Regions and Realms on Aurea

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Duria
Duria

Geographic Regions

Original article: Geographic Regions on Aurea
Original article: Geography of Aurea

Aurea is the second largest continent in the known world on Baltheron. Prevalent winds tend to come from the west, with cold winds blowing southerly in the northern reaches and warm winds blowing northerly in the southern regions. The northern coastlines are primarily taiga, particularly in the western reaches, including the Plains of Tazgrat and Kadach. Central Aurea is dominated by deciduous forests and open grasslands, which become chaparral along the southern shores.

The Challieann Mountains is the longest mountain range on the continent, though the Antasian Mountains are taller. The only other range is the frozen Reg'thul Peaks in the northwest. The world's largest forest lies along the northern coast, in Ywys and into the Challieann Mountains. Several other large forests dot the continent, though only the Greywood and the Glistening Weald on the Anclean Peninsula are known to be inhabited by elves.

Aurea is bordered by the Betshaban Ocean to the east, the White Ocean to the north, the Eternal Ocean to the west and the Aebasan Ocean to the south. Numerous small seas provide deep harbors, including the Aurean Sea, the Tangar Sea, Sonat Bay, Tanos Bay and the Valtaani Sea. Four large freshwater lakes, called The Brothers separate the bulk of the continent from the wilds of the northwestern regions.

The island of Dresta is generally considered a part of Aurea, as is Valtaan and the Green Isle in the far north. Two dwarven kingdoms lie beneath Aurea: Nuithone beneath Valtaan and Unterreich deep beneath the Antasian Mountains. The dwarves of Unterreich have very little contact with the humans above, despite the restoration of the Treaty of Gundagor. It is unknown how much contact the dwarves of Nuithone have with the human raiders who live on the surface of the island, though there are rumors that their kingdom spans under the Valtaani Sea and has gates hidden somewhere in eastern Donnagh Saoristat.

Forests

Original article: Forests on Aurea

Bloodwood

Original article: Bloodwood

Remote and semi-legendary, Bloodwood lies on the northern peninsula of the Island of Drallia. Those who are even aware of its existence believe it to be infested by goblin and troll tribesmen scurrying in the strange, overgrown ruins of some long-forgotten empire.

Dracian Wood

Original article: Dracian Wood

Though settled and worked by the peoples of both Dracia and Drussa, the Dracian Wood still has its primeval depths, where the forest itself seems unwelcoming to human intrusion. Rumors persist of all sorts of creatures inhabiting these wilds, from wolves that can take the shape of men to giants living off the forest to sentient trees standing watch for some unknown cause. Local villagers, of course, are more than willing to embellish these stories to keep outsiders from stealing the natural resources they rely on.

Gadoran Wood

Original article: Gadoran Wood

Once a great forest that spanned from Tanos Bay across the Zetian peninsula, centuries of harvesting by Imperial woodsmen reduced the Gadoran Wood to a few hundred square miles in the foothills of the southern Antasian Mountains. Though the forest regrew to its present size during the Dark Times, the recent resurgence of trade has lead men in the region to again harvest the forest, though the deforestation has yet to reach the levels experienced during the height of the Great Empire.

Glistening Weald

Original article: Glistening Weald

Ancient homeland of the elves on Aurea, the Glistening Weald is a deep, primeval forest cultivated and protected by its inhabitants. Humans and most half-elves from neighboring nations are unwelcome here and the elves are more than willing to enforce their claim to the forest with a flight of arrows. For reasons that have long confounded human sages, the forest glows with an eerie bluish light when the leaves and wet with morning dew, hence the name given it by humanity.

Greywood

Original article: Greywood

Forming a formidable border between Murgosia and the nations of Dreluria and Anclea, the Greywood contains a small enclave of elves who have long been friendly to their human (and, as a result, half-elven) neighbors to the south. Though humans are still unwelcome in their sacred groves, the elves of Greywood tend to be much less xenophobic than their kin in the Glistening Weald. Recent deforestation by the Murgosh in the northern reaches of the forest, however, may change their attitude or, at the least, lead to an alliance between the elves of the Greywood and their neighbors to the south, who are no friends to the Murgosh.

Karian Wood

Original article: Karian Wood

Once part of the Gadoran Wood, the Karian Wood has been reduced in size from centuries of deforestation by humans in the region. Though there are some remote villages cut off from the rest of the nation during the Dark Times, the human nation of Karony has resumed its harvesting of the wood to build a grand navy to protect shipping in the region from Camarian pirates.

Highlands

Original article: Highlands on Aurea

The Antasian Mountains

Original article: Antasian Mountains

The ancient and towering Antasian Mountains split east central Aurea. Even though the range was once claimed entirely by the Great Empire, except for four major passes through the range, the Imperials never truly tamed the deep valleys and high mountains. Recently, giants and their goblin slaves have been raiding the foothills on both sides of the Antasian Mountains. Some believe these raids are highly organized over relatively vast distances, suggesting that some ruler has risen among the giants there, preparing to send his armies into the lowlands of Aurea to ravage the isolated human communities in the foothills.

Deep beneath the sharp peaks of the Antasian Mountains lies the dwarven nation of the Unterreich. Unlike other dwarven Kingdoms, the dwarves of the Unterreich remain isolationists, despite the establishment of a treaty between humans and dwarves in the waning years of the Third Age of Man and the only contact with these dwarves are through the criminals that they exile to the surface world.

The Challieann Mountains

Original article: Challieann Mountains

The rolling, frozen Challieann Mountains cut through northern Aurea, diving the Gael lands to the north from the formerly Imperial territory to the south. Much of the Challieann Mountains are inhabited by Gael clansmen considered savage and strange even by their kin in the lowlands to the north. There are a few pockets of goblin tribes in the south of the range and a few isolated orcish settlements in the deep valleys of the northern part of the range, remnants of the orcish horde that ravaged the region late in the Third Age of Man. Deep, glacial valleys among the northern peaks are believed to be inhabited by strange, blue giants who somehow survive in the frozen wastes that neither man nor orc even tries to settle in.

The dwarves of the Kingdom of Nuithone have deep mines beneath the Challieann Mountains and have recently opened a route into the western extent of the range, establishing the colony of Schweinholz on the surface world.

The Orcish Moorlands

Original article: Orcish Moorlands

Dry, hilly lands in western Aurea, the Orcish Moorlands are the human name for territory along the Brothers controlled by orcish tribes. The heart of the orcish horde that ravaged much of northern Aurea in the waning years of the Third Age of Man, the Orcish Moorlands are currently experiencing an invasion of their own as nearby human and dwarven nations push into the area, establishing military colonies to ensure the orcs do not again organize into an unstoppable horde. Some scholars have pointed out that this sort of military aggression might just be the catalyst that encourages the fractious orcs to work together, perhaps generating a new Great Khan to unify the clans against the civilized nations of Aurea.

Reg'thul Peaks

Original article: Reg'thul Peaks

The remote Reg'thul Peaks have been the homeland of the orcs for the extent of recorded memory, even when human empires are believed to have spanned the plains of western Aurea. It is believed that the Peaks are somehow holy to the orcs and few humans have set eyes on its heights in millennia. Rumors persist of an ever-burning volcano somewhere deep in the Peaks that, if legend is to be believed, is guarded by a massive dragon that the orcs of the region protect.

Swamps

Original article: Swamps on Aurea

The Black Swamp

Original article: Black Swamp

The Black Swamp in central Aurea is a long stretch of swampy forest between Waldavia and southern Murgosia. The humans who live in the Black Swamp refer to themselves as Szarne and speak a dialect of Murgosh that is almost incomprehensible to the Murgosh themselves. The Szarne tend to be highly territorial and superstitious, though few have reason to risk the mires of the Black Swamp to bother them overmuch.

The Bleak Bog

Original article: Bleak Bog

The frozen Bleak Bog is a large peat bog on the northern coast of Aurea, between the dwarven colony of Schweinholz and The Plains of Tazgrat. The treacherous bog tends to be avoided even by the orcs, as unstable ground and quicksand are common in the summer months and, during the winter, the uneven ice is often just as unpredictable. There are legends of the ruins of a partially-submerged city deep in the bog, perhaps the mythical city of Uz that, according to Gael legend, kidnapped a mermaid princess and was flooded by mer magic in retaliation.

Sashenta Swamp

Original article: Sashenta Swamp

Despite its presence in the heart of the Old Empire, the Sashenta Swamp has long been the home of tribes of lizard men who are usually content to live out their existence quietly in the depths of the wet forests of the swamp. As the area has no real natural resources, even today the humans of Karony and Camaria tend to avoid Sashenta. Recently, however, there are rumors of a pirate haven somewhere in the twisting maze of rivers, peopled by humans and lizardfolk who choose to co-exist for mutual profit. There have even been reports of lizardfolk from the swamp serving as sailors on Camarian pirate vessels, though these rumors might be little more than propaganda spun by the Karons.

Waterways

Original article: Waterways on Aurea

The Aebasan Ocean

Original article: The Aebasan Ocean

The Aebasan Ocean lies between Aurea, western Gallorea and the island of Dresta, including the Tangar Sea. The primary current is a strong warm current that flows from the Eternal Ocean in the southwest that meets a weaker, colder current flowing from the northwest, before merging with the Great Betshaban Drift in the Betshaban Ocean south of Ganesia. Winds in the southern region tend to blow in an easterly direct, winds in the north westerly. Therefore, oceanic travel northward typically takes a westerly route near Dresta or following the northerly currents in calm winds. Travel south is substantially more difficult without a strong wind to fight the northeasterly currents. There are some heavy storms and the rare hurricane that hits Medalia and Camaria in early autumn.

The warm waters in the southern reaches of the ocean are known to be populated by Tritons and a variety of sea giants, making travel in the deep oceans dangerous, though most of the threats are at least semi-intelligent, if territorial, and can generally be negotiated with when conditions are favorable.

The Aurean Sea

Original article: Aurean Sea

The Aurea Sea, also known as the Golden Sea, was long dominated by the Great Empire during the Third Age of Man. Since the dawn of the Fourth Age of Man, trading vessels have begun to again ply her waters and most of the trade lanes are now dominated by Narbonne, Treva and, of course, the independent merchants of Aescalapea. The sea is a relatively shallow offshoot of the Betshaban Ocean, abundant with fish, that remains warm throughout the year. Though there is some disorganized piracy along the Ganesian shore, the waters remain relatively safe. There are rumors of merfolk in the central Aurean Sea, though there have been no recent sightings to confirm these legends.

The Betshaban Ocean

Original article: The Betshaban Ocean

The Betshaban Ocean lies between the continents of Aurea, Duria and Gallorea and includes the Pirates' Sea and the Maroshan Sea near Duria and the Yglarsed Sea on the Gallorean coast. The ocean is dominated by the clockwise Betshaban Stream, which is fed by warm waters in the west from the Aebasan Ocean and warm waters from the Endless Ocean in the east. The Betshaban Stream tends to cool somewhat along the Durian coast, feeding into the Endless Ocean south of Danas. Prevailing winds in the southern Betshaban Ocean tend to move from the east, with the current, making westerly travel particularly easy for most ships and easterly travel extremely difficult. In the northern reaches, winds tend to move from the west, also with the current, making travel from Aurea to Duria particularly easy, though the converse more difficult. The currents and prevailing winds create a large calm area southwest of The Island of Tamarynd known affectionately as "Betshaba's Bosom". Ships who drift into Betshaba's Bosom are rarely heard from again. The northern reaches of the Betshaban Ocean are known for its legendary storms, particularly in autumn and winter. Hurricanes are a constant threat during the storm season, particularly along the Aurean coast and the northern Pirate Isles.

Though all oceans are claimed by Betshaba, the Betshaban Ocean is, obviously, considered particularly blessed (and cursed) by the Wave Queen. Though the Pirate Sea is considered by many to be appropriated by her greatest enemy, Taltos, the Deep Dweller. Most aquatic creatures, monstrous and sentinent, can be found in the Betshaban, though the most legendary creature known to travel Betshaba's ocean is the Leviathan, an impossibly huge whale said to be her personal eyes and ears in the mortal realm.

The Eternal Ocean

Original article: The Eternal Ocean

The Eternal Ocean lies to the west of the known world. It has two known currents. The colder, northern current flows south, bringing cold waters from the White Ocean south along the western Auric coastline, feeding cold water into the Aebasan Ocean through the Tangar Sea. The warmer, southern current moves warm water north along the western shore of Gallorea, an stream feeding warm water into the Aebasan Ocean before the main current cuts west into the trackless sea.

There are no known land masses in the Eternal Ocean, nor even rumors of such. It is rumored that the Eternal Ocean literally goes on forever, though scholars knowledgeable about geography point out the world being round makes that theory little more than ignorant myth. Like the Endless Ocean in the east, the Eternal Ocean is home to numerous monstrous creatures of legendary size, some of which wander close enough to the continents to terrorize shipping.

Sonat Bay

Original article: Sonat Bay

A large bay in central Aurea, Sonat Bay is dominated by shipping between Anclea, Drussa and rising Scalaro. Murgosia long ignored the small fishing villages along the Sonat Bay that paid homage to its King, but recently the Murgosh have been building shipyards and a proper trading city on their shore to compete with (and possibly use as a base to attack) their neighbors.

The Tangar Sea

Original article: Tangar Sea

A remote stretch of water connecting the Aebasan Ocean and the Eternal Ocean along southwestern Aurea, Tangar has a reputation for being a wild and dangerous body of water, with unexpected doldrums, chaotic winds and surprisingly heavy storms, particularly in the autumn months. Recently, there are rumors of strange, black ships plying her waters and even more alien vessels with odd, ribbed sails. As most respectable merchants have little reason to cross the Tangar, these rumors are as yet unconfirmed.

Tanos Bay

Original article: Tanos Bay

Situated in central Aurea, Tanos Bay is a large, deep bay with shores well-suited to several deepwater docks. Primarily used by Cordosan, Drussan and Scalaran merchant vessels, the central dangers come from privateers of those various countries attacking merchant ships of their enemies. There are rumors of an unmarked island, perhaps a floating island, somewhere in Tanos Bay with a tower on it. Though there are several legends about this tower, none have been substantiated as no one can lay claim to have visited the island more than once.

The Valtaani Sea

Original article: Valtaani Sea

The Valtaani Sea lies in the frozen north between the continents of Duria and Aurea, bisected by the rocky peaks of the Valtaanni Peninsula. The currents in the Valtaani Sea are often unpredictable, particularly in the stormy winter months, where intrepid sailors must be wary both of sudden, violent storms and pack ice moving southward. In warmer months, the Sea is patrolled by Valtaani raiding ships looking for easy prey.

The White Ocean

Original article: The White Ocean

The cold waters of the White Ocean lie north of the continents of Aurea and Duria. It is dominated by a sluggish eastern current that dips into the Valtaani Sea before moving northward back across the northern Durian continent. Some parts of the White Ocean freeze over, particularly the portions north of the eastern half of the Durian continent, sometimes freezing all the way to the shoreline. The late spring and early summer tends to be a very dangerous time to travel in the White Ocean as huge icebergs break off the ice pack and flow southward.

There are very few monstrous creatures known to live under the waves of the White Ocean, though much of it is patrolled by Valtang raiders, making mercantile travel dangerous even in warmer seasons.

Nations and Realms

Original article: Nations and Realms on Aurea

Aescalapea

Original article: Aescalapea

Once part of the Great Empire, Aescalapea has long been known as the province of merchants and sea traders. Its ruling class was devastated during the rule of the last Emperor, Lucius "the Heretic" and much of the nation rose in revolt even before the Emperor's death. The subsequent ravages of the Crimson Plague hit Aescalapeans harder than most other regions of the Great Empire, killing more than half its population as the Third Age of Man waned.

At the dawn of the Fourth Age of Man, Aescalapea has reorganized itself as a collection of city-states ruled by the powerful Syndics. While they have a Senate that meets irregularly to adjudicate matters for the region, the Senate is relatively powerless and most Aescalapeans very much prefer to keep it that way.

Aescalapea
Aescalapea

Anclea

Original article: Anclea

Once a remote, pastoral nation, Anclea has risen in the Fourth Age to become a fiercely independent nation, resisting attempts by neighboring Murgosia to conquer it. Because of its remoteness and an alliance with the elves of the Glistening Weald, Anclea was not as devastated by the Dark Times and is quickly becoming an economic powerhouse in central Aurea. Anclea has long been known to have a large population of half-elves and more than a few have risen to positions of prominence in the recently-founded Republic.

Anclea
Anclea

Aquilia

Original article: Aquilia

Once part of the Great Empire, Aquilia was founded by a group of rebellious legionaries who carved out a nation on the border of Medalia and Camaria at the dawn of the Fourth Age. Highly militaristic, the nation is divided along religious lines, with the worshipers of Vortumnus, the god of honor, competing with worshipers of Kratos, god of war, for the hearts and minds of its citizens and soldiers. Aquilian mercenary companies are renown throughout southern Aurea for their discipline and loyalty to their contract, regardless of their religious inclinations.

Aquilia
Aquilia

Camaria

Original article: Camaria

Despite a long history as a peaceful agricultural nation, Camaria was one of the last subject territories to become independent from the Great Empire, after a bloody internal civil war that resulted in the destruction of much of its nobility. Camaria has since become a chaotic nation, known for its corrupt nobility more interested in personal gain than ruling effectively. Many of the coastal merchants have recently turned to piracy to supplement their incomes, paying off local nobility to provide them safe haven when not at sea. It is rumored that worship of Taltos, the Deepdweller, is on the rise in the region and the Church of Betshaba has been debating a Crusade to cleanse the coast of his adherents.

Camaria
Camaria

Campois

Original article: Campois

Once a border region of Narbonne, Campois subject to numerous Valtang raids until one Valtang adventurer, Haralt Gunduin came to the Narbonais crown and offered to defend the territory in return for the title of Duke. Gunduin was granted the title and successfully staved off the attacks of his brethren, but his son, Grand Duke Tancred Gunduin, broke from the Narbonais crown and founded Campois as an independent Duchy. Though relations with her parent nation remain strained at best, Campois' rich iron mines and legendary axemen have made the nation wealthy and secure. Unlike other regions conquered by the Valtang, Campois has retained its culture and today, her nobility speak Narbonais better than they speak Valtaani, if they speak the latter language at all.

Cordosia

Original article: Cordosia

Formerly a client-state of the Great Empire (and one of the few allowed to retain its own monarchy), Cordosia suffered deeply during the reign of Lucius the Heretic in the waning years of the Third Age of Man. As Cordosia climbed out of the turmoil of the Dark Times, the clergy of Meliboea, the Farseer, gained in prominence as monarchy was re-established in the region. Cordosia has become prosperous, with a growing navy and powerful merchant fleet, despite an often cut-throat political culture as various newly-established noble families vie for prominence. Despite promises by the Mages Guilds and priesthood of Abaris, practicing Hermetic Magic in the region has been prohibited and there are periodic pogroms, usually lead by the priestesses of Meliboea, to find and burn at the stake wizards who use their arts in the Kingdom.

Dallea

Original article: Dallea

A remote land mostly ignored in the past, Dallea has recently come under the rule of an ancient being known only as the Dread King. Rumors persist that this Dread King is building an army of goblins, giants and their ilk to take over neighboring states on the island of Dresta. Most are willing to ignore these rumors, given the remoteness of the region, but those few who have tried to go to Dallea to investigate have failed to return.

Donnagh Saoristat

Original article: Donnagh Saoristat

Formerly called the Mabean Marches under Imperial rule, this kingdom is populated by people of Gael stock who rebelled against the Empire early in the Fourth Succession War under the leadership of a native centurion and with the support of the Kingdom of Breche. Though it still retains its nobility, Donnagh became a Soaristat (or Freestate) during the Dark Times under the guidance of its native druids and its rulership, including its High King, are elected to their positions for life (though they can be impeached should their people decide they are unfit to rule). Donnaugh Soaristat is currently embroiled in a bloody war with neighboring Haethgrind that attracts no small number of young, idealistic warriors from across Aurea who see Donnagh as the front line of defense against the Valtang invasion of the continent.

Dracia

Original article: Dracia

Once known as the "Errant Son" of the Great Empire because of the wily and deceptive nature of its people, Dracia was one of the first regions of the Great Empire to gain its independence from the Empire during the Fourth Succession War. With the dawn of the Fourth Age of Man, Dracia was positioned to become one of the few organized powers of the region, but for the last decade they have suffered under the iron grip of their Ivory Queen, a sorceress who worships the last Emperor, Lucius "the Heretic", as a god and she as his successor to the glory of the Great Empire.

Dracia
Dracia

Drallia

Original article: Drallia

A somewhat lawless region even in the height of the Great Empire, Drallia is now a chaotic frontier ruled over by a myriad of robber barons. The bandit chiefs are more than willing to fight with one another, but the land itself is relatively poor in resources and there's often little to fight over. The few port towns that once dotted the eastern shore have mostly fallen to ruin and become little more than fishing villages.

Dreluria

Original article: Dreluria

A former part of Anclea, the Maakond of Dreluria rebelled during the foundation of the Anclean Republic and rallied around their half-elven Krahv, Rukkilill Maadu. When Rukkilill was killed without heir in an orcish raid five years ago, his elven mother, Laukapuu became Krahvinna. Laukapuu is believed to be the only elven ruler of a predominantly human state. Ironically, the Drelurian people have rallied around their beloved Krahvinna, while the nearby elves of the Glistening Weald seem to ignore the elven ruler and her court. Dreluria is in constant conflict with the orcs across the Sighalaht Bay and their northern shore, called the Rampart, is lined with numerous fortifications and castles.

Drussa

Original article: Drussa

A former client province of the Great Empire, Drussa is the last bastion of House Servilis, one of the Great Houses of the Empire. Though House Servilis has long surrendered any pretense to reconstructing the Empire, Drussans have a reputation as an industrious and hard-working, if somewhat dim, people. Drussa has numerous swamps and bogs along the Temesh River and the river-folk who live in these wetlands tend to be independent and suspicious of outsiders unless, of course, these strangers come with full coin purses.

Drussa
Drussa

Ganesia

Original article: Ganesia

An ancient people who once served as the breadbasket of the Empire, Ganesia was ravaged in the final stages of the Fourth Succession War. Ganesia is still dotted with decaying fortifications manned by ill-trained soldiers led by various Legates and scions of various Great Houses who raid and pillage farming villages already struggling to scrape sustenance from the dying land. Many have come to believe Ganesia to be cursed and merchant vessels tend to avoid the few port towns that can still accommodate them.

Ganesia
Ganesia

Gyneiniog

Original article: Gyneiniog

Called the Forest Kingdom, Gyneiniog is peopled by Gaels who still tend to cling to their Clans, though war with the Valtang has greatly reduced the size of the Kingdom and weakened the familial bonds that once dominated the region. Having fought against first Imperial aggression and then the armies of the Valtang, the people of Gyneiniog tend to be violently suspicious of outsiders, particularly priests of the Old Gods. The ancient and mysterious druids have long been the spiritual leaders in the region and the people are more than willing to string up and execute foreign missionaries they find in the region.

Haethgrind

Original article: Haethgrind

Once part of Donnagh Saoristat, Haethgrind was invaded and conquered by Valtang raiders during the Dark Times. The Vikingr raiders that conquered the region quickly intermarried with the local population and have adapted to the hilly terrain, expanding the tin and copper mines and opening several new bronzeworks. Rumors persist that Haethish miners have even found significant iron deposits and may have begun production of steel, despite the traditional preference for bronze weaponry and tools by the Valtang. Due to its mineral wealth, Haethgrind has become the major source of weapons and tools among the Valtang kingdoms and no small amount of wealth is pouring into the country.

Hinode

Original article: Hinode

A remote hinterland at the edge of the known world, very few have even heard of this region, carved out of what was once orcish land.

Kadach

Original article: Kadach

Rumors persist that a number of minotaur slaves of the orcs have successfully risen up against their former masters and founded their own nation at the edge of the world. Few human scholars believe this is even possible, though there are rumors of great minotaur sailing vessels that have recently reached Ywys to establish trade with human lands.

Karony

Original article: Karony

Formerly at part of Camaria during the height of the Great Empire, the Duchy of Karony successfully split off early in the civil wars of its parent nation and has since become a prosperous shipping country. Its large navy is in constant conflict with Camarian pirates and tends to trade more northward with more peaceful coastal nations.

Ljoetrlund

Original article: Ljoetrlund

The first of the lands in northern Aurea conquered by the Valtang, Ljoetrlund was founded during the waning years of the Third Age of Man. Despite coming from similar stock, the Ljoetrsynir have become necessarily agrarian in the last century, though they still remain fiercely independent. Ironically, Valtang raiders have recently begun attacking Ljoetrsynir towns along the shores of the Valtaani Sea, pitting the descendants of Vikingr raiders against those still plying the frozen waters of the north for plunder.

Lothaven

Original article: Lothaven

Wild even to fellow Gaels, the Loth are an extremely tribal people just as willing to fight among themselves as they are against outsiders. Though the region periodically has a High King that brings the Clans more or less under a single banner, there has been no clear High King in the region in over a century. Loths have a reputation for fighting hard, drinking hard and living hard, reflective of the unforgiving cold and rocky hills and mountains they call home.

Mabagne

Original article: Mabagne

Once the Imperial frontier, Mabagne was the Imperial remnant of the Mabean Marches that remained loyal to the Purple after the successful rebellion of the native Gaels and the foundation of Donnagh Soaristat. Today, the nation is a cultural stew of Gael, Imperial and Narbonais people. Despite a traditional distrust of one another, Mabagne and Donnagh are closely allied against the Valtaani and their military plays a major part in bolstering Donnagh troops against the invaders. Unlike in most traditionally Gael lands, druids and priests generally work in concert in Mabagne, with little conflict or competition for worshipers.

Makuga

Original article: Makuga

The remote western shore of the island of Dresta is rumored to have been the heart of some long-forgotten Empire overrun by goblins and their ilk. Few in civilized lands, if any, have heard of the territory of Makuga, though certainly there is some reason the goblin tribes that once infested the shore are fleeing across the mountains into the service of Dallea.

Medalia

Original article: Medalia

Formerly a client province of the Great Empire, Medalia has recently had a resurgence of interest in its pre-Imperial culture. Despite the powerful presence of the remnants of House Valerius, Medalia recently crowned its first hereditary King in centuries. With a strong agricultural base and growing military, both on land and at sea, neighboring countries worry that Medalia is on the rise to become a powerful and potentially aggressive nation in the region, looking to found its own Empire on the ruins of the old.

Mendar

Original article: Mendar

A remote collection of independent port towns on the island of Dresta, Mendar has long been a refuge of pirates and brigands, mostly raiding south along the shores of Gallorea. Rumor suggests that some of the pirate lords have been working together in an uneasy alliance, though few have been able to make the trip to find out just who is behind their organization.

Milosia

Original article: Milosia

A rising power in eastern Aurea and rival of Narbonne, Milosia was a client province of the Great Empire. The nation is still nominally under the control of a Proconsul, though the position is appointed by the powerful Legate of the Sixth Legion in the name of the Emperor, despite there having been no clear Emperor for a century. Despite the chaos and dissolution in Aescalapea, the Milosians still bear an ancient hatred towards Aescalapeans, for reasons long since lost to time.

Mitaria

Original article: Mitaria

Once the northernmost outpost of the Great Empire, Mitaria suffered greatly in the waning years of the Third Age of Man as an orcish horde devastated the region. Though the horde was eventually beaten back, there are still a number of remnant orcish tribes terrorizing what few humans remain in the region. More recently, several Clans from the Challieann Mountains have relocated into the region, integrating into the local populace and founding a few strong towns. Surprisingly, most of the Gael clansmen have pledged loyalty to the Mitarian King and several have been raised as nobles.

Murgosia

Original article: Murgosia

Though the Murgosh have long enjoyed a reputation as merchants and excellent smiths, the nation is home to the powerful Order of St. Drogomir, the Dun Knights. Dedicated to Galea, the Triumphant, the Dun Knights directly control over half the territory in Murgosia. Though the Knights are respected for their ability to combat the periodic orcish raid, when the orcs are quiet they tend to invade nearby nations looking to spread their influence and control over the region. Currently, Murgosian troops lead by the Dun Knights are invading both Anclea and Rigania and most believe they will eventually conquer both regions.

Narbonne

Original article: Narbonne

Narbonne was one of the few client states of the Great Empire that retained its monarchy, though that monarchy was historically very weak and controlled by the nation's nobility. During the Dark Times, the Dacourt Dynasty was founded when one of those powerful noble families converted to the Koramian Heresy and took the crown in a brief and almost bloodless civil war. The most recent scion of that dynasty, King Phillipe II Dacourt, is a young, vibrant and generally admired King who easily commands the loyalty of his subjects. Narbonne is again on the rise in Aurea, the flower of chivalry and one of the most influential cultures on the continent.

Narbonne
Narbonne

Nuithone

Original article: Nuithone

One of the six Dwarven Kingdoms, Nuithone lies beneath Valtaan on off the northeastern shore of Aurea. Long unknown to most of the world, it has recently been revealed that Nuithone stretches well beneath mainland Aurea. Twenty years ago, Nuithon dwarves emerged from the western edge of the Challieann Mountains, founding the colony of Schweinholz to serve as a buffer on the surface against the orcs of western Aurea.

Orcish Moorlands

Original article: Orcish Moorlands

Dry, hilly lands in western Aurea, the Orcish Moorlands are the human name for territory along the Brothers controlled by orcish tribes. The heart of the orcish horde that ravaged much of northern Aurea in the waning years of the Third Age of Man, the Orcish Moorlands are currently experiencing an invasion of their own as nearby human and dwarven nations push into the area, establishing military colonies to ensure the orcs do not again organize into an unstoppable horde. Some scholars have pointed out that this sort of military aggression might just be the catalyst that encourages the fractious orcs to work together, perhaps generating a new Great Khan to unify the clans against the civilized nations of Aurea.

Pavardy

Original article: Pavardy

Information has not yet been determined.

Rathurthjoth

Original article: Rathurthjoth

Frozen Rathurthjoth was formerly part of the Gael Kingdom of Gyneiniog before it was conquered by Valtaani raiders during the Dark Times. Though the Valtaani conquest was never bloodless, the war between the Valtaani and the native Gaels was particularly bloody on the cold plains of Rathurthjoth. The Rathsynir still have a reputation for being bloodthirsty in battle, not accepting surrender nor defeat. Recently, however, their war against the Gaels of Gyneiniog has ground to a stand-still because of their refusal to incorporate the native, agrarian populace and their neighboring Valtaani states seem less and less willing to supply the Rathsynir with the materiel they need to continue their war.


Ride of Tongwr

Original article: Ride of Tongwr

The Ride of Tongwr has been dominated by nomadic Orcish horsemen for as long as anyone can remember, though there are some scholars who suggest an ancient empire was once centered in the region, its ruins avoided by even the bravest of orcs as haunted by malignant ghosts best left alone.

Scalaro

Original article: Scalaro

Once a hinterland of the Great Empire, Scalaro has in recent years become a bustling merchant nation at the center of trade in the Sonat and Tanos Bays. There is no small amount of political conflict between the quickly-rising merchant class and the relatively weak nobility of Scalaro and there are rumors that weapons and armor have been flowing into the nation in preparation for a civil war.

Schweinholz

Original article: Schweinholz

A surface colony of the dwarven Kingdom of Nuithone, Schweinholz was founded by dwarven explorers to serve as a bulwark against the orcs of eastern Aurea. Today a mixture of dwarven, Murgosh and even Gael cultures, Schweinholz is quickly becoming a popular jumping-off point for expeditions attempting to carve out habitable territory in orcish lands. The dwarves of Schweinholz have quickly become bitter enemies of Murgosia and rumor suggests they are considering an alliance with other nearby nations against Murgosh aggression in the region.

Sparghurst

Original article: Sparghurst

Sparghurst was recently founded by a rebellious Valtaani adventurer who broke from Rathurthjoth in a bloody coup, with the assistance of native Gael hillsmen. Sparghurst controls vast mineral wealth, particularly gold and iron, though they do not have the resources to mine any but surface minerals for their use and have even less ability to refine native ores. There are rumors that the Jarl of Sparghurst has recently sent envoys to Donnagh Saoristat and Mabagne to establish a formal peace treaty and open trade routes, which could potentially shift power in the cold northeastern regions of Aurea.

Stavaria

Original article: Stavaria

Long an isolated corner of the Great Empire, Stavaria's isolation was only increased during the Dark Times. The people tend to fear outsiders, to the point of xenophobia, and travelers in the region are usually warned to stick to major roads and the nations few cities. A small merchant class is trying to open trade routes, particularly through the Brothers, but local nobility and peasantry alike are extremely resistant to increased contact with foreign merchants. Rumor suggests that among the hillsfolk of Stavaria, dark druids have insinuated themselves into the population, though their purpose in doing so is unknown.

The Green Isle

Original article: The Green Isle

A legendary island north of Aurea, the Green Isle is rumored to be peopled by cannibals (or, according to some legends, Fey creatures) who will consume any who set foot on the isle. Legend also states that the rivers are literally paved with gold, leading no few hapless fools to gruesome deaths.

Thevaste

Original article: Thevaste

Believed to have once been a part of a powerful and ancient Empire on the island of Dresta, Thevaste is believed to today be little more than a collection of fishing villages lining the bay, huddled in fear of raiding goblin tribesmen from the highlands to the north. Little else is known about this remote part of the world.

Treva

Original article: Treva

Formerly part of Aescalapea during the days of the Great Empire, Treva broke free from its parent nation and established an uneasy state with a weak nobility and rising merchant class. Though considered an economic powerhouse of eastern Aurea, Treva is ill-prepared for conflict, despite having been the site of several major battles during the Fourth Succession War during the dying days of the Empire. Northern Trevans are particularly concerned about the militaristic Milosians to the north, though the latter nation relies rather heavily on trade from Treva, particularly in agricultural resources.

Unterreich

Original article: Unterreich

One of the six Dwarven Kingdoms, Unterreich lies deep beneath the Antasian Mountains on Aurea. Despite the peace with humanity established during the waning years of the Third Age of Man, the dwarves of the Unterriech seem content to remain isolated from the rest of the world, with only a few exiles from the underground nation making their way to the surface world to live among humans. Rumors persist that the dwarves of the Unterreich have refused the treaty with man and are preparing an army to march on the surface world and take nearby human nations by force, though the dwarven exiles on the surface deny such accusations as paranoid fantasy.

Valtaan

Original article: Valtaan

A nation of savage raiders and fishermen who were once content to raid shipping in the Valtaani Sea and sometimes making landfall in northern Aurea and Duria, the Valtang began to invade and settle settle northeastern Aurea in the waning years of the Third Age of Man. Those who did not participate in the rapid conquests continue the traditions of their fore-bearers, eking out an existing in the frozen north and continuing to raid, sometimes even against their cousins on conquered shorelines. The Valtang are known to worship strange gods (or, perhaps, strange versions of the Old Gods), but rumors persist of some ancient evil deep beneath the frozen peaks that dominate the peninsula that secretly control and direct the Valtang on the land above.

Vistria

Original article: Vistria

Nestled in the mineral-rich foothills of the Antasian Mountains, Vistria is a relatively quiet nation carved from the wreckage of Aescalapea during that region's civil war. Many isolated villages and towns dot the deep valleys, though trade has begun to open up in the region as the Archduke attempts to rebuild roads and reopen mining in the region.

Waldavia

Original article: Waldavia

Waldavia is a rising nation in the region, with vast, fertile plains stretching between the foothills of the Challieann Mountains to the bogs of the Black Swamp. Waldavia is a rising power in central Aurea, with major trade routes in all four directions, which has placed it in direct economic competition with both Murgosia and Dracia. More than a few believe it is only a matter of time before one or both neighbors decide to invade Waldavia and quickly-rising castles along both borders seem to only exacerbate the tense situation. Foreign mercenary companies have begun establishing chapterhouses in the region and the worship of Kratos is on the rise, both considered major harbingers of war.

Waldavia
Waldavia

Ywys

Original article: Ywys

Long the traditional homeland of the Gaels on Aurea, Ywys was instrumental in stopping Imperial aggression in the north during the waning years of the Third Age of Man. Though certainly still clannish, Ywys is traditionally one of the more unified of the Gael lands, expecting the wisdom of their King (and sometimes High King) to guide them. Ywys is also the center of druidic tradition in Aurea, with their most holy site, the Grand Henge, located near the nation's royal seat.

Zeta

Original article: Zeta

Once the heart of the Great Empire, the Patrimony of Zeta is a land ravaged by the Fourth Succession War, laid to waste by the death-throws of the once mighty Empire. Even Zeth itself, once the largest city in the world, is now little more than a fishing village and collection of craftsmen who serve the Pontifex of Ptharos and the Triadic priests that have become the formal Regents of the Empire. Though technically they hold sovereignty in the region only until a new Emperor is able to unify the Empire, few still expect an Emperor will ever sit on the Dragon Throne again (or even if such an event is still desirable).

Zeta
Zeta
 
This article is part of the Player's Guide to Aurea

Introduction ·  Economics and Trade ·  Legends and History ·  Religion ·  Regions and Realms

Regions and Realms on Aurea

Geographic Regions · Nations and Realms