Countries of Visctheria
Welcome to Visctheria.
Created and tended carefully by its deities, Visctheria is home to many different magical species and races. In the northern hemisphere lies several major countries split between two continents. The southern hemisphere is a mess of islands, constantly vying for control of the seas. Since the Division of the World, the seas have been dealt out to the countries they are nearest to, and ruled as such.
The Jade Sea lines the northern countries, its famous green waters creating beautiful beaches and fantastic coral reefs along the edge of the continents. The Jade shifts to the Garlin Deep surrounding Xathar's Gate, a large island covered in ice and rock. None truly know the inhabitants of the island and surrounding Deep, but many brave adventurers sail the waters, seeking fame and fortune.
Uspatan holds the most powerful military of Visctheria, but also touts a famous cuisine that is known across the globe. The tight control of the spice trade throughout the country has gained Uspatan's soldiers a vicious reputation, and chefs a stricter one as they attend rigorous school and training to cook for the highest ranking nobles and officers of the country.
Athos is the origin of the Kami, the birdfolk of Visctheria. A center of great knowledge and magic like Estrana, the Kami have created a great democracy that rules the country and surrounding islands with a kind - but secure - iron fist. Sustained entirely by the trade that occurs among these islands, Athos is rather closed off, but maintains a delicate connection with the outside world.
Ucla is a small, war-torn country trapped between the constant fighting of Uspatan and Hobrax. Like Uspatan, the country's culture is overflowing despite the intense military presence. A prolific music scene occupies Ucla, demonstrating a love for life and creativity that dominates the hateful acts of war.
What began as a small collection of Irolian clans became the country of Agryae. Agryae's borders have remained closed since the country's formation, isolated from the magically and scientifically advanced cultures of the Western Continent. This isolation has lead to vast improvements in their magical ability, allowing for Soul Twinning.
If any country would try and reach the stars first, Croyla would make the largest effort. The people of Croyla hold festivals every month to celebrate the new constellations visible in the sky as the planet rotates, and build great temples to Esbius and Thadum, gods of the stars and the sky. Croyla depends on its neighboring countries for most of its goods and services, creating a desperate dynamic in the cramped lands.
Datrar, despite its size, is a major trading hub for the Eastern Continent, keeping control of the port of Iylovis on the Reacian Channel. The Brightforce holds court in the heart of the capitol, and the Befire Dynasty overlooks the proceedings with a cold, unfeeling eye. One of the few countries that boasts a major population of the Nyxurus, the small but mixed collection of ethnicities offers a diverse and full culture that always impresses travellers.
Another tiny but hugely important country is Ecrad. While other countries produce exports of fabrics, foodstuffs, and fine goods, Ecrad holds a different grip on Visctheria: drugs. Ecrad has managed to dominate the production field of Dragon's Repose, allowing for a huge monopoly on the black market of the world. Their largest trade lines run through Striyuna, north to Hobrax, where export, consumption, and sale of the drug is not only legal, but encouraged.
The country of Reacia has a long memory, and until recent years, held grudges - even against an entire species - like currency. The new Liaore Dynasty has brought a refreshing change to the way the country operates, opening trade routes along with the minds of its people. The only country inhabited by a Godsent that can be hunted and killed, Ninian Leather is one of their most common - and highly desired - exports.
Everia is a closed country, shut off from the outside world since the founding of the Council. The threat of another Priquish invasion was the last thing to cross through its highly protected borders almost five hundred years ago, but recent events have brought new leadership and new ways of operating. The coming of the prophesied Great Heroes, the destruction of the fragile status quo, and the opening of Everia's borders all mean great change for the delicate country.
Priquish has always been warlike, refusing to advance in technology and education alongside its neighbors. They stick to the ways of their ancestors, practicing careful rites before the battles they so faithfully honor. Each fight is considered sacred, rewarding good soldiers with fame and fortune among the numerous Clans that fight for dominance on the rocky landscape.
South of Estrana lies Skaolia, the country most closely tied with the powers of the Crescent Council. A land of seafarers and sailors, Skaolia is mostly inhabited by pirates and merchants who spend more time on the sea than on the soil. One of the first countries Meskaovania claimed as a colony, the country has not recovered since its indentured servitude, creating a chaotic and disconnected atmosphere.
Fosmia makes up the one side of the Adwynn Triangle, a freezing dead zone of ocean whose rocky islands forbid all traversal. Contrasting the seas, Fosmia is full of warm, sunny beaches and kind peoples, a culture that not only welcomes other cultures, but studies and appreciates them. Festivals from multiple religions are celebrated across the country, and the country's crime rate rests at an astonishing low due to the lack of class barriers.
Asmor is the opposite side of the Triangle, and an opposite to their Fosmian neighbors. Closed and cruel, Asmor trains efficient soldiers and even meaner scholars in the ways of their neighboring "threats." The friendliest they get is with their Oathbrothers, a partner they swear their lives to at their coming of age. The resulting Twinguard are more powerful and efficient than any team of soldiers around the globe.
Quascon lies in the southeastern corner of the map, split between twin rulers. The diocracy forms a sort of political balance, which rarely comes to anything near a conclusion. Neighboured by the ex-Meskaovanian colonies of Shaca, Shiaca, and Skaolia, Quascon has kept relatively quiet for many years; however, recent civil unrest has stirred the embers of a long-silenced people.
Proatho is another backwards country, which makes its humongous size - and therefore population - a formidable threat. They operate under the banner of the Doomdawn, an apocalyptic cult that heralds the end of the world and return of the Gods. Populated almost entirely by Viscans, their fragility and short lifespans make for little progression in technology or discovery, holding the country back from their full capability.
Meskaovania is the dominator of all, the colonizer, the coming storm. They conquered most of southern Visctheria during or shortly after the Division of the World. While most countries have passed out of their realm of power, they held a tight grip on their three closest colonies until the Voltiar's downfall in 2543 AD, no less than a year after all three colonies had revolted and declared freedom. Since then Meskaovania has shriveled, suffering under an instated ruler with no direction or idea of how to run a country. Hungry eyes look to the throne, and the raw military power behind it.
Carlatha, the first colony to bend its knee to Meskaovania, is famous for its exported fabrics. The majority are made with Carlathan Lace, crafted by the best weavers in the world. These weavers also care for the Carlathan Spiders, a carefully cultivated species of Godsent that produce a fine silk fiber that is stronger and softer than any fabric on Visctheria.
Raxala was taken by Meskaovania early enough into its countryhood that it never truly developed a capitol city. The overwhelming Voltiar presence has carefully groomed the country into the perfect colony, and most of the active Meskaovanian slave trade operates similarly to a beehive: queen, soldiers, workers. Many Raxalans have been displaced from their homes due to this trade, and sent to different countries all over the world.
The colony of Xertophin has mostly been turned into a giant series of mines for Meskaovania, with the small population working as miners. They sort precious gems and minerals from the dead soil that is their birthright, and ship them off to buyers around Visctheria. While each colony was freed during the Meskaovanian Revolution, some are still without guidance or governance, and struggle to move forward.
Shaca and Shiaca nestle just below the colonies, twin islands that hold a magic deposit in the sea between them. The fight for that magic has waged since the islands split in the Shattering, forcing the cultures to become more and more opposite each other. The cultures of the twins have long been at war, so busy with exterminating the other they barely noticed 300 years of Meskaovanian occupation.
Broca, a small mass of ice and rock, separated from Quascon and formed a country of its own in 582 AD, almost six hundred years after the legendary Division of the World. Since then, the cultures of Quascon and Broca have divulged entirely, the former a suppressed, quiet country, and the latter a revolutionary and free people. With little to no government, Broca has existed in a communitarian governance; the few are just as important as the many, and trade dominates the markets rather than currency.
Created and tended carefully by its deities, Visctheria is home to many different magical species and races. In the northern hemisphere lies several major countries split between two continents. The southern hemisphere is a mess of islands, constantly vying for control of the seas. Since the Division of the World, the seas have been dealt out to the countries they are nearest to, and ruled as such.
The Jade Sea lines the northern countries, its famous green waters creating beautiful beaches and fantastic coral reefs along the edge of the continents. The Jade shifts to the Garlin Deep surrounding Xathar's Gate, a large island covered in ice and rock. None truly know the inhabitants of the island and surrounding Deep, but many brave adventurers sail the waters, seeking fame and fortune.
Eastern Continent
On the Eastern Continent lies the major countries of Uspatan, Estrana, and Hobrax. Several smaller countries scatter across the unclaimed land, setting up borders as steadfast and strong as their larger competitors, but with significantly greater difficulty.Uspatan holds the most powerful military of Visctheria, but also touts a famous cuisine that is known across the globe. The tight control of the spice trade throughout the country has gained Uspatan's soldiers a vicious reputation, and chefs a stricter one as they attend rigorous school and training to cook for the highest ranking nobles and officers of the country.
Estrana is run by a mageocracy unlike any the world has ever seen in its long history, and also hosts the greatest magic school in the world. Thousands pay thousands to cross its expensive borders and attend Zareya's Academy for the Magically Inclined, and leave years later with knowledge worth more than gold.
Hobrax is the ancestral home of the Harot, and has been at war with Uspatan for as long as written history has been recorded. Opposite to Uspatan's militarism, Hobrax has maximized on the balance of vice and virtue with protected casinos and brothels. A tourism destination to many, the country also provides a home and roots to a rather nomadic people.
Striyuna marks a rather peculiar coming together of several mismatched races, occupied mostly by the Rampinae, Vediver, Latusin, and Grailae. A merging of four wildly different cultures, the country maintains a group of different identities and ideologies, demonstrated by the huge warring factions that remain at each other's throats.
Hobrax is the ancestral home of the Harot, and has been at war with Uspatan for as long as written history has been recorded. Opposite to Uspatan's militarism, Hobrax has maximized on the balance of vice and virtue with protected casinos and brothels. A tourism destination to many, the country also provides a home and roots to a rather nomadic people.
Striyuna marks a rather peculiar coming together of several mismatched races, occupied mostly by the Rampinae, Vediver, Latusin, and Grailae. A merging of four wildly different cultures, the country maintains a group of different identities and ideologies, demonstrated by the huge warring factions that remain at each other's throats.
Athos is the origin of the Kami, the birdfolk of Visctheria. A center of great knowledge and magic like Estrana, the Kami have created a great democracy that rules the country and surrounding islands with a kind - but secure - iron fist. Sustained entirely by the trade that occurs among these islands, Athos is rather closed off, but maintains a delicate connection with the outside world.
Ucla is a small, war-torn country trapped between the constant fighting of Uspatan and Hobrax. Like Uspatan, the country's culture is overflowing despite the intense military presence. A prolific music scene occupies Ucla, demonstrating a love for life and creativity that dominates the hateful acts of war.
What began as a small collection of Irolian clans became the country of Agryae. Agryae's borders have remained closed since the country's formation, isolated from the magically and scientifically advanced cultures of the Western Continent. This isolation has lead to vast improvements in their magical ability, allowing for Soul Twinning.
Fryit Shal is one of the last homes of the Raessae, and one of the few Visctherian countries with a completely dominant population. The Raessae worship their Godsent ancestors, designing Dragon-based fighting styles that are studied and used around the world. The Raessae's naturally long lifespans lead to their time being recorded in dynasties, as each Shalian year lasts one ruler's life.
Oshor is populated entirely by the Vacinae, making the country's tiny land mass seem much bigger. The miniature cities built into the rolling hills resemble rabbit burrows, connecting throughout the country's borders to create a massive web of communication. Each city is linked to the next, optimizing communication and travel.
Oshor is populated entirely by the Vacinae, making the country's tiny land mass seem much bigger. The miniature cities built into the rolling hills resemble rabbit burrows, connecting throughout the country's borders to create a massive web of communication. Each city is linked to the next, optimizing communication and travel.
If any country would try and reach the stars first, Croyla would make the largest effort. The people of Croyla hold festivals every month to celebrate the new constellations visible in the sky as the planet rotates, and build great temples to Esbius and Thadum, gods of the stars and the sky. Croyla depends on its neighboring countries for most of its goods and services, creating a desperate dynamic in the cramped lands.
Datrar, despite its size, is a major trading hub for the Eastern Continent, keeping control of the port of Iylovis on the Reacian Channel. The Brightforce holds court in the heart of the capitol, and the Befire Dynasty overlooks the proceedings with a cold, unfeeling eye. One of the few countries that boasts a major population of the Nyxurus, the small but mixed collection of ethnicities offers a diverse and full culture that always impresses travellers.
Another tiny but hugely important country is Ecrad. While other countries produce exports of fabrics, foodstuffs, and fine goods, Ecrad holds a different grip on Visctheria: drugs. Ecrad has managed to dominate the production field of Dragon's Repose, allowing for a huge monopoly on the black market of the world. Their largest trade lines run through Striyuna, north to Hobrax, where export, consumption, and sale of the drug is not only legal, but encouraged.
Western Continent
On the Western Continent, only four major countries dominate the land - and consequently the land is torn and scarred by centuries of war.The country of Reacia has a long memory, and until recent years, held grudges - even against an entire species - like currency. The new Liaore Dynasty has brought a refreshing change to the way the country operates, opening trade routes along with the minds of its people. The only country inhabited by a Godsent that can be hunted and killed, Ninian Leather is one of their most common - and highly desired - exports.
Everia is a closed country, shut off from the outside world since the founding of the Council. The threat of another Priquish invasion was the last thing to cross through its highly protected borders almost five hundred years ago, but recent events have brought new leadership and new ways of operating. The coming of the prophesied Great Heroes, the destruction of the fragile status quo, and the opening of Everia's borders all mean great change for the delicate country.
Salman is the country of angels, almost exclusively populated by the Grailae. Developed at the Division of the World as a sanctuary for those descended from Celestials, the country has since grown into a corrupted mass of religious overtones and militaristic occupation. Home to the Masquerade, a school of subterfuge and military leadership, Salman has produced some of the most successful generals of the Visctherian timeline. Despite their success around the world, Salman has been at war with the culture of Priquish for thousands of years, the result of a long blood feud that began after the death of a young Greater Grailae child.
Priquish has always been warlike, refusing to advance in technology and education alongside its neighbors. They stick to the ways of their ancestors, practicing careful rites before the battles they so faithfully honor. Each fight is considered sacred, rewarding good soldiers with fame and fortune among the numerous Clans that fight for dominance on the rocky landscape.
Southern Islands
The Sea of Ingerline and the Southern Sea divide the hemispheres to northern and southern, the latter of which is majorly occupied by a chain of island-continents. These islands were once one continent before the fight between the Titans and the Gods shattered the great land mass.South of Estrana lies Skaolia, the country most closely tied with the powers of the Crescent Council. A land of seafarers and sailors, Skaolia is mostly inhabited by pirates and merchants who spend more time on the sea than on the soil. One of the first countries Meskaovania claimed as a colony, the country has not recovered since its indentured servitude, creating a chaotic and disconnected atmosphere.
Fosmia makes up the one side of the Adwynn Triangle, a freezing dead zone of ocean whose rocky islands forbid all traversal. Contrasting the seas, Fosmia is full of warm, sunny beaches and kind peoples, a culture that not only welcomes other cultures, but studies and appreciates them. Festivals from multiple religions are celebrated across the country, and the country's crime rate rests at an astonishing low due to the lack of class barriers.
Asmor is the opposite side of the Triangle, and an opposite to their Fosmian neighbors. Closed and cruel, Asmor trains efficient soldiers and even meaner scholars in the ways of their neighboring "threats." The friendliest they get is with their Oathbrothers, a partner they swear their lives to at their coming of age. The resulting Twinguard are more powerful and efficient than any team of soldiers around the globe.
Quascon lies in the southeastern corner of the map, split between twin rulers. The diocracy forms a sort of political balance, which rarely comes to anything near a conclusion. Neighboured by the ex-Meskaovanian colonies of Shaca, Shiaca, and Skaolia, Quascon has kept relatively quiet for many years; however, recent civil unrest has stirred the embers of a long-silenced people.
Proatho is another backwards country, which makes its humongous size - and therefore population - a formidable threat. They operate under the banner of the Doomdawn, an apocalyptic cult that heralds the end of the world and return of the Gods. Populated almost entirely by Viscans, their fragility and short lifespans make for little progression in technology or discovery, holding the country back from their full capability.
Southern Colonies
Meskaovania and its colonies, Carlatha, Raxala, and Xertophin, inhabit a large area of the southern map. Meskaovania's influence once covered the whole of the southern hemisphere, but has receded in recent years.Meskaovania is the dominator of all, the colonizer, the coming storm. They conquered most of southern Visctheria during or shortly after the Division of the World. While most countries have passed out of their realm of power, they held a tight grip on their three closest colonies until the Voltiar's downfall in 2543 AD, no less than a year after all three colonies had revolted and declared freedom. Since then Meskaovania has shriveled, suffering under an instated ruler with no direction or idea of how to run a country. Hungry eyes look to the throne, and the raw military power behind it.
Carlatha, the first colony to bend its knee to Meskaovania, is famous for its exported fabrics. The majority are made with Carlathan Lace, crafted by the best weavers in the world. These weavers also care for the Carlathan Spiders, a carefully cultivated species of Godsent that produce a fine silk fiber that is stronger and softer than any fabric on Visctheria.
Raxala was taken by Meskaovania early enough into its countryhood that it never truly developed a capitol city. The overwhelming Voltiar presence has carefully groomed the country into the perfect colony, and most of the active Meskaovanian slave trade operates similarly to a beehive: queen, soldiers, workers. Many Raxalans have been displaced from their homes due to this trade, and sent to different countries all over the world.
The colony of Xertophin has mostly been turned into a giant series of mines for Meskaovania, with the small population working as miners. They sort precious gems and minerals from the dead soil that is their birthright, and ship them off to buyers around Visctheria. While each colony was freed during the Meskaovanian Revolution, some are still without guidance or governance, and struggle to move forward.
Shaca and Shiaca nestle just below the colonies, twin islands that hold a magic deposit in the sea between them. The fight for that magic has waged since the islands split in the Shattering, forcing the cultures to become more and more opposite each other. The cultures of the twins have long been at war, so busy with exterminating the other they barely noticed 300 years of Meskaovanian occupation.
Loxmians and Gomians inhabit the majority of Abrana, which matches Priquish for its delay in technological development. However, Priquish has a far more advanced culture than Abrana, boasting festivals and traveling agriculturists where Abrana has infighting and carefully designed torture techniques. Constantly warring factions dominate the landscapes, putting the ferocity and violence of the Clans of Priquish to shame.
Ieuthibar is home to a mix of Visctherians. The majority of this population, like several other countries, is part of a cult of a Prime Epithet. The cult of Athos Malprg, Prime Epithet of fire, honors anything that is warmth-producing, and sees fire as a holy state of being.
Ieuthibar is home to a mix of Visctherians. The majority of this population, like several other countries, is part of a cult of a Prime Epithet. The cult of Athos Malprg, Prime Epithet of fire, honors anything that is warmth-producing, and sees fire as a holy state of being.
Broca, a small mass of ice and rock, separated from Quascon and formed a country of its own in 582 AD, almost six hundred years after the legendary Division of the World. Since then, the cultures of Quascon and Broca have divulged entirely, the former a suppressed, quiet country, and the latter a revolutionary and free people. With little to no government, Broca has existed in a communitarian governance; the few are just as important as the many, and trade dominates the markets rather than currency.
The southern deserts of Reacia were once as uninhabitable as the Burning Fields of Everia. Strange creatures roamed the inhospitable landscape, and hostile plants were just as prevelant as the animals. Nowadays, the Badlands are occupied by a few small nomadic villages that carefully tend the wildlands, leaving no trace of their comings and goings apart from small campfires and garden patches. One of these villages called Shosta - before it was destroyed at the command of Queen Antarah Rolfe, and rebuilt as the village of Laila - sheltered the Crown Princess Eadlyn Wydia after her failed coronation.
The Kami's most diverse population exists in their home country of Athos. While 'predator' Kami are more common around the globe, 'prey' Kami make thier home close to their ancestral nests - so to speak. Their large, elaborate homes built into the massive trees of Athos are permanent nests, unlike the wandering, nomadic nature of most other Kami around Visctheria. While the birdfolk wander, they know they always have a nest in Athos.
"One Salmanian officer is worth fifty-three of you maggot soldiers, and I'd trade you all for less!"
Uspatan has a long record of outsourcing its military, especially its officers. The multiple studies conducted on Uspatan's military history have proven that officers educated in the dangerous halls of the Masquerade are more commonly successful not only in battle, but in social standing and education under Uspatan's banner.
This ancient diagram of one of the old Oshor Burrows was uncovered by an Arcanist of Hobrax. While Hobrax has built plans to deal with any incoming invasion while it is weakened by its combat with Uspatan, they also returned the diagram to the Vacinae of Oshor as a mark of good faith. This strengthened the relationship between the two countries, gaining Hobrax an unlikely ally in their tiny neighbors.
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