The Coalition - An evil realm of goblyns, bandits, ogres and others loosely united under one banner.
Kingdoms tied by the bonds of blood and war
The island of Redhaven can be seen from miles away in summer as the sun gleams on the marble villas of the rich, and it’s main port is said to be the most busy in Acqua during working hours.
Founded on the promise of prophecy, this fiefdom owes it success to its previously worthless amethyst deposits. And its very survival as well.
Death and horror await the unwary in the tropical forests of the Kwan-Zhanalin peninsula.
From a former Imperial Satrapy to the Kingdom of Trinistine, Falhath has had a colorful and varigated history.
The Province of Ardamoth, or Ardamien as is the modern name, was the first of the Old Continent settlements on the Dhargenaas Continent. Of course the Imperials from Aumethorion had already founded the Careshian Empire (The Southern Empire) and the Belemarians had founded the Empire of Belemar, but the Ardamians were the first from the Old Continent and arrived just 10 years after the landfall.
The Province of Silmar is the cold and windswept area from the tip of Cape Murder in the North, to the Imperial Border in the south. Silmar is a place of suspicions and of persecutions; a place where magic users are burnt at the stake and crusades are launched frequently. The reasons for the crusades may wary, but the basics remain the same; the lure of the dark arts has consumed someone and a Crusade must be launched to purge that which has succumbed to darkness.
Arshii’j Daru is the capitol of the empire of the Daruni, a jungle state lying to the south of the Holy Land, and home of a staunch Qoruxi state. Waves of invaders have enriched the culture and history of the state and created a powerful kingdom capable of withstanding both the assault of the Qoruxi raiders of the Holy Land and the assault of the Meixingu Holy War.
-WARNING: VERY LONG AND VERY COMPLEX-
A bastian of hope in a place of hardened souls. With enemies at one point surounding the entire country, the citizens of Kerrabar stood strong and fought their way to independence and proceeded to expand and push back the dark horde that rose against their small nation.
Aviontix is designed to be an "ancient kingdon" to be inserted into a game world as history. However, you can make it a current game world, if you want.
High in the Gralbak mountains live the Yale Riders, a reclusive tribe of gnomes who have succeeded in taming the wild yales of the mountains. Skilled riders of their agile beasts they are excellent hunters and warriors, though they do have a firm tradition of hospitality.
It is said that there is always night, even during the day it is dark. Undead prowl around freely, and pity to those living that end up there. Still, lucky are those eaten by the hordes, some fools get deeper and their very souls are consumed by the nameless horrors that lurk in some hidden spots. And still more serve as new material for the Necromancers, the only living creatures there, as they say at least…
The forest of HalÃ«fas is a strange place indeed. It has long been inhabited by the forest elves, a race of elves descended from the high elves that have lived for over 9000 years isolated there. This wood is patroled by a groupe of expert rangers who know the forest well, Tred lightly and unthreateningly here for you may find your end in Hathil’S arrow.
There lies a valley, far to the west, on the shores of The Great Northern Sea, that has a mist that is both blessing and curse. All those that breath the mist heal with remarkable speed, so fast that only the mightiest blow or the truest strike can fell the smallest beast. The warriors who settled this land became soilders of great renown, for not only were they impenetrable defenders, they were warriors whose aim and might were unsurpassed.
Among the assortment of organized criminals who live in the great city, few command greater fear the Moonbeard Order.
They of course do not call themselves that, but have earned the moniker from their fashion of dying their large beards with lye to produce a distinctive crescent shape running from earlobe to earlobe. This is meant as a taunt for their enemies, for it clearly outlines their throats.
They also wear garb similar to the northern tribesman, carefully tooled leather and showing multiple, colourful glyphs.
They are feared due to the intense discipline that their group maintains, due to their origins as a warrior-sect.
They serve as paid thugs, enforcers and assassins within the city, with the client simply ordering a service from the organization, not hiring an individual. Apart from making the request and providing payment in full in advance, the order completes the assignment themselves.
Their order has many moles through the organizations of the city, and more than a couple of nobles. As such, no organized move has been made against them since their chief activity is directed against other members of the crime world. It is said that their services have been useful for those in power as well, further protecting them from persecution.
Their religion holds that their time in this world is vanishingly brief, and largely unimportant except as training for the Great Battle.
The order is very utilitarian with weapons choice - they simply use the tool needed for the occasion, though not without having trained extensively with it beforehand. Daggers, garrottes, swords, bows, battle axes, polearms, wagons, even siege engines have been used to carry out their contracts.