sea.
Climate Spring: Rainstorms roll across the plains and beat themselves out against the mountains. The rivers fill, and waterholes replenish. New grass and wildflowers blanket the plains in a matter of hours, but they will die out within a few weeks. Marshy coastal regions may flood during this time. Temperatures are often balmy, because of the sudden comparative humidity.
Summer: The vegetation fades to a weathered tan everywhere. The heat grows more intense during the day, but plunges at night. A few isolated regions along the northern coastal cliffs and mountains retain hardy trees and grasses, although such land is not favorable to pogtus, and most of the clans avoid it. 
Fall: Heat remains high during the day, but begins to get much colder at night. Crops are harvested around Rodqu Habid, and the summer's stock of hides is traded off.
Winter: The dreary skies are blanketed with high clouds that give no rain. Temperatures may drop well below freezing, but it rarely snows more than a few flakes. Rodqu Habid and the southernmost coastal regions of Kahdo Karid enjoy comparatively nice weather, getting the benefit of an ocean current from the south.
Flora Thornbrush: a particularly hardy bramble that grows on the plains.
Sawgrass: tough, sharp-edged long grasses that grow on the coastal dunes.
Assorted short-grass and wildflowers: very brief lifespan, only grow during the spring rains, and remain dormant the rest of the year.
Fauna Pogtus: giant dire boars, which can grow up to 16 feet long and weigh over 6000 lbs. Pogtus meat and leather is harvested.
Paktur: a large variety of long-horned antelope, which may grow up to 5.5 feet tall at the shoulder and weigh as much as 1500 lbs. A long-haired variety of paktur native to the north is shorn for wool. Paktur milk is drunk commonly, but the meat is never eaten, as paktur are trained as respected mounts and ridden for as many as 20 years of a Karidian's life.
Dirkushi: long-legged, tuft-eared spotted cats, bred for hunting and running down small game.

History

702 AG - Kahdo Karid's earliest known human inhabitants arrive on the plains, having passed through the perilous mountains of Ahsar.
648 AG - A peaceful sect leaves Kahdo Karid, sailing to the volcanic island of Fijium.
633 AG - A second, much smaller influx of humans cross the northern passes into Kahdo Karid.
283 AG - The worsening of climate in Karidian lands causes many crops to fail, and many villages starve. Survivors must follow the migration of game or die. A large village on the southern coast, Roqdu Habid, survives due to advantageous location and good fishing.
100 AG - The Godswar.  Kahdo Karid lands are largely ignored by all factions.
34 AG - Ahsar is blasted with powerful magics, and the Xill are unearthed. Travel between Kahdo Karid and all lands to the east becomes far more difficult.
177 DC - Contact is reestablished with the forgotten Fijium, now developing a thriving sea trade. Roqdu Habid booms into a center of trade and industry, the only remaining stationary settlement in Kahdo lands.
809 DC - Merchants in Roqdu Habid decide to begin an annual tribute of 3 pogtus to Lord Cynder, and hope that the mountains to the south will be enough to dissuade him from taking over Kahdo Karid. Most of the remaining Kamian tribes in Kahdo lands migrate south to the protection of the Cynder Empire.
1166 DC - Present Day. Kahdo Karid remains largely ignored by the political maneuverings of the rest of the world.

 

The Refined Kingdoms of Maseon

The Kingdoms of Maseon consists of the group of islands that make up the broken peninsula of Tristad. The established government of the land is a complex feudal monarchy with a central king and many layers of nobles of varying positions below him. The ruling class, however, is more concerned with the latest gossip, hottest fashions, and juicy political intrigue than with fairly governing the land. This rich upper class forms an elite social circle that is impossible to break into unless you wield some sort of power over a portion of the kingdom. The lower classes are mostly ignored and left to their own affairs as long as they continue to produce food and keep the economy flowing. In international politics, Maseon usually takes half hearted stances on issues and lends support to other nations in verbal agreements only.

 

The United Pheos Confederacy

The Pheos Confederacy is made up of various city states banded together against the harsh environment. With extreme bitter winters and frequent raids by the barbarian tribes of the Savage North, life in the confederacy is not easy. The people of Pheos subsist off of fishing, whaling, seal hunting, and a bit of farming when possible. The druidic tradition of worshipping nature is prominent in Pheos.

 

The Dwarven Fortress of Rockhaven

The Dwarven homeland is as one would expect an entirely mountainous region. When humans first came to Tristad, the Dwarves were quick to barricade themselves into their beloved mountain tunnels, and has been an impregnable fortress ever since. Early on some of the human nations waged one failed campaign after another against the Dwarves until finally good judgment set in. Now days the Dwarves still maintain their isolation as all foreigners are not allowed inside their borders of Rockhaven. But the Dwarven people are free to journey to other lands, and many are found through out the known world as merchants, artisans, and mercenaries.

 

The Elven Woodlands of Ryllithia

When humans had first migrated to the continent of Tristad and forged their nations, they fought many wars with the Elves who were reluctant to cede their lands to human control. After centuries of time and numerous battles, eventually the humans grew to simply overwhelm the Elven populations who reproduced at a much slower rate. The great Elven nation of old faced a dilemma, retreat to more isolated lands or stay and retain control of their home. The Elves were almost evenly split on the decision making it impossible to come to a workable solution. Eventually those who wanted to leave made their exodus, and those who stayed formed the nation known today as Ryllithia. After a few more wars, Ryllithia’s lands were whittled down to encompass the enchanted Sylvani forest. By that time, the human nations lost interest in the land of Elves and began to fight more amongst themselves. Ryllithia has been left alone every since to exist peacefully with and attend to the Sylvani forest. The government consists of a weak magocracy, formed from the most powerful Elven wizards, that overlays a decentralized confederacy of the various Elven communities that live in the forest. To this very day, Ryllithia shares no ties with Cestia as the two nations mutually ignore each other.

 

The Savage North

It takes skill, ferocity, and strength in numbers to survive in the Savage North. The region is named so because of its harsh environment, lack of any government, and many barbaric tribes. Being so far north, the land consists of nothing more than frozen plains and tundra, and is subject to the coldest winters imaginable. To survive, the barbarian tribes fight amongst themselves or raid bordering nations. Their culture, while crude by normal standards, is not with out its merits of wise wilderness lore and survival skills. Women are treated as property by the males unless they are able to fight back and demand respect. Some tribes have set up permanent settlements, but even those are few and far between.

 

The Scar

The treacherous region known as the Scar is named so because it remains an ugly blight upon the land. There is exists no government and no nation cares to lay claim to the region. The Scar is filled with rugged hills and putrid swamps. It may be inhospitable to human populations, but various Orc and Kamian tribes call the land home. These fierce monsters make frequent raids on the nearby nations of Darokin and Ryllithia.

 

The Empire of Tyrax

No other nation desires world conquest more than the dreaded Empire of Tyrax. Bent on their quest for global domination, Tyrax will stop at nothing to grab more land and meddle in the affairs of other nations. The government is an oligarchy headed by the powerful church of Ferratalis, god of tyranny and oppression. The other two weaker factions are the military and a council of wizards. Working together they have managed to forge one of the most powerful nations, if not the most powerful. Tyrax’s success is due mostly impart to their strong slave industry. Buying, trading, and abusing their tremendous slave population, Tyrax has built their empire on the backs of these unfortunate souls. No race or species is safe from Tyrax’s slave pits as the empire has no shame in enslaving anyone it see fit. Tyrax, in their thirst for domination, has built one of the largest and most powerful military forces. With their armies, they have seized control of many nations turning them into colonies to feed the mother land. The empire’s evil is matched only by the Runlar Imperium, who’s equally powerful military keeps Tyrax in check. Tyrax has no allies, but has made numerous enemies including Darokin, Rockhaven, Cestia, Amazonia, and the Runlar Imperium. Besides conquered colonies and slaves, Tyrax is also infamous for manipulating the affairs of any nations around them. Tyrax maintains a vast network of spies that keep tabs on foreign powers and scheme to bring benefit to their empire.

 

The Commonwealth of Voriak

Encompassing the entire island subcontinent of Minath, the Commonwealth of Voriak was once a bitterly divided region. An offshoot from the group of humans that migrated to Fijium so long ago explored the lands of Minath. They eventually settled the island but never established a strong and formal government. They had no real need to since their communities were small, subsistent, isolated, and spread wide over the entire island. As time passed, the settlements grew and prospered in relative peace, but this golden age came to an end when the current era of mercantilism and colonization began. The island’s neighbor and ally on the mainland, the Kingdom of Daegon, was conquered by the great dragon Cynder. Then there was news of empire carving from the continent of Phoenica. The people of Minath were weak and divided, and unless they united together they might be conquered themselves by these new empires. But one person’s idea of unity does not necessarily fit with another’s, and so as Minath hastily tried to come together the inevitable conflicts erupted. At first the squabbles were small but the tiny flames of trouble grew into a full blaze of war. Parts of the island had successfully coalesced into larger states but these larger sections only continued the fighting on a proportional level. Eventually the island was divided completely in two and locked in a tragic civil war. By this time the neighboring Cynder Empire was in its decline and as his last military campaign, Lord Cynder set his sights on the divided island. But their would be doom was in fact the kick in the rear end they needed. As the dragon campaigned his war, the two squabbling states of Minath put their differences aside and united to defeat the common enemy. When the war ended, the uneasy alliance was still fragile, but the people wanted unity. Applying for outside mediation, officials from the friendly Darokin Republic were brought in to help. With their influence, the democratic but unified Commonwealth of Voriak was established.

 

The Continent of Phoenica

The continent of Phoenica is home to the more recently established human nations and many of the last vestiges of the native civilizations. South of Phoenica lies the final continent of Narumi, who’s colonization has barely begun. Off the west coast is the island subcontinent of Cestia. Phoenica’s name comes its obvious shape of that of a phoenix. In the center of the continent is the largest volcano in the world known as the Heart of the Phoenix. Many mysteries and legends surround the volcano who’s summit has never been reached. Anyone who has tried never returned to tell a single tale, so most folk leave well enough alone. At the base of the volcano lies a temple dedicated to Ignis, a demigod of fire and heat. Though the volcano has yet to make a full eruption in recorded history, it frequently sends lava flows into the surrounding area of its base. Because of this there is little settlement around the Heart of the Phoenix except for that lone temple who is quite able to protect itself from lava.

 

The Centari Union

The Centaurs once roamed the entire left wing of Phoenica where verdant forests and untamed wilderness grew. When the humans came and claimed the lands, many of those forests were stripped leaving precious little left. The Centaurs were forced to fight back on the humans’ terms and forged the nation of Centari to gain recognition. By banding together, the Centaurs managed to keep any land hungry humans at bay. Centari is merely a front to deal with human civilizations who think only in terms of ownership and borders. The actual government is not centralized and consists of a mere informal alliance between the various Centaur tribes. The Centaurs are a very guarded people who are very distrustful of humans and do not allow anyone but their own race onto their lands. With what little of their untainted woodlands left, they live in communion with nature.

 

The Elven Sovereignty of Cestia

Before the humans came to their lands, the Elves of Meridian occupied the areas of western and central Tristad. Their civilization was at peace and enjoying the height of a golden age of learning, cultural arts, and prosperity. Soon all of it was brought to a halt after initial conflict grew into seemingly endless war with these fast breeding humans. Many were weary of constant war and longed for the days when their civilization flourished with vibrancy and life. This dissatisfied faction of Elves broke away from their brothers and relocated in a mass exodus to the island subcontinent known as Cestia. Cestia, at the time, was already the home of various Kamian tribes. The Elves fled from one battle only to enter another as they fought to over take the island. The Hyattix War, named after the strongest of the Kamian tribes, resulted in the removal of all the Kamians from the island. Emerging victorious, the Elves established the nation of Cestia as a constitutional monarchy. Aramil Amakiir, who was the key leader of their exodus and commander of the military forces during the Hyattix War, was elected king. Aramil continued to rule for another century before his death and built Cestia into the nation they had all envisioned. A grand capital, deep in the heart of the island, was sculpted from forest trees to forge a perfect balance between nature and civilization. Schools and academies of magic arts were established to bring learning back to the people. A new age of culture renaissance dawned for the Elves of Cestia. The island itself is fortified to prevent any outside entrance and all foreign races are forbidden. Only full blooded Elves (and fey oriented races native to the island) are granted sanctuary on the island while all others, even half-elves, will be forcibly removed if needed. The Elves of Cestia are isolationists in the extreme, and will take any means necessary to remain secure on their island. Because of this, Cestia pays little heed to worldly affairs and chooses to remain neutral in most conflicts. Only when their own interests or island are threatened are they stirred to quick and immediate action. Cestia remains to this very day resentful of the Elves of Ryllithia and refuses to acknowledge their sister nation.

 

The Tyraxee Dominion of Ebonox

In the past, the lands of Ebonox once belonged to the nation of Jakkin. The people of Jakkin were mostly traders and merchants who traveled the world in search of quality bulk goods and exotic wares. They were the economic glue that held the world’s commerce together. Almost all depended on them as go betweens in trade when certain nations refused to deal with other. From such lucrative dealings, Jakkin prospered and became rich. So rich as to attract the attention of the young but greedy Empire of Tyraxee. In the first war to encompass most of the known world, the Tyraxee Empire and its conspiring pawn, the now defunct nation of Phaosad, attempted to seize control of Jakkin. The other nations of the world, fearful of growing Tyraxee power, came to the defense of the unfortunate merchant nation. The war was swift but fierce resulting in heavy losses for the defenders of Jakkin, and in the end Tyrax laid claim to most of Jakkin’s land which was renamed Ebonox. From this base of power, the Tyraxee Empire continue to meddle in the affairs of Lukeen and keep a close eye on their rival, the Runlar Imperium.

 

The Heartlands

The Heartlands consists of the Grand Duchy of Sacal, the Imperial State of Lecasi, the Supreme Regency of O’Naudis, the Grandeur Kingdom of Jadno, the Divine Emirate of Culrat, and the Confederate Cultrop of Amna. It is a region located in the center of Phoenica and remains ripe with conflict. Once the lands had been united as one kingdom under one king. But this king, Jorim III, had six sons who would be spell the doom of the nation. He was proud and loved all his sons equally as much, and they too adored him in returned. But from such admiration arose the seeds of jealousy as each son vied for the attention of his father. When Jorim died, he bequeathed his lands to all six of his sons and soon the fighting started. Each prince seized control of a section of the kingdom and declared himself king. Each brother refused to yield or acknowledge the power of any other brother, and the issue of true legitimacy became a mired mess. Arguments turned to war, and so the nation crumbled into endless squabbling. Nearly two centuries have passed and yet the splinter nations continue to bicker. Each prince has long since passed away. The people have forgotten exactly how the warfare started or even why they continue to fight. But it continues as it has become almost a way of life for them now. Each nation of the Heartlands has constantly shifting allegiances to each other as well as declared enemies of war. They have signed so many treaties and instigated so many conflicts that the history books fail to record them all. Individually, the nations remain of no consequence to the world scheme. The Heartlands remains a region of constant turmoil that is best avoided.

 

The Free Market of Lukeen

Known as the “City of Free Trade” or the “World’s Market Place”, Lukeen is the economic center of the known world. Its geographic position places it at the middle of world’s stage, and its complete freedom of trade and commerce attracts merchants from all around. Lukeen is merely a single independent city state governed by a central bureaucracy. The bureaucracy is over seen by the church of Nundinea, goddess of wealth and commerce. Nundinea sees to it that all people of all races are welcome in Lukeen to exchange goods and ideas. No where else in the world will you find a greater mix of diversity than Lukeen. From the finely embroidered silks of Fijium, to prized Kamian slaves from Pyrathi, to forty tons of fresh cut Amazon timber, you can find it on the streets of Lukeen hawked by some savvy merchant. Lukeen is not officially allied with any nation. The nations of the world see it is a priceless gem that anyone would die to control. With such a great tug of power by all the nations in every direction there comes a peaceful balance to the city. For everyone to benefit fairly from the riches of Lukeen, the city must remain free of outside control. Lukeen’s past stems from the unfortunate demise of the nation of Jakkin. When Tyrax invaded the land and war broke out among of the nations of the known world, the great merchant guilds of Jakkin retreated to the upper most tip of the western Phoenica wing. With the help of the nations opposing Tyrax, they managed to retain control of that area after the war had ended and established the city of Lukeen. Any threat to Lukeen’s current sovereignty would instantly spark a world wide conflict.

 

The Wastelands of Ottomar

The wasteland region known as Ottomar is home to a loose confederacy of scattered settlements centered around the Great Oasis. The land is mostly desert with less than three inches of annual rain fall. Sweltering heat is among the highest in the world and provides no mercy to the unfortunate inhabitants. Water is extremely rare making it a precious commodity worth more than gold. The Great Oasis, to the bitter irony of the people around it, is all salt water. Such a harsh and unforgiving climate has turned the people of Ottomar spiteful. They resent those of other lands for having it easy while they must struggle with day to day living. This resentment has made them isolationists, and most foreigners are killed on sight. Stories of the past tell tales of Ottomar being founded by prisoners of other nations who were exiled to this god forsaken land.

 

The Pridelands

The Pridelands once stretched across center of Phoenica where the proud Liontaur roamed the plains. Now, due to the ever encroaching human nations, it has been reduced nearly half it size. The Liontaur are a noble people with strict codes of law, fidelity, and personal honor. Naturally the churches of Certus, god of duty and valor, Lex, god of justice, and Altor, god of protection, are strong with in the nation.  Within the nation itself the Liontaur maintain five great cities of virtue (courage, justice, honor, loyalty, and defense). Liontaur architecture is mix of Egyptian and Arabic themes with a fondness for large pyramidal structures. The government is a special hybrid of monarchy and militocracy regimes. Four of the cities are overseen by a group of three knights elected by their peers as the most exemplary. These knights travel to the capital city and partake in a special council headed by the king which makes decisions for the nation as a whole. Outside the cities are untamed rolling plains which remains untouched by civilization. The Liontaur use the land to practice military exercises and satisfy their more primal instincts of hunting down game. The Pridelands stay out of worldly politics of the human nations and remain distrustful of the race which has crossed them countless times in the past.

 

The Poisonous Isle of Pyrathi

The dreaded Yuan-Ti have established their nation on Fang Isle which they have named Pyrathi. Part human, part serpent, the Yuan-Ti are governed by a theocracy headed the church of Tormina, goddess of poison and disease. The church rules with an iron clad fist and meets any disobedience with horrible torture and suffering. At the bottom of Pyrathi society is a Kamian slave caste whom the Yuan-Ti selectively breed in special pits. The architecture is Greek themed with spacious white marble temples supported by numerous columns. Pyrathi’s main industries are the breeding of its prized Kamian slaves and the manufacture of some of the world’s most deadliest poisons. To the world as a whole, Pyrathi is the black sheep of nations. All others remain distrustful and wary of the self serving Yaun-Ti.

 

The Radiant Cultrop of Rajnah

The legend of Rajnah is one of the oldest among human civilization. Before the humans had even dared to cross the Inner Ocean to Phoenica, there was an ambitious adventurer named Rajnah. He sailed southward to the phoenix shaped continent seeking glory, fame, and above all else, wealth. The legend follows his several dangerous journeys and concludes with Rajnah discovering a magical oil lamp. Trapped inside was sly and cunning Efreet who promised Rajnah one wish if he were to free him from his prison. The greedy Rajnah wished to be richest man in all of the land, and the Efreet eagerly granted the wish, teleporting Rajnah away. When Rajnah reappeared, he found himself alone in a desert wasteland and cursed the Efreet for tricking him. With the sun bearing down on him and the cruel sands abrading his skin, he set off hoping to find some sort of refuge. After three days of nothing, Rajnah was close to death. He finally stumbled into  cave formed from a few rocky points jutting from the sands. His eyes grew large as his beheld the largest uncut diamond the size of his own head still trapped in the stone from which it was created. Using his last hours of life, he worked to pry the diamond from the stoney clutches and Rajnah’s wish had come true. He had become the richest man in all the land where no one else cared to live. It may be only legend, but it contains elements of fact. Rajnah’s diamond, the largest in all of the known world, is the actual center piece of sultan’s crown. The sultan is the sole ruler of the Cultrop of Rajnah, a title passed on by family inheritance, making the government a monarchy. The sultan is attended to and advised by clerics of Lumen, goddess of the sun. Whomever inherits the title of sultan becomes the richest man in the known world, for the Cultrop of Rajnah is one of the wealthiest nations and by law, the sultan automatically owns all that lie within its borders. Rajnah’s wealth stems from its lucrative gem mines. Hidden beneath the desert wasteland are veins of rock rich in precious stones and jewels. For as long as history records, the government has been mining these gems and amassing a fortune that would put the greatest dragon to shame. Today the mining is mostly carried out by slaves whom usually die after only a few years of the oppressive heat and masters. Rajnah simply replaces the old with fresh slaves from the Tyraxee Empire or Pyrathi. The government is so rich they can afford any price, even that of ignoring world politics. Most of the mining takes places in camps out in the middle of the scorching desert, but the majority of Rajnah’s civilization is centered along the Jagno River basin.

 

The Runlar Imperium

The Runlar Imperium is great militocracy governed by a council of admirals. Runlar’s power comes from their huge naval armada, the largest in the known world. “If you control the seas, you control the world.”, is their philosophy. At the cost of all other military support, Runlar has focused all of its attention on building its navy. As a result they have forged a strong ship building industry and lead the world in cutting edge maritime technology. But such power is not with out its costs. Maintaining such an armada of ships requires an enormous amount of lumber. Runlar has almost deforested their once thriving woodlands and obtaining the raw resource of wood is a top priority. They seek to establish colonies that will feed the mother land fresh lumber or bully weaker nations into providing it for them. The churches of Pugnax, god of war, Viator, the Ever Traveler, and Faber, god of industry, all feature prominently in Runlar culture. Currently they are a world super power and remain at odds with the Empire of Tyrax. But unlike the Tyrax, they simply do not seek world domination. Runlar’s aggression stems the general desire to be at war, and so the great Imperium has a tendency to pick naval fights with other nations as they see fit.

 

The League of Saradul

The League of Saradul is ruled by a syndicracy composed of the strongest merchant families. It is an industrious nation where the people work any and all angles to turn the largest profit possible. The merchant families are rich in history running back several centuries and  are built on a long line of tradition. They control the government, so the only way to rise in power is belong to or ally yourself to one of these families. Because of this, there is much fighting and intrigue among them resulting in bitter long standing feuds. To make matters even worse, they are close to two dozen established merchant families, and among these, only the strongest eleven get an actual say in the government. The families that turn the largest profit at the end of the fiscal year are granted this special privilege. Thus the competition among the weaker families for that last seat in government is among the most cutthroat in all the world. Due to their in industrious and merchant based society, the churches of Nundinea, goddess of commerce, Faber, god of labor, and Venustas, goddess of the arts, are all prominent within the nation.

 

The Tyraxee Dominion of Suebex

Suebex was ceded to the Tyraxee Empire by the Runlar Imperium after its defeat in the Runlarian-Tyraxee War. Before that, it was the nation of Phaosad until it was captured by Runlar during the first world war. Tyrax has since turned the land into a mining colony for the empire. After discovering rich iron deposits among the black hills, Suebex exploded with mining and drilling operations all along its southern borders and eastern mountain regions. The colony also provides the Tyraxee Empire  an arm in which to manipulate the turmoil boiling in the Heartlands.

 

The Untamed Lands of Wesor

Wesor is rather young fledgling nation having only being settled within the last decade. The terrain is rough, ranging from boggy swamps to jagged hills, and a thriving monsterous population only adds to the trouble. Plus the region is full of numerous magic dead zones (for which it obtains the nickname of the Wounded Wing) which makes the arcane arts unreliable. In fact, the lands of Wesor are so harsh that other nations have not given it so much as a second thought. The benefits of taming such a region were out weighed by the prohibitive cost to do so. But for runaway slaves of the Empire of Tyrax, it was the only place they could turn to. After the latest slave uprising in Tyrax’s colony of Suebex, a sizeable group made its escape into the swamps of Wesor. The journey to cross the unforgiving terrain resulted in many deaths, but those that did survive managed to found the beginnings of a new nation. Life in Wesor is hard and consists mostly of subsistence farming. There are only a handful of small settlements grouped together for protection from the oppressive land. Wesor is mainly a frontier setting where the people concern themselves with basic needs instead of cultural refinement.

 

The Continent of Narumi

Narumi is a dark and enigmatic continent, one that has yet to be fully explored. Teeming with untamed wilderness and possessing an untainted nature, it is a savage continent which holds the secrets of many mysteries yet to be discovered. As the last remaining unconquered and unclaimed land, the nations of the north have set their eyes on Narumi hoping to carve out a chunk of the continent for their empires before it is all gone. But such colonization has only recently begun. The human nations have just barely settled the northern coast of the continent and have met with great impedance as they push their way further into Narumi.

 

The Adamant Forests of Amazonia

One of the biggest barriers to human colonization of Narumi is the Amazon forest. As the largest stretch of woodlands in the known world, its bulk has been never been fully explored and is estimated to cover over 70% of Narumi’s land mass. The problem lies in the fact that the fierce warrior race known as the Amazons, indigenous to the land, claim the entire forest as their dominion. When humans first settled the coast land and tried to move inland they met a terrible fate at the end of Amazon spears. With uncanny physical strength, agility, and combat prowess, they are more than a match for any well commanded human army. The Amazons protect their territory with a vengeance and allow no foreigner to set foot on their land. The nation is split into twenty-one tribes who govern themselves mostly, but swear allegiance to a central queen. The lead warrior of each tribe must obey the decrees of the queen, but they may also challenge the queen to a physical contest of combat and assume the throne if they so choose. But such infighting is rare as one of main tenets of Amazon culture is respect for one’s fellowship of sisters. Amazon laws are few, but any Amazon who dares break one faces the ultimate punishment of ostracism. In a culture where everyone is family, exile means never seeing them again. Amazons live in communion with nature. The forest is composed of a special species of tree known as melona. The melona trees can reach a height of two hundred feet and are renowned for their strength which supports great Amazon cities among the branches. Invalesco, god of strength, is the central deity of Amazon culture but is worshipped under the female name of Invalesca. The goddess Aevum, patroness of fertility, is also revered, but to a lesser degree. The Amazons care not for world politics and prefer to be left alone. But the greedy nations of Tyrax and Runlar continue to antagonize the warrior women and remain at the top of the list of enemies.

 

The Tyraxee Dominion of Darxo

Colony of the Empire of Tyrax. <under construction>

 

The Free Lands of Desiad

Desiad is one mistake that the Empire of Tyrax would most like to cover up. It once was a Tyraxee colony established to gain a foothold in the eastern horn of Narumi. From this small base of power, the empire sought keep close tabs on and perhaps eventually take over the neighboring colonies of Kalrim and New Maseon. Tyraxee plans crumbled before any could be made of them. A secret sect from the church of Licentia, goddess of freedom, had infiltrated the colony. Leading the slaves in rebellion and gaining under the table support from Kalrim and New Maseon, they managed to over throw Tyraxee rule and win the freedom of new nation. Now Desiad has been made into a shiny example of democracy with the church of Licentia as nation’s strongest religion. Though left over settlements in Desiad from Tyraxee rule are feeble and sparse, the fledgling nation has ambitiously worked to strengthen its towns, infrastructure, and population. The Empire of Tyrax has mysteriously kept distance from the former colony. Many suspect the evil empire of secretly plotting to retake the land in the future, but a few others think that Tyrax was perhaps relieved to be rid of the land for unknown reasons.

 

The Voriakan Colony of Formica

Colony of the Commonwealth of Voriak. <under construction>

 

The Saradul Colony of Kalrim

Colony of the League of Saradul. <under construction>

 

The Resort of New Maseon

New Maseon is the Kingdom of Maseon’s recent foray into colonization. If everyone else was doing it, the socialites of the Maseon court certainly did not want to miss out. So Maseon established this colony after a brief conflict with the Runlar Imperium which had already set its sights on the area. But unlike other colonies established to gain access to raw resources, New Maseon turned into the kingdom’s hot vacation spot. Instead of mining operations, they established hotel resorts along the sandy beaches sparing no expense for luxury. After all, where’s a Maseon noble suppose to disappear to after stirring up the latest political scandal?

 

The Imperial Port of Riorun

As the oldest Runlarian colony, Riorun is also the strongest. The Imperium has stocked the region with an enormous amount of naval power hoping to control the western entrance to the Sea of Sand. The colony also has extensive mining operations in the southern mountains where rich iron and copper deposits were discovered. While surrounded on both sides by Tyraxee colonies, the Imperium remains wary of them but continues to make plans to invade and capture one of its neighbors, Darxo.

 

The Imperial Port of Roxrun

Roxrun is the newest, but weakest, Runlarian colony. The Imperium, with its eye set on the rich Amazon forest, hopes to some day conquer Amazon nation. In the meantime, they have worked to improve their ground forces in the region. While naval power is their specialty, not all wars can be fought at sea. The Imperium has had to compromise their ideals and build up a land based army to support the colony. Currently they are weak, but Runlar’s ground forces strengthen with every year and perform frequent raids into Amazonia hoping to gain some battle ground. Fortunately, they have not been successful and know all too well the might of the Amazons.

 

The Tyraxee Dominion of Valix

Valix is Tyrax’s strongest hand hold on the continent of Narumi. The greedy empire also desires to conquer the nation of Amazonia. But for now, they are content with the Amazon slave trade. Frequent assaults on the neighboring nation have resulted in the steady capture of Amazon prisoners. Strong, beautiful, and exotic, Amazon slaves fetch some of the highest prices in the industry. Where ever there is a market, the empire will certainly be there to exploit it to their benefit.

 

The Pyrathi Outpost of Vepir

Two small islands off the north western coast of Narumi compose the colony of Vepir. Occupied by Yuan-Ti military forces, the islands belong to Pyrathi. They use the colony mainly as a base for their slave operations. To the south on the mainland, the coast is full of rich swamp land and is home to plentiful Kamian tribes. When Pyrathi needs new specimens for their breeding pits, military forces from Vepir make raids on the swamps, bringing back boat loads of fresh Kamian slaves.