People
The History of Kobos so far
Before Maecodia was formed, the humans were slaves to the dragons.
On the continent of Shelor, dragons fight a genocidal war between chromatic and metallic dragons. Human kings in Shelor are little better than landbound serfs themselves, and it is from this situation that the refugees who would go on to found Maecodia fled.
The dragons attained their place at the head of the scalykind after a long war with the saurians. in the time of the saurians existed the creator races, which are responsible for all the intelligent races in the current era. Below are a description of the creator races.
The primeval humans were called the Grimlocks. They were very tall, athletic, and highly intelligent. Their biomancers created the humans, goliaths, and halfling races to fulfill their needs. They were expert arcanists, artificers, and masons. They preferred to set down their spells on stone tablets, which are highly coveted finds. Their fate is entirely a mystery, and the only contact anyone ever has with a member of their race are the tall guardian mummies they left to guard royal tombs. Those mummies never really stop to explain themselves to archaeologists.
The original elves were called the la'shei, or gray elves (later.) They stood atop a strictly hierarchical society that lasted for millennia. Eventually, just the sheer genetic drift brought about by a thousand thousand generations of breeding within castes created the other subraces of elf. Their fate is better known; they trafficked often with the archfey of the Feywild, and several of these deals went bad all at once. The resultant power vacuum put the eladrin in the place of the old elf kings.
The Patrachii were vile amphibians responsible for the creation of the sahaguin, the kua-toa, and the locathah. They practiced every sort of hedonistic perversion, and warred freely with the other creator races without mercy and even without any cause whatsoever. They didn't so much disappear as much as they degenerated - their addictions and proclivities resulted in their descendants becoming the bullywugs.
The saurians were massive, vaguely humanoid reptilian carnivores. Their eggs required blood to hatch, preferably the blood of mammals. They created the scalykind races by 'gifting' the existing lesser races a more reptilian existence. This corruption generated yuan-ti from the elves, ophidians from the humans, and sasherey (now extinct) from the sahaguin. They were overcome and replaced by the dragons.
Finally, the cephalopes were the most talented biomancers of any of them. Intelligent octopods, they made all manner of sea life. They also created merfolk, and a slew of aberrations. None are sure where they went, but every so often a sailor will swear that he has seen a sea-witch.
Current Species & Cultures
The Maecodian Confederation is one step above a tribal coalition, and it was formed by the human refugees from Shelor.
Elves exist on every continent. Each of their kingdoms pays homage to a different archfey.
Dwarves set down semi-permanent, semi-independent colonies to claim resources, but only one true dwarven kingdom exists beneath the Beastlands.
Gnomes operate a thalassocracy based on the ley lines, setting up small colonies on the nodes. They operate as if every other race is beneath them, and as if their concerns are far above the other mortal races.
Shelor and its scaly kind are embroiled in a millenia long genocidal war between metallic and chromatic dragons.
The Beastlands are home to anthropomorphic animals uplifted by Grimhii missionary biomages. They live in a state of equilibrium between predator and prey species.
The greenskins are the newest race, and they are attempting to improve their station. In their culture, only the strong are worthy of anything.
Island nations dot small, sometimes free-floating islands. These nations can be any race, and each has a unique story of their existence.
Needs & Relations
Maecodians want room to grow. They feel as if, every time they begin to stand up, some other race comes along and kicks them in the ribs.
The Beastlands require high level goods, as their manufacturing is rudimentary at best.
The dragons need something to tip the balance in their war.
Dwarves need materials, as their home kingdom is extremely secure but resource poor.
Gnomes live in a post-scarcity society where the cultural obsession is arcanomagical research.
The greenskins want to carve out a place for themselves in the world.