An Ambassador's Assistant: Guide to the Nations of the World in Kriadar | World Anvil

An Ambassador's Assistant: Guide to the Nations of the World

compiled by Giraver Mayal-  
 

Letzel

  The continent of Letzel can be divided into three political regions. In the north of Letzel, from Phenolor's Breach to the Nyake Mountains, one can find the warring remnants of what was once the Tiefling Empire. From south of the Nyake Mountains to the Decklidos Bay are the nations of the Paradon Alliance, and south of this reaching to the Heartsguard Mountains are the nations of the Liberias League.  

Northern Letzel

When the Tieflings first arrived with the stabilization of a new Corridor, Phenolor's Breach, they immediately swarmed across Letzel conquering much of the north and what is today the region of the Paradon Alliance. The empire founded by the Tieflings quickly fell to in-fighting and broke apart into several nations. The region was once again united later in an even shorter lived attempt to compete with the southern neighbors, yet the Desert Coast League was disbanded within a few decades of its existence.   These northern nations are often characterized by instability and lawlessness, and many of the coastal cities serve as bastions for piracy.   Demographically, the region has the highest concentration of tieflings in Kriadar, with the second highest concentration of dragonborn after Ligo. The native humans of the region, still the largest demographic in the region, are the Vunhan people. Halfling and gnomish families are not uncommon, and there are even a few smaller settlements in the region. Dwarves are almost unheard of, while individual elves that are especially drawn to the chaotic nature of the region may find themselves making a home there.  

Nations in Northern Letzel

  Yulhan - An oppressive Vunhan nation on the western shores, ruled by a warlord elected from the noble families. Tieflings are not allowed in the nation of Yulhan, and only Dragonborn marked as born in the nation are allowed to be present.   Shu'un - North of Yulhan and bordering Gatrujas, Shu'un is ruled by a Vunhan Emperor who is counseled by Tiefling priests of the Dominion. The Emperor is quite powerless, and lawlessness abounds through the land.   Gatrujas - Gatrujas is an oligarchic nation ruled by a counsel of merchants, most of whom are in fact pirates. It has the largest presence of beastfolk in the world outside of Behenia.   Linzaseth - Perhaps the most powerful nation in the northern Letzel, Linzaseth is ruled by House Tiefall, who claim to be descended from the first Tieflings to be created. All Tieflings in Linzaseth are required to be registered as a member of one of the Tiefling houses, each of which rules its own people.   Raphuzer - Ruled by House Iphenabol, who claim to be elected by Phenolor himself as the war leaders of the Dominion in Kriadar. A highly-militarized nation, their constant squabbles with the Paradon Alliance to the south is all that keeps them in check from conquering their neighbors.  

The Paradon League

The continent of Letzel has known many tragedies. There was the Ancient Empire, which destroyed and its heartlands cut off from the world, in a mysterious calamity. Then there was the arrival of the Tieflings to the north. Then, there was the Shamay Plague killing hundreds of thousands. The legendary Thoyoden Alorkin, a knight famed for his stand against the Tieflings, spoke out and blamed the use of magic and the heretical usage of Sheids as the source of their curses. He formed the Knights of the Pact, dedicated to eradicating the usage of magic from the land.   Bolstered by the fame of their founder, the Knights of the Pact quickly gained power among nations bordering the Tiefling nations. As their power grew, they coerced nations into signing the Paradon Accords, joining the Paradon League and outlawing the use of magic in their lands. Today, the Knights of the Pact serve as a paramilitary group, enforcing the Paradon Accords and defending the land from the evils of magic.   Most humans found within the Paradon League come from Kaduul and Vunhan heritages, though the southern coastal regions have a high Norlovec population. There are several dwarven holds that are signatories to the Paradon Accords, and along the western coast one can find the Joylands, home to the Halflings of Letzel. Tieflings, gnomes, and elves are held suspicious by the Knights of the Pact, and while not forbidden in the land, are rarely seen there.  

Nations in the Paradon League

  Jonsole - Northern nation bordering Raphuzer and birthplace of Thoyoden Alorkin. Najuk is the most closely tied with the Knights of the Pact, with the royal house giving its princes to the Knights in order to be trained and the King holding high office within the order.   Heigun - Northeastern nation on the sea coast known for its powerful navy and attempts to stop piracy. Heigun is ruled by a merchant king, and, of all the nations in the Paradon League, the most intolerant of magical usage. It is from Heigun that several invasions of the Shamay Isles have been launched.   Golbaris - Sitting between the Thoyoden Mountains and the Sea of Zeberlek, is the peaceful nation of Golbaris. The nation is ruled by a representative council with a High Steward elected from the council as the nation's executive. Any group of 400 people may elect a representative on the council, which has led to a council consisting of representatives of large families, guilds and settlements.   Savunasi - On the Western side of the Thoyoden Mountains and bordering the Liberias League is the nation of Savunasi. Often at odds with their Liberias League nations, Savunasi in fact has much in common with its neighbors. While ruled by a king elected from the noble families, a constitution keeps the nobility in check. The laws of the nation are as laissez-faire as the Knights of the Pact will allow them to be.   Sankebros - Despite its relative safety considering its distance from the Tiefling nations, Sankebros is a highly militarized nation on the border with the Liberias League. While Jonsole may be the source of the highest officers in the Knights of the Pact, Sankebros likely contributes the largest number of soldiers to the Paradon League and the Knights of the Pact. With that said, Sankebros itself is a moderately stable nation, rarely being invaded or invading its neighbors in the Liberias League, preferring instead to send soldiers to more distant wars or fighting within itself. The kingdom is ruled a king and holds to a traditional feudal system.   Solid Smith Hold - In the northern region of the Paradon League, nestled in the Nyake Mountains is the dwarven nation of Solid Smith Hold. The dwarves of Solid Smith are passionate about the Paradon Accords, arguing that magic sullies true craftsmanship. Despite the name, the Solid Smith Dwarves are actually famed for their wood crafts, specifically providing some of the greatest furniture on the continent.   Deep Arms Hold - Where the Nyake Mountains transform into the Thoyoden Mountains in the center of the Paradon League, one may find the dwarven nation of Deep Arms Hold. The Deep Arm Dwarves resisted the Knights of the Pact for decades, but when their tunnels were invaded by an army of Sennet Elves, they were forced to join the Accords. Today, they are the number one supplier of weapons to the Paradon League.   Stone Born Hold - The dwarves of Stone Born Hold in the south of the Paradon League, hold themselves as separate from the other dwarves of the region, claiming to be from the Warrior caste of the lost dwarven empire. Dwarves of Stone Born Hold do not farm, nor do they craft. When the Paradon League was formed, they saw an opportunity, and agreed to provide warriors in exchange for the ability to capture and keep slaves to care for them.   The Joylands - As the name of this western coastal nation implies, the Joylands are a land of peace and tranquility. A homeland for the Halflings of Letzel, the Joylands have no true government, with each village ruling itself as it would. The Knights of the Pact and the rest of the Paradon League are in fact proud to protect the Joylands, feeling that it is a symbol of the tranquility one can reach without the use of magic.  

The Liberias League

The Liberias League is the oldest alliance of nations in Letzel, believed to have been founded soon after the destruction of the Ancient Empire. According to legend, the Sheid Liberias took on the form of the human known as Elzinder, during the crisis after the fall of the empire. Elzinder united the different people of southern Letzel and the few refugees from the fallen heartland of Teb, leading them in the fight against outsider monstrosities. When peace was achieved, traveled the land preaching the values of Liberias, eventually angering a local king closely connected with Stone Born Hold, who had him executed. Elzinder's execution led to a peasant revolt, and the establishment of the Liberias League.   In honor of Elzinder, the Liberias League holds closely to the values of liberty and the worship of the god, Liberias. While a variety of governmental structures exist, each nation is free to choose its system of governance, all of the Liberias League is viewed as a safe place for the oppressed and a haven for all freedoms, though at times the nations differ on what is considered freedom. Much of the land is not even claimed by a nation, and several large city-states exist.   The native human population of the Liberias League is from the Norlovec heritage, however the Liberias League is a diverse region with people from across the world. In addition to the human nations, there is an elven commonwealth, two gnomish city-states, and two dwarven holds. Escaped dragonborn from both Letzel and Sh'hoona often make their way to the Liberias League, creating a large dragonborn population.  

Nations of the Liberias League

  Elzinder - The Commonwealth of Elzinder, once a part of Savunasi, was the land in which the famous martyr was executed. On the northern border of the Liberias League, Elzinder regularly finds itself squabbling with their Paradonian neighbor. A loosely knit nation, each province is managed through direct democracy and elects a leader who sits in council in the capitol.   Fonorski - Sharing a border with Elzinder and the Paradon League is the Republic of Fonorski. While an original member of the Liberias League, it has a history of revolts that have led to it switching allegiances to the Paradon League. Today, Fonorski has reached stability by establishing a senate that controls the military and judiciary system while allowing giving the nobility a portion of control over trade and diplomacy.   Vutebnik - When the first kingdom of Fonorski was established, rebel republicans fled Fonorski to the east, and joining the small city-states there. They quickly established a republic in the land, and amassed great power through their merchant fleets. Today, the republic is an oligarchy, with the rich merchant families controlling the nation.   Emolik and Romlik - The city-states of Emolik and Romlik sit opposite one another on the banks of the Veedish Sea. These two cities, named after two brothers, are the ancestral homelands of the gnomes. Emolik is a forested city filled with beautiful parks. Romlik is an industrial masterpiece filled with technical marvels and museums. Competing with one another, both cities play home universities that rival the academies of Kirat Mirean in Sh'hoona.   Zinal Mavom - Resting beneath the western Heartsguard Mountains are the forests of Zinal Mavom. The land of Zinal Mavom is considered a homeland for those elves born outside the tribes of Mavom and the houses of Shamay. Emulating their cousins in Mavom, Zinal Mavom is an anarchic land divided between nomadic tribes. The only "laws" of the land are that all outsiders are welcome to attempt to join a tribe, and that there is no concept of private ownership.   Stone Crush Hold - Dwarves of Stone Crush Hold live in the northwestern foothills of the Heartsguard Mountains. Originally from within the mountains themselves, the destabilization of their Corridor has led to an exodus and establishment of a network of smaller hill holds. A haughty and proud nation, the refuge they received from the elves of Zinal Mavom led to them agreeing to join the Liberias League.   The Freelands - The center of the Liberias League and much of the coast is what is considered the Freelands. Consisting of several city-states and small settlements, the communities of the Freelands are largely self-governed with Priests of Liberias acting as judges and assisting the communities in their self-governance.  

Behenia

  Newly arrived, with a native population that is suspicious of foreigners, much is unknown of the land of Behenia. There are two port cities open to visitors, while the rest of the country is considered closed off. Some explorers have had some success in gaining a understanding of how the continent works on a political scale, yet much is left to speculation. Between the observations of explorers and scholarly interviews with those few beastfolk who have arrived in the civilized world, the following has been surmised.   Behenia is divided into clans, each clan containing one tribe from each of the common beastfolk. It appears that each tribe serves a specific role within their clan, with the leonin tribe ruling over the rest of the clan. There is believed to be a single species clan that is held above the rest of the clans as shamans and spiritual advisors. Additionally, it is suspected that additional classifications of beastfolk can be found outside the clan system.   While only two cities can be fully identified, it is heavily implied that each of the clans controls at least one large settlement, and that much more of the continent has been settled than one may believe.  

Known Clans of the Beastfolk

  Burning Claw Clan - It is speculated that the Burning Claw Clan is one of the two most powerful clans in the land, often warring with the Night Mountain Clan. Rumors suggest the heavy presence of primal magics among the Burning Claw. The Burning Claw are reportedly against the opening of the port cities, and it is said they leave parties outside the cities prepared to hunt down any foreigners who might dare to enter their land. No members of the Burning Claw have ever been witnessed outside of Behenia.   Flowing River Clan - Controlling the open city of Thamauga, the Flowing River Clan's decision to be the first to open a port for foreigners has led to them being viewed poorly by the other clans. Whilst looked upon with disdain by their fellow Beastfolk, the other clans still come to Thamauga to enjoy the goods it has imported into the continent. The wealth of Thamauga has helped to keep the Flowing River secure and prevent any from punishing them.   Eternal Storm Clan - To the minds of most humans, when they think of beastfolk it is often of the Eternal Storm Clan. Natural explorers, members of the Eternal Storm are the most likely to be spotted outside of Behenia. While the Eternal Storm are not a quiet people, they appear to very much enjoy story-telling, they can be quite misleading because they are storytellers. Whether they are scholars, thrill-seekers, bards, or seeking something greater, cannot be determined, as, from one story to the next, they are all and none of these things.   Night Mountain Clan - Competing with the Burning Claw Clan for the position of most powerful clan is the Night Mountain Clan. From Eternal Storm reports, the Night Mountain controls an important site in the midst of Behenia. Piercing together stories, it is believed that this site is in fact a nomadic temple containing an artifact of some sort and surrounded by Night Mountain warriors and their families.   Pale Star Clan - The Pale Star Clan control the second port to have opened to foreigners in Behenia. The city of Sleima sits on the tip of the northern peninsula of Behenia. Strangely enough, the Pale Star are not held in contempt for having opened their own city. Accusations that the Pale Star merchant fleet is in fact a pirate fleet, specifically targeting crafts heading to and from Thamauga, may be the reason for this.  

Mepholos

  The people of Mepholos claim that they were once a part of the land of Teb, the Heart of the Ancient Empire in Letzel, and that there land was cursed and broken off from the mainland to be sent adrift. Therefore, the Mepholosi people claim to be one nation descended from the noble Ancient Empire. However, being one nation does not mean they are united. Over the centuries of isolation the Mepholosi have developed a unique political landscape that allows for both cooperation and prosperity and competition and war.   Mepholos is ruled by the Great Houses who vie with one another in order to prove both their strength and ability to care for the people. Prestige comes from power and stewardship, creating a unique situation in which Houses go out of their way to destroy one another one moment, and supposedly work together in order to better the lives of their people the next. The sole responsibility of the Will of the People, the central council of Mepholos, is to rank the houses according to their prestige, with control of valuable resources being given according to house rankings.   Mepholos is a homogeneous continent, with only Mepholosi humans residing as free residents, though there are slaves of other ancestries found throughout the land.  

The Great Houses of Mepholos

  In order of prestige as of last contact. Little is known about the current leadership or holdings of the Great Houses.   House Zerknias - Famed for their hippogriff stock, House Zerknias practices stewardship through the provision of frequent recreational activities for their populace, specifically in the form of Hippogriff racing.   House Rashikod - House Rashikod is known to adopt commoners who show potential as knights into the ranks of the House. While this causes the houses to look at them with disdain, their military might and popularity with the Will of the People keeps them in power.   House Fipodzi - House Fipodzi is said to hold the keys to understanding the Seams surrounding Mepholos, and in doing so controls trade for the isolated continent.   House Stinoed - House Stinoed is ruled by a council of mages. Members of the Great House that show potential are taken away from a young age to be trained as wizards. Only the best of those wizards join the House council.   House Rizedka - Potions, spices, and alcohol bearing the seal of House Rizedka always demand a high price throughout Kriadar. Whether it is agricultural secrets, magical infusions, or something entirely different is left a mystery, but somehow anything House Rizedka brews is somehow better than the rest.   House Caericoti - The most feared Mepholosi house outside of Mepholos, House Caericoti is the only House to raid lands outside their continent. Often, the rest of world only learns that the Seams to Mepholos have stabilized when they hear news of Caericoti attacks.   House Lanyoda - The name of House Lanyoda is whispered in fear. House Lanyoda intentionally shrouds itself in mystery, while using underhanded and devious methods to ensure that it remains in power.  

Shamay Isles

A small island nation in the center of the Endless Ocean, the Shamay Isles is home to the Shamay Elves. These high elves are a closed and xenophobic nation, forbidding any from entering their holy islands. They are not to be fully blamed for this, as they have suffered heavily from invasions coming from all sides.   Magic is holy to the elves of Shamay, and will shun any who use it outside of service to the Islands or their religion. The nation consists of six islands surrounding a larger central island. The central island is the holiest site to them, and none may live there save the Holy Sage.  

Sh'hoona

The largest continent in Kriadar is also ruled in its entirety by the largest and oldest empire in the world. Claimed to have been founded by the remnants of the imperial family of the Lost Empire of Letzel, the Sh'hoonic Empire overthrew several other empires in its path to conquering the land. Each of the 12 nations within Sh'hoona have their own royal family with some level of autonomy, but all are sworn to the emperor.   With the capitol of the Congregation of Guardianship within its borders, the Congregation is the official state religion of Sh'hoona. However, in the value of Liberias, no individual is forced to follow the Guardians, and the only religion that is officially banned, and punishable by death, is the Dominion of Valaxar.   With so many nations and Corridors under its banner, the Sh'hoonic Empire is an extremely diverse land containing many races and heritages. There are some racial tension in the land, however. Tieflings, due to their connection to the Dominion are viewed with suspicion. The recent establishment of the new nation of Ligo has led to some claiming oppression against Dragonborn. Halflings and humans in Monakat are at each other's throats after an imperial decree supporting halflings. In the south, the Viz Elves are licking their wounds after another failed war for independence.

Nations of Sh'hoona

  Vaharia - A human Arvite kingdom, considered the political center of the empire. Despite having its own Queen she has little autonomy as the capital of the Empire is located here, and the Emperor takes a more heavy-handed approach toward its governance.   Armon - A wealthy kingdom resting on the eastern shores of Sh'hoona. Armon draws traders from across the world, especially being valued as an entry point to the west for eastern traders. The land is predominately human of the Arvite heritage, Armon celebrate multiculturalism and is home to many peoples.   Nar Hofa - A human kingdom known for its religious devotion, Nar Hofa is wracked with power struggles between the clergy and Arvite nobility. The common people tend to be devout and support the clerics, while many nobles chafe at the influence and power of the Congregation.   Latiyet - This northern mountainous region is home to three dwarven holds, all of which have sworn fealty to the King of Latiyet. Outside of the mountains, many humans of the Mazrite heritage have settled down, assisting the dwarves in spreading their high quality wares. Halflings tired of the tensions in nearby Monakat and dragonborn refugees from Liigo occasionally both often settle here as well.   Rahott Malel - A kingdom that has always loathed its position as a member of the empire. Rahott Malel was once the center of an earlier empire. The war to annex Rahott Malel was one of the most violent in the history of the continent. The Mazrite people of Rahott Malel are proud, and believe that they are superior to the rest of Sh'hoona. They have been known to rebel in the past, and the Emperor keeps a tight leash on them.   Liigo - Straddling the Pels Landbridge is the newly formed Kingdom of Ligo. The ancestral homeland to the dragonborn, the Empire recently annexed this unclaimed land and declared it a new kingdom in Sh'hoona. Tensions between the dragonborn and immigrants are high, with both sides being guilty of atrocities.   Sheir Mahry - Sheir Mahry is the seat of power for the Congregation of Guardianship, and the heartland of the now defunct Heimarin Empire. Just east of Latiyet, the region is renowned for its beautiful lakes and the temples that are built upon them. Sheir Mahry has made an arrangement with the empire, allowing the Oracle, head of the Congregation, to rule the land.   Meirott K'ryn - A human kingdom near the center of the empire known for it academies and scholarship. Many of the world's greatest thinkers have come from Mirat Kirean. Not interested in political maneuvering, the people of Mirat Kirean are known for their selflessness, and often help other kingdoms in times of need.   Monakat - A human kingdom, the territory of Monakat is considered the birthplace of the halflings, but humans came into the land and took over. For centuries the Munak halflings suffered from the human oppression. The Imperial Throne stands against prejudice, and upon entering the Empire Monakat was forced to not only do away with the rigid laws against halflings, but also had to compensate them for the years of oppression. As such, humans in Monakat, outside those of the ruling class, are taxed heavily while the halflings often live easy leisurely lives.   Chalon - Nestled between Naka and Netviz, Chalon was once a wild elven land, however the elves of Chalon have long since assimilated into the human population that migrated here millennia ago. It is taken for granted that anyone native to Chalon has some portion of elven blood, and some refer to the Chalonites as their own heritage separate from their Mazrite ancestors. Chalon is famed for its archmages and arcane pursuits, with Chalonite mages considered among the best in the civilized world.   Naka - A semi-desert land on the outskirts of the Zahira Desert, Naka is home to a population of elves who had left Mavom. While much of the royalty and nobility of Sh'hoona has some elven heritage, Naka is the only kingdom in Sh'hoona to have a ruler that is clearly not human. There is a large population of humans in Naka, though many of them have some elven blood. Naka is renowned for its aesthetics and appreciation of the fine arts.   Netviz - The swamps of Netviz boil over with resentment. The southeastern tip of Sh'hoona, Netviz is the ancestral homeland to two conquered peoples. Considered the birthplace of the goblinoids, the Viz elves migrated to Netviz several millennia ago, conquered the land and enslaved the goblin nations. In turn, the Viz elves were conquered by the Sh'hoonic Empire. Vicious guerilla fighters, the Viz Elves have attempted to win back independence several times, the wars leading to mass casualties on both sides, and tension between the Viz and all other races of Sh'hoona.  

Klo'ais

  The eyes of the Sh'hoonic Empire are constantly upon the lands of its eastern neighbors on the continent of Klo'ais. Connected to Sh'hoona by the Pels landbridge, tensions have especially risen with the establishment of Liigo there. Klo'ais is a divided land made up of smaller nations.   In eastern Klo'ais, due to its proximity to Sheir Mahri, the Congregation holds great sway over the nations. The Temple of the Weaver has its heaviest presence in central Klo'ais and competes with the Court of Seasons in Western Klo'ais.   Argued by scholars as the birthplace of humanity, Klo'ais contains some of the oldest human kingdoms in the world. Along the eastern borders it is common to find dragonborn and halflings. The southern islands contain several sea elf settlements, and the western and, along the northern coastlines, it is not uncommon to find Tieflings from Letzel.  

Nations of Klo'ais

Eastern Klo'ais Eastern Klo'ais is controlled by the small Mazrite human kingdoms. With their militaries preoccupied with keeping the Sh'hoonic Empire back, eastern Klo'ais nations are mostly at peace with one another, only engaging in smaller skirmishes more as tradition than out of enmity.   The Mazrite states that make up eastern Klo'ais are as follows: Altomyn, Alray, Namloka, Wayafar, Chukam, Wanahl, and Hirawa. Additionally, one may find the Dwarven Dust Bringer Hold here.   Central Klo'ais Central Klo'ais has several Mazrite and Halite states. The Mazrite lands are Thamayue, Tarthid, Pyba, Alshakat, and Shayara. The Halite lands include Zenbarein, Heidald and Kulgory. The principalities of Pyba, Alshakat, Shayara, and Zenbarein are client states of Kulgolry.   Ember Maker Hold and Steel Mantle Hold house the local dwarves of central Klo'ais.   Western Klo'ais The small western region of Klo'ais is home to three of the most ancient kingdoms in human history. The Halite Kingdoms of Tzaheil, Tzonadrie, and Datchier, have a long history of unity and war between them. At the tip of the mountains rests the last dwarven hold in Klo'ais, Barbed Forge Hold.   The Island Nations Within the Yozira Sea are several island nations. The largest of these islands contains the Mazrite Kingdom of Kedila. The islands of Minatold, Aeritold and Laingaer are havens for elves who have left their ancestral homelands.  

Deroh

A cradle of civilization debated to be one of the two possible birthplaces of humanity, the bulk of Deroh is under the thumb of the Builder's Empire. From the northern mountains bordering Mavom, to the southern Ironshields is ruled by a God-Emperor. South of the Ironshields, the remnants of an ancient nation fight one another while holding back the forces of the Builder.   Within the Builder's Empire, worship of their God-Emperor, the Builder, is enforced strictly. The entire land is filled with massive edifices and monuments, almost all of which celebrate the Builder. Alongside a moderately diverse human population, the Empire features a large population of giants who work with the Builder. South of the Ironshields, in human and dwarven dominated lands, Barzelism reigns supreme.  

The Builder's Empire

The exact origin of the Builder is a mystery, but he arrived in the continent of Deroh centuries ago with a band of giants following him. The force of his giants allowed him to quickly overtake much of the continent and create his empire. Since the establishment of his empire, the Builder has sought out and destroyed much of the evidence of earlier civilizations in Deroh, and has shaped the land to tell his own story.   According to the Church of the Builder, the Builder is the son of the gods La'aber and Manoam, created to perfect the world. Religious art and monuments to the Builder abound throughout the land. The empire is oppressive, with outside religions being forbidden, while races outside the humans and giantfolk are, in almost all cases, enslaved.  

Nations of Southern Deroh

Resisting the Builders empire and using the Ironshields are three human kingdoms and a dwarven hold. These kingdoms were once one, but have since fallen apart and regularly war with one another. The culture of this region is heavily caste-based.   Tenflo - Controlling the southeastern shores of Deroh, Tenflo is an unstable nation with several warrior societies vying for power.   Perro - Perro, sitting on the southwestern shores of Deroh, has simplified its caste system by doing away with guilds and societies, allowing for only one society per caste. The warrior society rules the land, electing a warlord to serve as the chief of state.   Unidab - Between Perro and Tenflo is the kingdom of Unidab. The only Kelmite kingdom to have a governing caste, which claims that it should rule the other two nations, Unidab has the closest relations to the dwarves of Hammer Fist Hold.   Hammer Fist Hold - The only dwarven hold to house a large population of non-dwarves, Hammer Fist Hold is home to the Knights of the Ironshields, an order of warriors dedicated to resisting the Builder and his empire.  

Nafelz

It is said that Nafelz was once one land, but the development of new Seams broke the land apart. In doing so, the nation that once ruled all the land was broken apart into separate island nations. Most of these nations are at peace, sharing a joint history, though on some of the larger landmasses smaller nations vie for control.   Nafelz is moderately isolated from continents, and does not have a diverse population. Almost the entire population are humans from the Ewol heritage, and religions outside of the Court of Seasons are practically unheard of in Nafelz. One of the islands has a small population of elves native to the region, who live moderately independently.  

Nations of Nafelz

Izliwile - The largest nation in Nafelz, Izliwile is a religious nation that believes that the royal family was hand-selected by the Spring Herald to rule the world. Despite their mythology, the Izliwi people are not militaristic, believing that the other nations will join them by seeing their prosperity.   Inkosukile -  The Inkosukile are a somewhat heretical people, believing that the Court of Seasons has revealed that the world is in the midst of a Gods Fall, with the sundering of Nafelz being the first sign. As such, the nation is spearheading efforts to preserve civilization, cataloging history of the world, magical secrets and even technology so that the next winter shall not be too harsh.   Unfula - At war with Inkosukile for their heresies, Unfula shares a landmass with its enemy nation. The nation is ruled by a halfling wizard from another land, who has adopted the customs and religion of the region.   Umtaba - The epicenter of the splitting of Nafalz, this land is divided up by strange Seams throughout it. The provinces of Umtaba are largely independent, holding alleigance to a prince ruling from the largest Corridor in the land.   Ikalawe - The Ikalawi are a nation of religious warriors, who believe that the other religions are the cause of the cyclical nature of the Court of Seasons. All non-natives are not allowed in Ikalawe, save for dragonborn, who are held in special reverance by the Ikalawi. Tieflings are viewed with special abhorence by them, believing that they are humans cursed for rejecting the gods.   Esikingi - Esikingi is the land of the seafarers in Nafelz, its people well-known throughout the world as traders and explorers. Most knowledge of Nafelz comes from the Esiskingii who travel the lands.   Olkwani - A peaceful land, Olkwani plays home to the elves of Nafelz. The elves of Olkwani are held in high esteem and rule themselves, while humans are ruled over by a king who is selceted by the elven elders.