Known World

Known world

Alagon

According to the ancient myths, what is now the land of Alagon was the centre of the world. A land of great magic, it is the location of many entrances to the other planes. Wizards and other magic users flock from all over the natural world, and some even venture forth from the Feywild in order to visit, and perhaps study at the Grand Arcane University in the capitol of Feldnir. However such strong magic also leads to a chaotic topography. Natural disasters abound, and great dangers lurk in all the corners of the land.

With strong connections to the other plains, and being a land of natural wonder, the Alagonn peoples vary wildly in race. Many fey creatures have become established residents of Alagon, some even establishing their own cities. It is not uncommon either for refugees of wars within and between other nations to seek their fortune in Alagon. This mixture of races lends a great strength to the nation. It has gained many benefits of the technologies and developments that the immigrants and traders bring with them.

Another strength of the cultural makeup of Alagon is that it is able to maintain significant ties and allegiances to the surrounding nations. Although this does not make the nation immune to the ravage of war, diplomacy has proved a far more valuable tool than the small armies it has. Primarily, the only nation that has clashed with Alagon is that of Quatar.

Quatar

Situated East of Alagon, Quatar is no stranger to the outpouring of dangers from inside the borders of Alagon. Without the arcane resources that are available to Alagon, it is only through a culture of strict martial discipline and large militia that the citizens are able to defend their cities from attack. The ability to wield magic is highly sought among some, as it is a source of great power, however, the complete reliance upon arcane forces is regarded as a sign of weakness.

This has bred a similar culture in Quatar’s attitude to foreign empires. Merciless and devastating, the fear that the armies strike in the heart of their enemies is as much a weapon as the blades they wield. Favouring weapons such as the scimitar and crossbow which reflect their brutality and physical strength. Although uncommon, magic users do find a place in the forces of Quatar, particularly when their abilities are able to enhance the power of the martial forces.

Despite their reputation as ruthless destroyers, the rulers of Quatar tend to only march their forces when it is seen as necessary to secure the future of their nation. In particular, it is seen that Alagon simply does not do enough to prevent their monsters from entering into other lands, so an invasion to stop the flow at it’s source has been considered necessary at times.

Wujin

Sharing borders with the most fearsome of nations, and being without the resources of Alagon, Wujin has had a past stained with devastation. As building large armies or amassing arcane power could be seen as both a valuable prize and a direct threat to Quatar, Wujin primarily relies on divine help in order to defend themselves.

Focusing on developing favour with the gods, religion plays a strong part in the culture of Wujin. Although each of the gods is worshipped and has chapels built in their name, Bahamut has a particularly strong following. As such, the culture has a strong sense of justice and self-sacrifice in order to aide their countryman.

Wujin is unique amonst the nations in that it has never fought a war on foreign soil. Though supportive of other countries, it has never had the forces available to lend protection. However, many of Wujin’s citizens believe that divine intercession has occurred in wars where Wujin as a nation has made an appeal to their gods in the name of a nation in need.

Ulfrad

The realm of dragons and home of the giants, Ulfrad is the largest and most primal of all the nations. The mountainous and rough terrain that makes up this continent causes it to have the harshest and most inhospitable seasons, said to consist solely of summer and winter. Scorching summers bake the land and slowly burn all life that wanders too far out of their shelters. When winter comes, the piercing cold freezes what little water there is, offering only a bitter respite from the summer.

Spreading across the great northern landscape, this isolated nation is prone to the most inner turmoil. The huge area that is is available to the inhabitants allows individual cultures to grow, slowly spreading out and clashing with the rulers that currently hold the crown.

The birthplace of the Dragonborn, the strong race was one of the many that had a reign over Mananus only to be thrown off their mantle. Their kingdom, the once great Arkhosia was overthrown when the barbarous humans that inhabited the eastern side of the continent made an infernal pact. Using the power of their demon lords, the Tieflings overran the Dragonborn and cast them from their kingdom. The infernal fires that the Tieflings use to destroy their enemies mirror perfectly the landscape of their empire.

Being so isolated from the touch of other nations, it is rare for the armies of Ulfrad to cross the seas that border the nation. Of the times when these events have happened, Ulfrad generally acted in pre-emption to protect itself. Similarly, as the nation itself is so inhospitable and devoid of any worthwhile natural resources, it is rarer still for armies to land on Ulfrad’ shores. Consistently, the only attempts to attack on Ulfrad were to secure an escape route for crumbling nations that hoped to go unnoticed in the large nation, and prove too difficult to defeat to be chased down.

Atros

The southern nation of the eastern continent. A land of great artisians. The temperate climate, great plains and rich forests present the peoples with a natural wealth. The soil of this land forsters the growth of great nations, unopposed by internal threats. This wealth of Atros allows for the citizens to live relatively peacefully.

This peace allows for a culture focussed on the development and refinement of talents and getting the most enjoyment out of life. This culture of striving for perfection is reflected in every aspect of their society. Particularly successful farmers commonly show their status by planting their crops in large intricate patterns. The soldiers and fighters in the nation treat the intricacies of swordplay as a dance, some even working as performers during times of peace.

Atros’ primary enemy in times has been it’s sister nation to the North. However, during a recent time of peace, mixing of the royal families and the signing of treaties has occurred, in order to secure this peace. Atros also maintains a close relationship with Alagon, as for the mastery of arcane arts, a visit to Alagon’s Grand Arcane Univsersity is seen as a requirement.

Ordmesh

The northern nation of the eastern continent. Although similar in geography to Atros, the seasons of Ephas are much harsher. This has made creating grand cities much more difficult, the uninhabited areas of the nation still remain dangerous and wild. Not easily flourishing as Atros, Ephas is generally considered the wilder of the two sister nations.

Culturally, it is similar to Atros, which stems from the history of the nations developing together. Both the culture and technology of the sister nations spread across their borders to influence each other. However, as city-building is is a much more difficult task for this nation, the nation is primarily ruled by various houses that each own their own cities. A very loose rule is held by the throne, and those who sit in it are not strangers to conspiracy and attempts at assassinations in order to usurp their positions.

Being so close to Atros, the nations have had a sordid past. Wars have long been common between the two nations, most commonly in an attempt to secure safer lands to more easily establish a stronger kingdom. It is usually the rulers of Ephas that hold a tentative grip on their position that brave attempts at securing land in Ulfrad.

Known World

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