Avemor
Three regions make up the larger country of Avemor, each of which are run independently while still answering the call of their king in times of strife. Banaha
While still beholden to the rule of the sitting monarch, Banaha usually operates fine with little to no supervision. Recently, however, a number of problems have spilled into the public forum, as has a growing dissent for the crown. Liezanred
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Dar Ggant
But as with most things humans do, peace didn’t last long. Once more, poachers threaten the rare and exotic beasts the giants protect in the mountains, and tensions are higher than ever as a new human takes the Liezanred throne at the same time that the giants’ new leader seeks better representation for her people. |
Borboto
- Capital: Cambione
- Population: 104,000 (72% gnoll, 20% human, 6% gnome, 1% cabaro)
- Government: Plutocracy
- Major Religions: Brutus Peregrine; Rekej, the Smiling Friend
- Imports: Berries, brass, ceramics, chains, cloth, corn, druidic magic, electrum, fertilizer, fireworks, hay, horses, incense, iron tools, leather, leather goods, lizard, milk, pineapple, pork, precious stones, rope, salted meat, spices, statues, wheat, wine, wood, wooden goods
- Exports: Alabaster, ale, ancient artifacts, beans, carpets, carved wood, ceramics, clay, clothing, coffee, dates, dyed fabric, fowl, glass, glassware, goat, granite, hides, magic items (recovered), marble, mirrors, paintings, precious stones, sculptures, statues, stone, textiles, turkey
Borboto also has a mysterious past. Its crags and canyons are haunted by the relics and spirits of an age better forgotten. Ancient temples lie in crumbled ruins at the center of oases, drawing explorers in to study the decimated race that built them.
Fafutan
- Capital: Maunikki
- Population: 41,000 (half-elf 21%, human 20%, elf 18%, dwarf 15%, half-dwarf 12%, dworg 6%, gnoll 5%, kerata 2%)
- Government: Autocracy (Queen Noelani, monarch)
- Major Religions: Lady Shinzosui; Ursinaph, the Selfish Slumber
- Imports: Arrows, chicken, fowl, goat, groves, marble, paintings, salt, saltwood, small ships, soldiers, stone, tomato,
- Exports: Ambergris, bananas, citrus, coconut (coast), cotton, crustaceans, edible salt, exotic goods, exotic magic items, fish, herbs, illicit substances, ink, liqueur, mithral, nonmetal weapons, nuts, oil, pearls, pineapple, produce, rubber, rum, silks, small ships, sugar, tabacco, whale oil,
During the Age of Steel, a historic meteor shower was the herald of attacks in the small nation by titanic god-beasts the people of Fafutan know as the kaiju. Even more shocking was the discovery of a way to calm the monsters, giving the locals the secret of controlling them. The island region has used its pets to become a major power, threatening any potential invasion or hostility with the promise of bringing the kaiju’s disastrous power to bear on rival countries. So far, the threats have dissuaded violence, but other nations—particularly Inekin and Xaotawn—still crave the secret to owning a living weapon of mass destruction.
Hunatii
- Capital: To-Naadiidaah Harbor
- Population: 145,000 (76% halfling, 17% human, 3% half elf, 1% half orc, 1% merfolk, 2% other)
- Government: Republic
- Major Religions: Theia, the World Soul and Saint Deirdren, the Hollow (primarily). There are shrines to all of the various gods of Theia in each of the major cities.
- Imports: Alligator, beans, Caravan Items, Chiles, coal, coffee, divine magic, druidic magic, goat, granite, ink, iron tools, limestone, lizard, orchard fruits, precious stones, salted meat, ships, spices, stone, timber, wagons, wood
- Exports: Ambergris, carved ivory, carved wood, cattle, chicken, horses, pearls, perfume, rope, rum, sheep, tools, turkey, vodka, wagons, whiskey, wine, food, trade goods
Only a few villages and small towns dot the vast, relatively flat expanse of Hunatii’s landscape. Most function as little more than collection venues for caravans headed toward the country’s only two major cities to be exported into Jahu-fe’awla and across the sea to Eastern Theia.
Hunatii Expanse
- Capital: Temple
- Population: 40,000 (99.9% halflings)
- Government: Theocracy (Theia)
- Major Religions: Theia, the World Soul and Valgyra.
Idon Ah
- Capital: Long Cheng, the Adamantine City
- Population: 22,400 (38% human, 14% elf, 12% orc, 9% gnome, 7% halfling, 4% half-elf, 3% half-orc, 3% gilahn, 3% kerata, 2% kitsune, 2% ratfolk, 2% aasimar)
- Government: Autocracy (Emperor Ah Fengahn)
- Major Religions: The Philosophy of the Light, Valgyra
- Imports: Alchemy, art, berries, carpets, clay, exotic goods, fertilizer, fine metalwork, fine timber, gold, grapes, hides, jewels, luxury goods, marble, metal weapons, mutton, orchard fruits, parchment, salt, sheep, soldiers, sturdy books, swords, tea
- Exports: Adamantine, alabaster, beer, carvings, cheese, chicken, clocks, clothing, corn, edible salt, fabric, fireworks, fur, glassware, goat, grain, hay, herbs, jewelry, lace, limestone, milk, minor magic items, silks, stone, tea, textiles, wheat
Deep in the mountains of Idon Ah a secret temple dwells, where the dark force that caused the fall of Idon is contained and guarded. Thought destroyed by the citizens of modern times only the guardians of the temple know the truth about the Great Evil and how it couldn’t be destroyed, only imprisoned and maintained. The icy mountains where the temple is hidden are home to natural dangers, monsters, and worse. Because of this the common people are forbidden from going to the mountain, for fear some fool learns what shouldn’t be known and releases what shouldn’t be free.
Idon Oh
- Capital: Ishogashi
- Population: 40,000 (18% human, 17% halfling, 11% elf, 10% gilahn, 9% kerata, 9% gnome, 9% half-elf, 8% half-orc, 5% orc, 3% wayang)
- Government: Autocracy (elected leader)
- Major Religions: The Philosophy of the Light, the Eldest
- Imports: Alabaster, bananas, beef, beer, berries, books, ceramics, chiles, citrus, clay, clocks, craftwork (dwarven), dates, dyed fabric, edible salt, exotic metalwork, fine manufactured items, gems, granite, herbs, incense, ink, magic items, metal, mushrooms, nuts, oil, olives, paintings, paper, parchment, pineapple, pork, produce, rice, rubber, sculptures, seed oil, tea, technology, tools, truffles, vehicles, wooden goods
- Exports: Books, bread, cattle, corn, fine manufactured items, fine metalwork, fireworks, horses, illicit substances, ink, magic, magic items, manufactured items, medicine, olive oil, paper, parchment, silks, sturdy books, tea, turkey
When they first landed on the shores of their new home, the settlers of Idon Oh were greeted by a fertile land, but their proximity to the Raxic Jungle also left them vulnerable to the beasts of Jahu-fe’awla. Without the help of their military to protect them, the idonians lost a full third of their people in the first year. Building away from the jungle, the remaining Idonians were finally able to establish themselves as a country.
Idon Re
Twenty-two years of self isolation allowed Idon Re to transform itself into one of the chief military forces on Theia. During the Protoporos Summit, the attending empress declared her people would be willing to protect their softer cousins to the west, should Idon Ah fall on hard times while protecting the world from the Great Evil imprisoned within their mountains. Idon Re harbors no ill will toward their sister countries, and works with both again while maintaining their independence. |
Inekin
- Capital: Leh
- Population: 37,000 (30% human, 28% tiefling, 9% dwarf, 8% halfling, 8% half-orc, 6% cyclops, 4% satyr, 3% harpy, 2% maenad)
- Government: Overlord (the Maenad King)
- Major Religions: Heresies of the Dark, Blazoke, Ursinaph, Lady Shinzosui
- Imports: Carpets, carved ivory, chains, clothing, coconut (coast), copper, cotton, fine metalwork, gems, groves, gunpowder, illicit substances, ivory, jewelry, jewels, lizard, luxury goods, magic, magic items, marble, mercenaries, metal weapons, mirrors, mithral, musical instruments, orchard fruits, ores, paintings, pipeweed, platinum, precious metals, raw minerals, rum, salt, sausage, ships, silks, tabacco, trade goods from other nations, whiskey
- Exports: Ambergris, ancient artifacts, bananas, carpets, cheese, chicken, chiles, cloth, clothing, dates, edible salt, exotic goods, fabric, gems, goat, illicit substances, incense, jewelry, lace, looted magic items, luxury goods, magic items (recovered), mercenaries, metal, nuts, pipeweed, sculptures, spices, statues, sugar, tabacco, tea, trade goods other nations, whale oil, wine
The most horrible and twisted part about this country is the fact that only Hunatii has any actual understanding of this. To most of the world, Inekin is one of Theia’s largest trade organizations; a country with a paper standard of currency and a future-forward take on politics and acceptance. Visitors passing through only ever see the beautiful markets, exotic entertainment, and kind people. Those who take the leap and move to the country for any length of time are always shocked to learn the truth that others have warned them about when asked.
Inekin’s waters are home to harpies, sea monsters, jagged rocks, pirates and other dangers, but for the most part those are just covers. Foreigners that disappear in Inekin are killed, tortured, enslaved, or worse. The ones that do return from Inekin seem to be changed in some way, no longer balking at vile acts that evil people perform—the light in their souls dimmed forever.
Inframundo
Art Credit Dean Spencer
When the Collapse brought an end to the Age of Earth, Inframundo’s west was cut off from the east by a series of earthquakes and cave-ins that sealed it shut.. A full third of Theia’s original continent was destroyed and consumed by the event, separating the two remaining sides with hundreds of miles of ocean and rock. No physical way back has ever been found, and magic cast anywhere but within the Maw of Ancients fails to penetrate whatever exists of the western half.
A lot of the accessible areas of Eastern Inframundo are inhabited by sentient life, but there is no organized government and many warring factions. Most of the region remains unmapped and unexplored. This hasn’t stopped adventurers from going on quests attempting to chart their own courses, however. There are many treasures to discover and gaps in history to fill in Inframundo, so many brave youths have moved to the region to make a name for themselves. Each seeks fame by finding paths leading deeper toward Theia’s core, where legends speak of rivers of magma, ancient enemies, a living god, and portals to other worlds.
- Capital: None.
- Population: Unknown (assumed 30% dwarf, 28% orc, 19% elf (drow), 8% derro, 7% gnome, 4% dworg, 3% kerata)
- Government: varies
- Major Religions: any
- Imports: Ale, armor, beer, fowl, jewelry, leather goods, medicine, pipeweed, saltwood, sturdy books, whale oil
- Exports: Armor, clocks, craftwork (dwarven), diamonds, electrum, exotic goods, exotic magic items, exotic metalwork, freshwater fish, gems, gold, jewels, metal weapons, mushrooms, oil, precious stones, root vegetables, silver, small ships, truffles
When the Collapse brought an end to the Age of Earth, Inframundo’s west was cut off from the east by a series of earthquakes and cave-ins that sealed it shut.. A full third of Theia’s original continent was destroyed and consumed by the event, separating the two remaining sides with hundreds of miles of ocean and rock. No physical way back has ever been found, and magic cast anywhere but within the Maw of Ancients fails to penetrate whatever exists of the western half.
A lot of the accessible areas of Eastern Inframundo are inhabited by sentient life, but there is no organized government and many warring factions. Most of the region remains unmapped and unexplored. This hasn’t stopped adventurers from going on quests attempting to chart their own courses, however. There are many treasures to discover and gaps in history to fill in Inframundo, so many brave youths have moved to the region to make a name for themselves. Each seeks fame by finding paths leading deeper toward Theia’s core, where legends speak of rivers of magma, ancient enemies, a living god, and portals to other worlds.
Jahu-fe'awla
- Capital: Afiondis
- Population: (34% elf, 27% gilahn, 18% kerata, 10% human, 7% halfling, 3% half-elf)
- Government: The council of Afiondis and the various leaders of the lizardfolk tribes.
- Major Religions: Brutus Peregrine, Valgyra
- Imports: Anything
- Exports: Anything
The Raxic isn’t just a massive jungle that covers the entirety of Jahu-fe’awla. It is also home to poisonous plants, diseases, and all manner of lost ruins. Scholars theorize that Jahu-fe’awla was the cradle of intelligent life on Theia. They believe that the Raxic, though deadly, was where civilization fought its way into being. The rainforest is so dangerous that only the most tenacious of cultures dare to settle within, and to do so they must be animalistic and primal themselves. For most of Theia’s history, only the elves and the lizardfolk inhabited the Raxic Jungle and to this day those two races make up most of its current citizens.
The outpost and city of Afiondis act as a loose embassy for other races in Jahu-fe’awla, allowing them to coexist with the lizardfolk tribes that call the jungle nation home. In a fashion similar to the ways of the native Hunatii, the lizardfolk of Jahu-fe’awla are easily offended. Time and again, they have banished outsiders from the Raxic Jungle under threat of being hunted and executed.
New Onilaar
While the rest of Theia still exists in a time period of armor and swords, arrows and magic, New Onilaar exists in a bubble all its own. The advancements it has made beyond medieval marvels still surprise and frighten most people. Firearms, machinery, and medicine have brought just as much woe as wonder. Onilaarans are proud of this distinction because it puts them on a level of mysticism akin to Percimum. But as with all power, that which New Onilaar has claimed can be abused. The country has its hands full trying to root out its growing black market. After fighting a disastrous war to protect the world from the irresponsible application of technology, New Onilaar has banned the selling its more contentious inventions in other countries as a result for fear that they might end up in the wrong hands. Of course, this doesn’t stop enterprising criminals, and Onilaaran guns can earn quite a bit of gold when sold to the right customer. |
Percimum
- Capital: Percimum Prime
- Population: 136,192 (30% half-elf, 24% human, 20% elf, 15% gnome, 10% halfling)
- Government: magocracy (mage council, elected)
- Major Religions: Philosophy of the Light; Rekej, the Smiling Friend; Ursinaph; Valgyra
- Imports: All things alchemy and magic, alligator, books, carpets, carved wood, ceramics, clocks, cloth, clothing, crustaceans, dates, dyed fabric, edible salt, electrum, exotic goods, exotic metalwork, fine timber, freshwater fish, fur, gems, glassware, grapes, iron, jewelry, lace, lamb, limestone, liqueur, mirrors, olive oil, ores, paper, parchment, silks, silver, statues, sugar, tea, textiles, tomato, truffles, turkey, vodka, wool
- Exports: Books, fabric, ink, luxury goods, magic, magic items, marble, paper, parchment, sturdy books
After the Three-Sided War, however, Percimum was destitute. They had been beaten by their own stubborn refusal to accept that there is more to life than arcane and divine spellcasting. After signing the armistice and agreeing to pay their share of restitution to New Onilaar, the magelords closed their borders for a time.
When the gates into Percimum opened once more, everything had changed. New schools accepted any who wished to learn magic and could afford the tuition. Grants were given out to students who proved worth Percimum’s time, and the most talented were brought to Percimum Prime for special tutelage in one of a number of subjects.
Percimum’s past does still haunt it, however. They haven’t said as much openly, but the leaders of Wa-hat and New Onilaar see Percimum’s enlightened reform as a way of indoctrinating more clerics, wizards, and thaumaturges to the magelord’s way of thinking. They worry that the country will grow too strong and attack them again if given the chance.
Wa-hat
In the Age of Adventure, Wa-hat has become a wasteland dotted with mines and machinery. Dozens of boomtowns along the Orc’s March lie abandoned or full of dangerous creatures and bandits. The once vast riches dug from the ground have all but dried up, leaving the gnomish country on the verge of collapse. If not for the Protoporos Summit, they might have. But Wa-hatans are a proud people who refuse to back down. They are slowly consolidating their people and their resources in key locations like Freshwater’s Gap and Sandgrave, while the Chief Inventor has sent bards out to neighboring countries in search of adventurers who can help remove the darkfolk who threaten the few good mining operations that remain. The races that remain in East Star cling to Wa-hat’s industrious past, and they are always quick to remind foreigners that it was their genius that vaulted the world into its scientific and industrial revolution. |
Wutente
- Capital: Baloom (recognized)
- Population: 115,700 (20% human, 40% orc, 38% dwarf, 2% other)
- Government: Loose Oligarchy (high end merchants)
- Major Religions: The Orisha; Theia
- Imports: alligator, armor, carved ivory, cloth, coal, crustaceans, fertilizer, food, fowl, grain, hay, ivory, lace, leather goods, swords, wheat, whiskey
- Exports: ale, beans, beer, bows, bread, caravan items, carved ivory, carved wood, ceramics, chiles, citrus, clay, coconut (coast), craftwork (dwarven), dyed fabric, fine timber, fish, glass, incense, limestone, mercenaries, musical instruments, nonmetal weapons, nuts, pearls, rubber, salt, salted meat, saltwood, ships, small ships, spices, timber, tomato, wooden goods,
In the cities, merchants play at being nobles and information brokers, while cultists recruit the broken and destitute into their ranks. Barrier sentinels and censors are often hired by the current ruling parties to keep the peace.
At the far end of the country, swashbucklers control the trades, and clerics, sorcerers, and wizards passing through on their way to Percimum sometimes make Wutente their permanent home away from home.
Xaotawn
Now Xaotawn is filled with infighting between those that wish to wipe their country’s history from existence and those few that still serve an undead emperor whose dream is forevermore out of his grasp. |