Maris Territories

From Storing Don

eos8ku I do`t see a feedback or the other coordinates from the blog administration!...

Contents

[edit] Ainor

  • A1 - Caraigis - Known for its vast cathedrals and monasteries, Caraigis is the religious capital of a religious power. It is home to the Grand Seminary, where all priests, clerics, monks of any sort must go for training. Even the peasants in Caraigis are zealously religious, and the world famous Ainori missionaries hail almost exclusively from this region. Caraigis is hilly and mountainous around the Inland Sea and as it closes with the Thanedoms, but the rest of it is plains.
  • A2 - St. Kadel - Named after a great Ainori hero and general now retired, who fought in many epic battles for Ainor, St. Kadel is situated in northern Ainor, resting on the border of the Thanedoms. The town is filled with several shops and places to buy Ainori goods. There are also horse-traders there. Like much of Ainor, it's covered in plains, with few trees. There are a few horse farms, but nothing like Saxe-Coburg. In its capital of Schwartzburg stands a tall statue of the general, erected in his memory.
  • A3 - Legilhir - Legilhir is fortified in the north. Delicious freshwater salmon can be caught in the east, though it is nowhere near as delicious as Vadalian fish.
  • A4 - Theogast - Resting on a river, Theogast is very much a paradise. It's got fertile farmland, and the people residing there are decent. However, security has been stepped up, because of bandit raids from the west.
  • A5 - Dessau - The capital of Ainor and Reichter family lands, Dessau is named for the grand city almost at its center. The city was founded by Raymond himself, and the mighty Cathedral of Stars was reared on this city. The land surrounding Dessau is, like the rest of Ainor, great plains, interspersed here and there with small forests and hills. Although Ainor is known for the loyalty of its citizens, Dessauin are famous throughout Ainor for being loyal.
  • A6 - Saxe-Coburg - One of the places on the continent where ruins from before the Sundering can be found in abundance, Saxe-Coburg is one of the biggest suppliers of adamant weapons on the continent. A few fortifications at the northern end, Saxe-Coburg is traditional Ainor - farms, farms, and more farms. It is known, even in Ainor, for producing excellent horses, and a Saxe-Coburg Warhorse is the most expensive horse in the market. The famous general, Maddox Reinbecht, was born here.
  • A7 - Waldmere - Waldmere isn't much, but it has towns and cities, with inhabitants who swell with Ainori pride. The trade here is good, though the shores were once plagued by Vadalian raids. They have recovered from this, though, and have become stronger and better traders. This is also a good place to find exquisite shrimp.
  • A8 - Herlomor - The naval capital of Ainor, Herlomor is a newly rich province. One of the only parts of Ainor not plains, Herlomor is very forested and is the only reliable source of lumber for Ainor as a whole. Because of this, it is an extremely important province, and is heavily defended both on land and at sea. (Ainor doesn't have a navy; fix this)
  • A9 - Uwant - Uwont is known for its beautiful, light-magic-powered lighthouses that guide the ships at night, to and from Ectagis to Herlomor and vice versa. Ectagis is where the Ainori build their ships. It is sandy, and a good vacation spot for many Ainori.
  • A10 - Moraulbo - Moraulbo is strong, loyal province. The barons there pledge their allegiance to the king, and to Ainor. Moraulbo is very religious and festive. There are horse races and other events there. There are horse farms, and this is the second-best place in Ainor to get horses.
  • A11 - Thauhir - The sight of some of Ainor's best vineyards, the people in the province of Thauhir are known for their wonderful wine, the supply of many nobles. Because they are bordering fortified lands, they have no worries of Illyria, and live life in blissful happiness. The land, like most of Ainor, is plains. The great Narane River runs through into the eastern delta.
  • A12 - Ectagis - Ectagis is a naval port, and, though not as prominent as Herlomor, it's well-fortified and monitored. The Ainori fear Illyrian attack, constantly, and keep watch here. They're not only worried about Illyrians, but pirate raiders as well. (Ket needs to fix this; Ainor lacks a navy.)
  • A13 - St. Arimer - Named for a martyred Saint of Aodeyn, St. Arimer is one of the most fanatically militant and religiously zealous places in Ainor. Some would think that it is more like Lequall than the rest of Ainor, and that guess would not be far off. St. Arimer is dotted with dozens of fortresses and castles, and the border with Illyria is completely fortified. It is, though, like the rest of Ainor, completely flat and perfect for cavalry combat. A few forests have crept into St. Arimer, making it perfect for ambushes and maneuvering.
  • A14 - Naruhad - Naruhad is another fortified city. The Ainori worry greatly about their southern enemy attacking them. The towns here, however, are known for their bazaars which are aplenty with items - some of these are unique arts and crafts you can't get anywhere else.
  • A15 - St. Lamont - St. Lamont was a famous Paladin who, in the Dacian War, fought against the Illyrians with such great fervor that the people of the lands near Illyria used his name as a rallying cry. He fought his way through hundreds of Morphs to Adramelech herself, but he was no match for her. The gods themselves bore him away, and the men of these plains remember him every time they fight the Morphs. St. Lamont is heavily fortified, and somewhat forested for Ainor. The Great Illyrian Wall separates Ainor from its southern enemy.
  • A16 - Carulot - Basically a fort, Carulot was built to protect Ainor from Illyrians. Carulot's defenses are great, and they also protect from bandit raids from the north. In the south, a great wall, erected by the Illyrians, separates the two nations.

[edit] Endal

  • E1 - Western Dosta – The immense Endalian navy is housed in Western and Eastern Dosta. The base was large enough to be split into two parts. Dosta was once a maritime nation but was conquered by the Endalians when they had a stronghold in the bay area. Dosta is known for its port cities and naval fortifications. Its capital city of Xiphias, named after the delicious swordfish indigenous to the area, is almost impenetrable by sea. It was built during the Kaeldar-Endal wars. Dosta’s ships are guided by the famous Dostan lighthouses, powered by fire magic. Western Dosta is known for its pristine beaches.
  • E2 - Iraine – In the middle of Iraine’s capital city stands a massive bronze ship upon which are inscribed the names of the Endalians lost in the Kaeldar-Endal War. Inland Iraine is forested and there are highlands. It is here that the masters craft the great ships that dot the coastline. Iraine is a perfect isolated training environment for the dedicated warriors and new trainees interested in the Endalian Army. Iraine is by no means made to be a military province, but the civilians made it almost as such. The markets are all small farmers markets, and the streets are lined with civilians peddling their wares. Often personal gyms and training grounds can be found scattered through out the highlands and forests, and ship builders as you get closer to the coastline, with its sandy beaches.
  • E3 - Navio – Southern Navio is known for its sandy beaches and balmy shores, but it contrasts to northern Navio, which gradually becomes more disgusting. This is not only due to the fact that the Kraken and Leviathan monsters are known to live in this area; the Endalians, finding no other need for this sea, have dumped their waste into the waters. The excruciating smell has driven what few people populated the area away.
  • E4 - Plera - Plera is best known for a legend/story/myth that regarded a cliff that overlooks the ocean. It was said that during the time of the southern Endalian rebellion in the year 24. The legend was that there were a pair of lovers who, while their families prevented them from seeing each other, met at that cliff, but when they met at the cliffs for the first time, there was a storm and lightning struck a tree by the cliff and the tree was about to fall onto the young woman, but the young man pushed the woman out of the way and the tree crushed him. The young woman grieved, buried him, and returned to her home. The woman was said to be the mother of Empress Lucretia and despite most controversy, the cliff is now a popular tourist attraction in Plera. Other than that, Plera is a homely seaside fishing port area. The beach of Plera, much like its neighbor Navio, is polluted and avoided by Endalians.
  • E5 - Biato – A recent addition to the Empire, the people of Biato can be described as the “Tavricans” of Endal. Biato has produced some of the best archers of Endal, thus they are a great asset to the Empire. This region is highly forested and its northern shores have been cleaned. Like Gena, it is highly influenced by Tavrican culture; there is a mixture of the two. The people here worship the Tavrican deities freely.
  • E6 - Gena - Nestled in Endal’s densest forests, Gena serves as a border between Endal and Tavrica. Heavily guarded, it is the main access point between the two nations, divided by a wall and a gate. It is here that the Tavrican influence is the greatest.
  • E7 - Sacchura – Separated from Tavrica by a river, the people of Sacchura are moderately stubborn, though loyal to the Empire. The Sacchuran plains and forests produce some fine rangers. The area is prone to fire but aptly protected.
  • E8 - Isicca – Isicca is a breadbasket; most of it is fertile farmland. Isicca is separated from Tavrica by a river. The people here are friendly and prosperous; they have also been influenced by Tavrican culture.
  • E9 - The Elain Moors - Another highland area, the Elain Moors are known for their poor and acidic soil. Very few people live here, and the few who do are known for being stubborn - this is the only area where what was originally Tavrica is still under Endalian control. The Elain Moors produce tough archers.
  • E10 – The Teucrean Fens – Teucrea is mostly marsh. Few people live here but it is known to be a roost for monsters. Rumors fly about that those who enter the Teucrean Fens never make it out alive. As it is uninhabitable, the Endalians have ignored it but still consider it to be a part of the Empire.
  • E11 - Callatis – Callatis is a mountainous province. The citizens of this land had quickly submitted themselves into the Empire several years ago, in the hopes that their livelihood would improve. Callatis's mines, while rich, are not as numerous as Baentona's, so very few mining operations exist here. The Callatisians have taken steps to tame or otherwise control the wyvern population in their mountains, even going as far as using them as mounts. Though the Empire doesn't have an air force as of now, Callatisan town militias are known to incorporate wyvern riders into their ranks.
  • E12 - Caillano - Caillano is situated amidst the highlands, though the terrain gets much lower and much more vile as it approaches the marshes west. The threat of monsters is not so high thanks to rugged cliffs that separate the marsh and the highlands, so most of Caillano’s citizenry are based along the mighty rivers that run through the region. Caillano benefits from having rich and fertile soil everywhere else, and is a major supplier of food and crops throughout the Empire.
  • E13 - Cercerus - A very woody province, the people here describe themselves as the Tavricans of Endal, for they live in dense forests. The axemen of Cercerus are among, if not the most, skilled axefighters in Endal. But their true power lies in their skills as lumberjacks. There have been few rebellions in Cercerus for the past year, due to the fact that Endal’s naval stronghold is nearby. The Limbus river reaches it end in here.
  • E14 - Borus – Borus serves as some of Endal’s wood supply. A river separates it from Cercerus. Here, unlike the lumberjacks of Cercerus, the people are friendly and welcoming to the Endalians, mostly due to the fact that nearby is Endal’s naval stronghold. Borusian wood is used in most of the Empire’s ships; the wood is strong and of a high quality.
  • E15 - Eastern Dosta – The staging grounds for much of the Endalian Imperial Navy, Eastern Dostan receives from Western Iraine prize ships, including the famed Dragon Galleons. Like its neighbor, it is a superior naval stronghold. The beach is balmy here, with swaying palms and sandy shores. The ports are usually busy year-round.
  • E16 - Cercium - The capital of Endal, Cercium is a metropolis sprawling with activity. As the very heart of Endal, it is among one of the wonders of Maris with its manors and palaces of great splendor. The Helios sits at the center of the city, a massive golden palace and stronghold that towers over the cityspace itself and protects the Imperial Throne from all manner of attack. Cercian citizens are fanatically nationalistic, although the province is mostly filled with wealthy politicians and generals on their villas.
  • E17 - Elkerta - The second kingdom annexed by Cercium, it was the addition of this territory that caused the birth of the Endal Empire. Elkerta is like Lequall in climate and temperament of the people living there, but loyal citizens of the Empire. Elkerta is covered with shimmering rivers and waving palms, and is a very popular vacation spot for the wealthy all over the world.
  • E18 - Turnus - Nestled amidst the lowlands, Turnus is among the most civilized regions in the Empire, a testament to long-term Endalian influence. The people of this land tend to be attached to both sciences and the arts, breeding generations after generations of philosophers, scientists, and artists. Because of this, Turnus is also known as the cultural capital of the Endal Empire. Most of the Turnians were initially indifferent to Endal’s occupation, though several small opposing parties have begun to spring up in recent years, wishing to restore the democratic way of life that they had before. These men would rather not resort to a bloody rebellion, though, preferring to settle things with diplomacy and proposals for methodical reformation.
  • E19 - Baentona - A mountainous province, with little to offer except a bountiful river and large, rich mineral veins. Baentona is largest supplier of the Empire’s metal, with mining operations constantly running around the clock. Unfortunately, these operations disrupt the nesting grounds of feral wyverns that had migrated to this land during the time of the Sundering. The wyverns violent attack the miners, and the miners respond by hunting the wyverns for wyrm pelt - a vicious cycle that occurs daily in Baentona.
  • E20 - Jupacchus - Jupacchus, a former bandit stronghold, was conquered by the Endalians in a fierce, bloody battle. The surviving inhabitants of Jupacchus, stubborn, rough men, retreated into the mountains from where they continually raid their neighbors, remaining weary of the Endalians who lord over their lands. It is one of the only mountainous regions of Endal; there are no wyverns here, however.
  • E21 - Sylvis - A moderately forested area, Sylvis has the river directly cut through the center. A town was built on the river, the people in the area making full use of the river as transportation to other areas of Endal. Eventually, it grew into a thriving nation, which was later annexed as a part of the Empire. Sylvis is civilized, and the people are devoutly loyal to the Empress. They have their own distinct culture and religion. Sylvians are good merchants.
  • E22 - Marcello – Formerly ruled by a Valistrix cult, Marcello was conquered by Artal. The Artallians beheaded the members of the cult and immediately established a mission. During its occupation, it was influenced greatly by Artallian religion and culture and many Artallians lived there. Recently it was conquered by Endal in a small war with Artal. As a result of the war, Endal has begun building fortifications in Marcello, in case Artal ever tries to get Marcello back. Endal allows the Marcellans to worship Aodeyn freely and go about their lives as long as they do not rebel.
  • E23 - Voturn – A mix of forests and lowlands, Voturn is mainly populated around the mountains. This is due to the ore veins said to have found there, as well as the soil being relatively infertile. Towns are scattered along the mountainside and the rest of the land is scarcely populated.
  • E24 - Avvenno – Once the independent country of Macchune with Avvenno, it was attempted to be taken over by Endal several times. Macchune held out strong for the first several attempts which was impressive for a small country. However, internal strife developed between two sides when their king died. The dispute was over who was to inherit the throne, the older or younger son. Mercera supported the side of the younger son. This led to Endalian forces quickly taking both sides of the divided country. Avvenno is currently following a very domestic policy, agriculture being their main profit. Avvenno is most famous for a bakery said to bake sweets 'worthy for the empress herself'.
  • E25 - Palatenno – A blood-thirsty tribe of barbarians once ruled Palatenno but were crushed by Endal early on in its campaigns. The Endalians immediately began restructuring it and now Palatenno prospers as a part of Endal.
  • E26 - Ceraria – Ceraria is a small region that borders Xanthero and was originally ruled over by Macchune but gained its independence long before Endal set its sights on conquering it. Not wanting bloodshed, the peaceful villagers of this nation allowed themselves to become a part of Endal. Now the region is more prosperous and civilized. The 'Hidden Blade' Mercenaries are based here.
  • E27 - Xanthero – The third nation to be annexed, Xanthero is considered the ‘Ainor of Endal’ with its flat plains and farmland. It is here that Endal’s cavaliers are trained in the art of horseback combat. The plains provide an excellent breeding ground for various livestock, mainly horses. Therefore Xanthero of Endal's main food suppliers. There are also some ancient unexplored Etrurian ruins scattered about, attracting the occasional adventurers.
  • E28 - Sullio – The fourth addition to the Empire, Sullio was once ruled by a terrible and bloodthirsty king. The Endalian Legionaries were seen as liberators, and Sullio is a zealous participant in Endalian politics. Sullio is relatively peaceful as of now, relying on trading with other nations for various goods. However, rumor has it that the former king's retainers are taking a rise against the government, whether it is a baseless rumor or not, no one knows.
  • E29 - Suini – When Nogera attacked this peaceful nation, Endal came to its aid and with a significant loss to their forces that they sent managed to drive out the crazy Nogerans. Suini was made a protectorate afterwards.
  • E30 - Pax Endalia – Built as protection against Nogerans and others foreign invaders after the capture of Suini, Pax Endalia is among one of the strongest fortress in Maris, a prime example of Endalian engineering and power. Pax Endalia is a military state; nearly everyone who lives here are the soldiers and their families. Pax Endalia trains Endal’s most disciplined Legionaries.
  • E31 - Mercera – Once the independent country of Macchune with Avvenno, it was attempted to be taken over by Endal several times. Macchune held out strong for the first several attempts which was impressive for a small country. However, internal strife developed between two sides when their king died. The dispute was over who was to inherit the throne, the older or younger son. Mercera supported the side of the younger son. This led to Endalian forces quickly taking the divided country, and Macchune was split into the two regions known today. It is now an industrial region that participates scarcely in political affairs.
  • E32 - Nacesega - Nacesega is a land of death and despair. A great battle was once fought on these lands, for the people of Nacesega would not submit to the Endali and in fact, slaughtered those who were stationed in a nearby province. Endal retaliated with an attack of its own, ending i in victory for Endal; however, this battle was one of the bloodiest the Empire had ever seen. The fighting sparked a fire that raged through Nacesega. The country was suffering from a dry spell at the time; the fire spread, unstoppable, turning the whole place into a massive funeral pyre. In the end, only a few Endalian soldiers survived, and luckily they were able to stop the blaze after it had ravaged much of Nacesega, but not quickly enough to save their comrades or Nacesegan innocents. Nacesega was absorbed into the Endal Empire and has yet to be rebuilt.

[edit] Illyria

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[edit] Kaeldar

  • K1 - South Kaeldar - The southernmost point of the Kaeldar islands, South Kaeldar is a complete jungle. Home to the fiercest beasts on Kaeldar, including many of its largest and wildest boars, and rife with disease and dangerous plants, even some of the toughest Kaeldarians are afraid to brave the deep jungles of South Kaeldar, and for non-Kaeldarians, entering this jungle would be almost suicide. South Kaeldar is used as a training ground for Hutans, and High Priest Virote has recently begun overseeing the construction of a temple, deep within its jungle.
  • K2 - Nisaz - Bordered by the Nisaz River to the north and the Kanti River to the south, the jungles of Nisaz are rather safe compared to South Kaeldar. Protected from the dangers of South Kaeldar by the Kanti River, the people of Nisaz live relatively peaceful lives. Nisaz is considered one of the most civilized of the tribal areas in Kaeldar, due to the peaceful nature of its people. Much of Kaeldar's food is picked from the fruit trees of this region, and because of its civilized nature, many Endalians settled here when Kaeldar was under Endal's control, and they built a small fortified town in its center, as well as a large shipyard.
  • K3 - Kaikala - Because the jungle stops at the southern bank of the Nisaz river, and because the Nisaz river and its tributaries naturally irrigate the landscape of Kaikala, Kaikala is a fertile plain. Kaikala is Kaeldar's greatest food-producing area, because not only is it fertile and covered in farmland, but it's also surrounded by peaceful beaches, and thus is good for fishing as well. The northeastern point of Kaikala contains a bustling port, where food is both exported and shipped to the two other islands of Kaeldar.
  • K4 - Name - to be filled out by Yuan
  • K5 - Grumaz - Named for the capital of the Isles, this is the most civilized area on the isles, with the most Endali influence. The capital city, previously an Endali port city, was enhanced by Dai'ka and is now not only an impressive sight, but an almost impenetrable fortress. Outside the city, various smaller Endali-influenced towns lie below the mountains on the eastern side, but on the western side, it is highly uninhabited except by some small tribes, as the weather on the other side is strangely unpredictable. The tribes on that side of the mountains have produced some of the toughest solders of all the isles.
  • K6 - Name - to be filled out by Yuan
  • K7 - Besali - An area of very deep jungle, the inhabitants of Besali, Kaeldar's Besars, are known for being fierce and strong. Though once fierce enemies, the Besar Jemad Deza united the separate tribes of Besali against a common enemy: Endal. These people were the ones who fought hardest against Endalian occupation, and even after Kaeldar was granted independence, the Besars still fought against anyone of Endalian origin, to the point where the city of Grumaz was often under assault. However, in recent years, High Priest Virote has been able to tame the wild individualistic Besars, and convince them that the former Endali are their allies, fellow servants of Kaeldar. This area is home to a scattering of Besar villages and much wildlife, but little else is found in Besali.
  • K8 - Dako - This region is very mountainous, and thus isolated and barbaric. Named for the northern island's highest point, the active volcano Mt. Dako that towers over Kaeldar from the island's center, this area is home to some of the least civilized peoples of Kaeldar. The village of Dako, near the volcano's crater, is full of hardened warriors, born from a culture where the weak are tossed into the volcano's fire, and the villages scattered around lower in the mountains are home to many who make a living from mining metals from the mountains.
  • K9 - North Kaeldar - The northernmost point of the Kaeldar islands. Much lower in elevation than Dako, all of the ports on the northern island are located at North Kaeldar. Compared to the harshness of the neighboring territory, North Kaeldar is actually relatively peaceful, with most of its villages on the coast and most of its inhabitants making a living by fishing. With its people all living on the coasts, the jungles of North Kaeldar are almost uninhabited, with the only sign of human life being an ancient abandoned temple of Dai'ka, rumoured to have been built before the Sundering.

[edit] Lequall

  • L1 - Rinovindis - This is the southern-most province within Lequall. The end of the mountains in Lequall run right through the center of this province, leaving the northeastern edge of the Nabata desert within the very western edge of this territory, as well as the plains to the ocean on the province's eastern edge.
  • L2 - Caethras - Most of the mountains here are concentrated in the Northern section of the territory, while land suitable for cavalry lies to the south. This area sees the least amount of volcanic activity in the whole Confederacy, most of the volcanoes being dormant.
  • L3 - Amaunros - One of the smallest territories in Lequall. The majority of a rather large lake is contained within Amaunros, and is mountainous like most of Lequall. This province sees some of the least amount of volcanic activity along with Caethras.
  • L4 - Helasas - This territory has some of the only forests suitable for good timber, which is mostly put into making the ships for Lequall's navy. Not quite as mountainous as other Lequallian territories. The majority of foreigners first arrive here when going by sea.
  • L5 - The Shieldland - The heartland of Lequall, this province contained land formerly part of Amaunros, Helasas, and Naraskedal, and declared as land shared by all the Marshals. It is mountainous and volcanic like the rest of Lequall, and a massive wall separates it from the Battle Marshes. Lequall's political, cultural, and economic capital, Illovendial, also lies in the center of this territory.
  • L6 - Naraskedal - Most of the northern range of mountains in Lequall are contained here. The volcanic activity is significantly higher here than in other provinces. Most of the forts here are carved directly into the mountainsides. Most of Lequall's metal is mined here with it's rich veins.
  • L7 - Laudia - A very recent addition to Lequall, the nation was utterly defeated in only a single battle. They care little about their annexation, however, as the Lequallians keep far better order here than the former king, and they take pride in being accepted as Lequallians. Most of the land here is rich, fertile farmland, which is unusual for the rest of Lequall. The troops they send are counted as Auxiliaries.

[edit] Sons of Sand

  • S1 - Marour - Marour is a decently populated outlying province that was assimilated thirty years after the floods of the Sundering receded. They are famed for their shipwrights and seafaring prowess, though they’re typically not inclined towards war.
  • S2 - The Blazing Dunes - The vast majority of this sandy territory is uninhabitable desert, due to the immense heat and dry land. The few people who live here are usually mages powerful enough to set up enchantments to lower temperatures.
  • S3 - Veruyica - This large area is mostly uninhabited in the west, though some manage to survive there by using magical agriculture. In the south and east, it has a large population of fishermen, and wind using mages belonging to the Order of Earth’s local chapter. The northern border i
  • S4 - Kanya - Kanya is a corrupted, broken wasteland that was the site of a horrific battle long ago. Nowadays, it is used as a dumping ground for exiles and malcontents of the Nabatan desert.
  • S5 - Tayah's Crescent - This territory is a highly populated and fertile savannah between the inhospitable deserts of the east and the more temperate ones to the west. A lot of farming occurs here, facilitated by hydromancy courtesy of the Order of Earth.
  • S6 - Chulain - Chulain is an outlying province similar to Marour, except with more of a focus on social life and with more of a contribution to the military of Arcadia. Magical guilds love this place and each has several chapters stationed throughout the province, as magical inclination here is surprisingly common.
  • S7 - Arcadia - Arcadia is a massive metropolis that has existed for hundreds of years as a sanctuary for mages and dragons to live in peace together. It is one of the modern marvels of the post Sundering world, as it was virtually unaffected by the magical fluctuations due to the fast adaptations of its best mages.
  • S8 - Dirashi - Dirashi is famed for being a hellhole in which no life can survive. Sharp, craggy stones protrude out of the sand basin, hiding the military installations kept here. On the northern coast, a base for the seafaring warriors of the Sons of Sand is kept well fortified.
  • S9 - The Opaline Coasts - These grassy beaches are home to many cities and people, making up for an astonishing ten percent of the entire population of the Sons of Sand. They are considered an outlying province, as their climate is not at all similar to the desert.
  • S10 - Saharya - As opposed to the Blazing Dunes, Saharya is a fairly temperate desert, filled with jutting pillars of rock and huge igneous extrusions from eruptions long ago. It is famous for glass production and naturally occurring glass, and is moderately populated.
  • S11 - Kutsalvadi - Kutsalvadi is known as the Celestial Valley to its inhabitants due to the large amount of stars one can see at night. It is a very fertile savannah and is home to almost as many farmers as Tayah’s Crescent, though the crops they farm are different.
  • S12 - Aquitaine - This outlying province is famous for its multitude of rivers and its water oriented culture. Many artisans and musicians originate from Aquitaine, and blue seems to be a favorite color amongst their inhabitants. Like Zhallier, their climate is fairly cool in comparison to the desert.
  • S13 - Zhallier - Zhallier is a simple outlying territory known for its large population of Pegasi. Wyverns live in the mountains as well, though they are a bit rarer. This province is surprisingly cool, a side effect of ambient magic in the area.

[edit] Tavrica

  • T1 - Shafeln - One of the primary naval territories of Tavrica, Shafeln's coastline is dotted with ports and harbors, for the traders ships and the military. Farther inland, the forests begin on the early slopes of the mountains that make up most of the country. The trees here aren't quite as old as the rest of the forest, being smaller, thinner, and more supple, making them perfect for building boats and small ships.
  • T2 - Barachte - With the second longest coastline, Barachte is another maritime territory. Most towns and cities on the coast are fishing villages, and they supply a large portion of Tavrica's food supply, whether when feeding hungry civilians after a bad harvest, or supplying soldiers on the march. The forests are full of wild game, and Barachte is a favorite hunting spot of those who seek sport.
  • T3 - Felsige - Just outside of Feuerstadt, the rocky crags of Felsige end in rough cliffs on the coastline. The cliffs are inhospitable and extremely unsuited for life, and as such, most people live more inland than on the other coastal territories. Felsige is often used as a training camp for the soldiers when exercises are deemed necessary by the higher-ups.
  • T4 - Hohenberge - An extremely high mountain range thrust up by Valistrix's death, the Hohenberge are monster-free for Tavrica. They are a good source of stone, and are often used as a refuge in case the marauding creatures get too vicious for safety. As such, the Hohenberge are home to a great deal of fortresses and keeps.
  • T5 - Mailar - The second nation that houses the Valistrixian mountain range, Mailar is less rocky and jagged than the Hohenberge, but no less mountainous. Towering above the other mountains, the top halves are always covered in snow, not just the peak. The treacherous snow is often dislodged, causing avalanches and the like. Though the adults try and discourage it, it has become a sort of rite of passage to spend a night on the slopes of Mailar among the younger Tavricans.
  • T6 - Dalavar - Home to House Reldin, Dalavar is the prototypical Tavrican terrain; thickly forested and very craggy. Dalavar is the medium of everything Tavrican - population, monster infestation, cragginess and even density of the forest.
  • T7 - Feuerstadt - By far the largest city in Tavrica, Feuerstadt is a marvel in that land because of the strangely flat and arable land around the city proper. Feuerstadt is the only place in Tavrica suitable for farming, and as such is fought for extremely hard by Tavricans.
  • T8 - Flusstal - Similarly forested to the rest of Tavrica, Flusstal is actually the opposite of the rest of the mountains, as the majority of the territory is made up by a deep ravine with a fast flowing river at the bottom. The sides of the ravine slope steeply, and treacherous, winding trails lead up and down between the few small villages that can be found here.
  • T9 - Treffend - On the border of Endal lies the territory of Treffend. Just as rocky and overgrown as the rest of the nation, there are a few cleared out spots in Treffend that serve as meeting places. Used in the past as military campsites, strikes against Endal were planned here. Nowadays, however, these are put to more peaceful purposes, as brief peace talks with Endali officers have been held here.
  • T10 - Dainor - The ruling seat of the Archduke. Relatively flat and unforested for Tavrica, which is still pretty damn craggy and forested. The coastal region means that fishermen are more common here than in the rest of Tavrica, and the fact that Dainor is lacking in monster infestations means it is highly populated.
  • T11 - Airell - The peaceful woods and meadows of Airell make this territory a favorite getaway for the upper nobility of Tavrica. The dukes and duchesses can engage in various activities, anywhere from hunting to dabbling their toes in the cool lakes and ponds. The densely forested, but relatively flat terrain make for an excellent feeding ground for woodland creatures.
  • T12 - Ardara - Ardara, due to its open places in the usually forested Tavrican countryside and its characteristic hills, is the ideal training ground and home of the Tavrican Federal Air Force, where Gryphons, Pegasi, Wyverns and their riders are trained to become one of the most devastating aerial forces on the Continent of Maris.
  • T13 - Schwarzwald - One of the thickest forests on the continent of Maris, the Schwarzwald is also known for being thickly infested with Baels, and worse. Very few people live here, and the very few that do are either already insane or extremely private. All of them are excellent warriors, though.

[edit] The Thanedoms

  • TH1 - Nordsturm - The geography of this mountainous and forested region is more similar to that of Tavrica than the rest of the Thanedoms. The only people who live here are the locals who feed themselves by hunting and occasionally farming and make a bit of money for so-called luxuries by felling and selling timber, and the garrison which mans the only land route into the Thanedoms from the north. A series of fortifications runs along the northwestern border of Nordsturm from shore to shore, even extending the final stretch into technically non-Thane territory all the way to the shore of the inland sea, for national security takes precedence over the squabbles of non-sovereign land.
  • TH2 - Chobamace - Foreboding mountains mark some of the highest mountains in the Thanedoms, and they also mark some of the largest veins of ore in the nation. Before the Sundering, heavy snowstorms were commonplace in this area, preventing the full exploitation of these resources, but with the shifted climate mining camps and towns have begun to sprung up everywhere. Recently, enough capital has entered the region that mining operations now continue all year round.
  • TH3 - Rohkshir - Situated at the foothills of the western mountains, Rohkshir is an isolated place - not because of terrain, but because of reason - or lack thereof. The imitation of a peninsula is a dead end, with better paths elsewhere for reaching the mines or the ports. Its inhabitants feel that its economical independence is just fine, making their living plowing the steppes and eating their hardy cereals.
  • TH4 - Risofburg - A city spread out over a mountain overlooking the river Maube and connected by a sprawling network of tunnels and caves, a city half above ground and half below, is the namesake for this territory. The fortress of Risofburg and its connected satellite towns guard crossroads of both waterways and landways between the Lowlands and the Highlands. Deep within the heart of the mountain the citadel sits upon is a vast library of pre-Sundering texts from all over the continent, saved from the catastrophic flood.
  • TH5 - Name - to be filled out by Lute, I think...? Unless I miscounted a territory....
  • TH6 - Rivreshaed - A series of mountain springs and streams come together to form the beginnings of the river Maube, which flows northeast into the arctic sea. The natural waterway make this place into a natural gathering gathering point for timber and minerals designated for shipping to the Lowlands and beyond. Irregular farms dotting the land show where arable patches are harnessed to feed the locals and the traders who regularly travel up and down the river.
  • TH7 - Pegbarrow - At the footfills of the mountains, hills in the shape of large mounds, too round and regular to be natural, have baffled archeologists as to their origins and purpose. The locals, though, are smug and tight-lipped in their inerring knowledge that these were once the burial grounds of the famed pegasus knights from before the Sundering. For generations they have revered the barrows with a near paganistic fervour, never swayed by their Ainori neighbours.
  • TH8 - Chappele Nord - Converted by Ainori missionaries, this territory has even named itself Chappele Nord, after its immediate neighbour to the south, much to the chagrin of the rest of the Thanedoms. The hilly and forested terrain is nothing like that of the flatter lands to the south, however.
  • TH9 - Avaria - The seat of naval power in the Thanedoms, a major naval base sits at the mouth of each of the two branches of the river Maube. The land in between Maube East and Maube West is well irrigated, and neat parcels of farmland provide most of the provisions that feed the crews of the ships sailing forth to trade with or observe Vadal.
  • TH10 - Weimaeshir - The breadbasket of the Thanedoms, farmers tend to the crops that grow in abundance on this fertile ground and are supplanted by the riches of the sea caught by the fishermen living along the many coastal villages.
  • TH11 - Sudsturm - With land for the most part hilly or rocky or otherwise unsuitable for farming, with forests sparce and few mineral resources to speak of, the inhabitants of Sudsturm are a tough, hardy bunch who ask no quarter and give none in return.
  • TH12 - Orihalace - The happy coincidence of gold dust washed down from the mountains by the River Maube, and the reemergence of the rich veins of ore originating from Chobamace, make Orihalace the traditional location from which the Thanedoms obtains her stone and metals. In those caves no longer used for mining, the army has stepped in and converted them for its own use.
  • TH13 - Yuuhimureisen - In the days of ancient Ilia, this was a place for the mercenary pegasus knights to assemble before they flew off to perform their jobs for their employers. Tradition has been mostly kept, as somewhat peculiarly the official headquarters of the Thanedom's Aerial Corps is situated in this territory, even though the majority of the training camps are elsewhere.
  • TH14 - Kassireisen - The birthplace of St. Kassi, one of the heroines of the Sundering, is reputed to be within this territory named after her. For this reason, there has been much, perhaps unfounded, fear of Ainori takeover, and so the border is heavily fortified, especially on the eastern march where there is an unusually high concentration of Ainori castles.
  • TH15 - Koredareisen - Rolling plains, much like the terrain found in Ainor, make this location uniquely suitable for raising large numbers of horses and ranching large herds of cattle and other lifestock. The heavy calvary of the Thanedoms is trained here, amongst a series of fortifications and walls facing the similar structures of their southern neighbour. Nobody really knows why there are so many Ainori castles on this stretch of the border, but the reason is irrelevant to the necessity of displaying and possessing a similar amount of armed might.

[edit] Vadal

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[edit] NPC Nations

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