Atlas of Realms

This page is here for roleplayers to give a basic overview of their nation, tribe or minority group for reference by other roleplayers. Mind you: unlike the wiki , this topic is for general overviews and facts, not detailed statistics, so please refrain from putting things like detailed demographics, military number breakdowns or specific equipment types in here.

Please use this template without too large modifications for uniformity between the various posts:

[b]Full name of nation:[/b] [size=large]<text>[/size]
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[center]**[size=200]LONG NAME (replace)[/size]**[/center]


[center]**[size=150]Overview[/size]**[/center]


[center]**[size=150]Culture[/size]**[/center]


[center]**[size=120]Religion[/size]**[/center]


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[center]**[size=150]Races[/size]**[/center]


[center]**[size=150]History[/size]**[/center]


[center]**[size=150]Government[/size]**[/center]


[center]**[size=150]Politics[/size]**[/center]


[center]**[size=120]Vassal States and Regions[/size]**[/center]


[center]**[size=150]Economy[/size]**[/center]


[center]**[size=120]Trade[/size]**[/center]


[center]**[size=150]Military[/size]**[/center]


[center]**[size=120]Conflicts[/size]**[/center]


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Credits go to @Flaming for providing the base template of the Atlas Overview. If you think any other section should be added to the template, feel free to let me know and make a suggestion.

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Ghratos Union:

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The Ghratos Union

Overview

Ghratos is a state on the east of the Southern Continent. It is primarily split into two regions; the Xhaasan Desert and the Amisan Forest, south and north of the great river Stanumn. These regions were united after a long era of war known as the Dark Age, with a personal union between the King and Queen of Amisa and Xhaasa respectively.

Culture

General Ghratean culture has a huge focus on invention of techniques and technologies, as well as perfection of these things. The pursuit of knowledge in general is revered and the highest honors are given to innovators and great historians.

Also in Ghratean culture is the emphasis of the necessity of the preservation of the union between Amisa and Xhaasa. It is said that the union symbolically represents the alliance between the Sun and the Goddess of Nature, and that if the union falls it will bring about the second Great Scourge.

Religion

Ghrateans actively worship 3 gods: the Sun, the Goddess of Nature and the God of Light. While Ghrateans only pay tribute to these three gods, they generally believe in the gods of other cultures as well; this has led to a general superstition of invoking gods that one does not worship.

Magic

Ghratean Magic is split into two main categories: Amisan and Xhaasan magic.

Amisan magic centers around two magical arts; Satopotes (Plant control) and Pecapotes (Animal control.) These arts are inherent to the user and can be done without aid; however, one may use staves and wands made out of special woods to make it easier. Children usually use wands when they are first training, and most agriculture is done by small teams of women with staves. Generally, women learn satopotes and men learn pecapotes. Satopotes allows one not only to control the movement of existing plants, but to grow new ones or existing ones as well; for this reason, satopotes has lead Amisa to generally have a surplus of food as growing is much faster and can be done by a small group of people. Pecapotes does not actually directly control an animal, but gives the user a spiritual link- called a bond- with them. This can lead the Pecapotate to be able to do things like coordinate with the animal better, lead it without signals, or even see through its eyes or hear through its ears. This makes it very useful for reconnaisance and greatly increases the types of animals that Amisans can ride.

Xhaasan magic is more technical than other forms of magic and generally relies on the usage of charged Sunstone. Sunstone absorbs the pure energy of the sun and allows it to be used in a variety of ways once activated; one of the primary usages is to make radiators for Amisa during the winter. It is also used sometimes to make fire, or to shine beams of light; the uses are endless. Some old artifacts are used to imbue a user with solar energy; this makes them much faster and stronger, and also allows them to in some cases utilize beams of solar energy; however, this is rare, and current Xhaasan techniques are generally unable to replicate the effect for a prolonged period of time.

Races

Ghratos has three primary races, excluding travelers and merchants: Humans, Xarbans, and cloud fae. Xarbans are a lizardlike people, with more strength speed than humans and more height; however, they are cold-blooded and thus are not suited for cold regions. They are found primarily in the region called Xarba, named after them, enclosed by the main branch of the River Stanumn at the north and by the outlet the Stanumn-Xarba in the south. On the other hand, many Cloud Fae, while in the overall being a nomadic race found all across Aurora, have specifcally integrated into Ghratean society. They are primarily servants and deliverers of messages, although some do serve as scouts and spies.

History

Ghratean history started out with the formation of the city-states Amisa and Xhaasa, around the same time, which grew and expanded, creating outposts on their side of the Stanumn. After some thousand years, these two states met each other, starting a several hundred years long era of war called the Dark Age. At the tail end of the Dark Age, many dukes from both regions began to openly rebel against the governments that were forcing them to fight, but some calamity only known as the Great Scourge hit at this time, collapsing the governments of the kingdoms and forcing the dukes of the two cultures to work together in order to defeat this power. There are many legends of the era of the Great Scourge, but most focus on the calamity itself; that so much magical advancement was lost.

After the Great Scourge and many decades of rebuilding, the kingdoms of Amisa and Xhaasa were reinstated when the heirs were allowed to peacefully ascend to the thrones by the strongest duchies of the era of the Great Scourge; on the condition that the dukes of all of these duchies were able to form a council of sorts in their respective kingdoms, so that they could prevent another era of constant war. This was the foundation of the Council of High Dukes. In this era, the Queen of Xhaasa and the King of Amisa engaged in frequent visits to further diplomacy between the two kingdoms; it is said that these constant visits made them grow fond of one another, especially as the two of them were young. In a stunning move, they announced their marriage around 10 years after they took power in their respective kingdoms. This marriage was said to symbolize an alliance between the Goddess of Nature and the Sun themselves, and the two peoples rejoiced at the personal union due to the widespread cultural shift after the Scourge. When they married, they had three children, and these children became the leaders of three new royal lines; The line of Sivara, the Royals of Amisa, the line of Haadrica, the Royals of Xhaasa, and the line of Pontelus, who became the line of the Great Governor who ruled the areas surrounding the River Stanumn and the great castle Pontentium. This became the Triarchy, and thus began the current Ghratean Union.

Government

The Union is lead primarily by the Triarchy; this being the King of Amisa, the King of Xhaasa, and the Great Governor. These three do not have absolute power, but levy taxes on the level of the union, create missions for dukes or other officials to go on, including trade missions and diplomacy, set a general national agenda, and are generally responsible for calling all dukes to arms in the case of a union-wide threat. They also make laws, but all laws require a vote from the Council of High Dukes.

The Council of High Dukes is comprised of 10 members; The Dukes of Iyanala, Tolaro, Shaalsa, Igba, Litora, Profundum, Silvaria, and Argentus, as well as the Petty King of Xarba and the Clan Queen of the Cloud Fae. It is called whenever a batch of legislation is to be passed; legislation will not be passed without a 7/10 majority. It is also generally called when the dukes need to be briefed on national plans that are to remain a general secret for whatever reason, to allow the High Dukes to set them in motion.

Politics

In Ghratos, there isn’t much politics on the scale of the entire union; all lines of duchies and the kingdoms are hereditary, as well as that of the Great Governor. However, there is some level of politics on the level of counties, as some are democratic or choose their leaders in some other esoteric way. Additionally, the Council of High Dukes may convene to remove a specific duke or duchess from their post for incompetence.

Vassal States and Regions

Ghratos does not pursue an aggressive foreign policy; however, some consider the Petty Kingdom of Xarba to be a vassal of Ghratos, despite it being essentially as integrated into the system as a regular duchy.

Economy

The two biggest industries in Ghratos are the mining and agricultural industries. Due to their ability to rapidly grow food with little manpower, Amisa is able to export food not only to Xhaasa but to other kingdoms and entities as well. Xhaasa, on the other hand, mines near mountains and underground for precious metals, primarily iron and sun stone, although other precious metals do exist.

There also exists an industry where expeditioners locate and search ancient ruins for artifacts from during the Great Scourge and the Dark Age; these artifacts are generally much stronger than current ones produced by either Amisa or Xhaasa and thus sell for a high price to Ghratean duchies and even higher prices outside of Ghratos.

Trade

The Ghratean economy is fundamentally built on both inter and intra-regional trade. Many towns and cities, especially in Xhaasa, cannot sustain themselves on their agricultural output, and do not have an easy way of sourcing certain materials; therefore, they exchange goods or services for other goods or services. For instance, in Xhaasa, a mining town may exchange metals to a town near a lake or river, which can supply water to help give the mining town a buffer in case their wells fail. Ghratos also has extensive extra-regional trade, trading with Rocova and Belsegallia most prominently. Ghratos generally like to take in magical materials that do not appear in its own territory to further increase their abilities in terms of what they can do with magic.

Military

Despite not being an expansionist or militaristic nation, Ghratos is very concerned with its stability and capability to respond to both external and internal threats. Therefore, each duchy is expected to field an army of 10,000 men; they are not always active but can be rapidly called up in times of need. Additionally, town and city guards essentially act as a reserve to be called upon in the case that more units are needed during a large-scale conflict; as well as other armed individuals, like road patrolmen. If more units need to be called up, they are levies from able-bodied citizens who are then given training based on the standards of their duchy.

On the naval front, there are three coastal duchies: Shaalsa, Litora, and Gala. Shaalsa and Litora in particular field large navies that defend the coast and also deal with piracy to safeguard Ghratean interests in trade. However, Ghratos does not have that much naval power projection aside from sinking pirates.

Conflicts

Ghratos is not currently in any conflicts.

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Calandor:

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Realm of the Calandians

Overview

Calandor is a realm that occupies the Calandian Mountains of the Southern Continent. The ancient mountains have been the home of the Moon Halflings or Cala Halflings, whom Clans warred against one another before being united under the Emerald Court, guided by the spiritual order of the Heavenly Court.

Culture

(Calandor is heavily inspired by Tibetans and Himalayan Culture with a tint of Incan influence) Calandians are reserved and polite. They dressed modestly, and observed social hierarchies religiously. Kinship is strong amongst the Calandians, especially within their local communities. The Clan system is central to Calandian culture. The Clans demanded absolute loyalty of their subjects, and in return, protect them from harm and serves them with common goods and infrastructure. Calandians built their houses out of woods, and does not display their wealth overtly outside necessary amenities.

Religion

The Heavenly Court is the main religious institution of Calandor. The Court both referred to the worldy institution run by the Priests and Priestesses, and the ‘Heavenly Court’ where the ‘Great Judge’ presides over the ‘Balance of Virtues’. The Balance of Virtues demanded kindness, generosity, and helpfulness from the living beings, which will be rewarded in the Heavens. Priest and Priestess hold sermons in Temples of Graces, beautifully-built alabaster towers that usually adorns a central part of a settlement.

Magic

‘Heavenly Grace’ is the name given by Calandians to all forms of metaphysical actions and properties. The study of Heavenly Grace is a privilege for only the members of the Heavenly Court, but all Calandians are able to utilise ‘magical powers’ through the use of a praying stone called Chi-Rani. Through ‘imbuement’ procession held together with weekly sermons, the Priest and Priestess of the Court fill the stones with the Grace, which then can be utilised to help Calandians in their daily affairs, from simple heating to simple telekinesis. Healing is the highest form of the Grace’s utilities, and can only be wielded by the most gifted of Priests and Priestesses.

Races

The Moon Halflings, or Cala Halflings in the tongue of the Calandians, are human-like race with a much smaller body. The Halflings are pale in complexion, and have adapted to live in high altitudes. This made them very sensitive to changes in warmth, but gives them advantages in their own homeland. The Moon Halflings have a unique bond with the stages of the Moon, and the cosmos in general, being weirdly the strongest and energized during full moons and clear night skies, and tends to be more reclusive in other times.

History

The Halflings does not consider themselves to came from the Calandian Mountains itself. They told stories of ancient migration, of brave Halfling adventurers that traversed and charted the mountains. For thousands of years, the halflings lived within the mountains, eventually forming warring clans that often went into bloody disputes due to the mountain’s challenging terrains and harsh conditions. When their homeland was threatened, the halflings established the Emerald Court and the fortress of Ui-Calad. They elected their first Farun to lead a defensive force repulsing foreign invaders and keeping their dominion over the mountains.

Government

Calandor is governed by the Emerald Court, a council comprising all Patriarchs and Matriarchs of Calandor’s Clans. The Court elected a Farun from amongst themselves to govern matters between Clans and to preside over the defence of the realm. However, most matters of governance are conducted by the Clans, whom raise their own taxes and levies. Cities in Calandor are administered by local Commerce Guilds, which though autonomous, still pays lip service to the local Clans. Ui-Calad, and several border fortresses are directly governed by the Farun.

Politics

Calandian politics are centred on the feuds in-between the Clans. Though inter-Clan wars are rare, the Clans are essentially in constant bickering against one another, often forming coalitions within and beyond the Emerald Court. The election of Faruns becomes the peak of such feuds, and sometimes blood are spilled before arbitration could be reached. The Heavenly Court became a mediating institution over the Emerald Court. Owing to the massive influence of their priest, the Heavenly Court’s suggestions are taken seriously by the Emerald Court, and their arbitrations are considered sacred and binding.

Vassal States and Regions

The numbers of Clans fluidly change depending on the continuous feuds that happen between them. Sometimes new Clans could rise and fall within a single year, and successions can create confusion for everyone. It is the Farun’s task to keep these changes in check and to maintain the stability of the realm.

Economy

The Calandians are heavily agricultural. The vast majority of Calandians are farmers or herders, living in rural communes on lower altitudes. They plant wheat, barleys, fruits and vegetables, and herd alpacas and sheep for their wool and milk, as well as llamas as pack animals. Tributes gathered by the Clans from excess production are then redistributed to the less-fortunate, to the local levies, and to the Farun in Ui-Calad.

Despite being agrarian, there are small-scale industry in Calandor, centred in their cities. The Commerce Guild administrate the relationship between craftsmen and merchants in cities, as well as dealing with matters of trade. Crafstmen in Calandor build variety of things, from furnitures and toys to weapons of war.

Trade

Merchants connected Calandor’s many isolated communities with valuable goods and information using llamas as pack animal. Major Calandian settlements are connected with a series of wide roads built by the order of the ruling Farun. Toll taxes are raised in these roads, though its price vary between locations. Smaller roads are maintained by local clan lords, and usually in worse condition compared to the wider roads. Massive height differences is tamed using the ‘elevators’, a carriage that utilise massive weights and animal power to move someone from a lower or higher elevations.

Military

Calandor relies on levies during a massive conflict to hold their defense. In peace times, the Margrave Guard acts as border guards, defending primary choke points into the mountains, as well as guarding Calandor’s primary fortresses. The Guard forms the main core of troops during conflict, and answers directly to the Farun. Beyond the Margrave Guard, law enforcement and civil peace is kept by the Baton Officers. A single Baton Officer maintained security in a community, and is usually helped by several ‘Baton Carriers’.

Conflicts

Calandor faces mostly domestic conflicts.

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Full name of nation: Kingdom of Veritalia

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Kingdom Of Veritalia

Overview

The Kingdom of Veritalia is a medium sized state in western Aurora. It is inhabited almost exclusively by Humans, and is home to three distinct cultures; Cervian, Jekui Nevi, and Veritalian. Cervia and Jekui Nevi both have cultural and religious autonomy from the larger Veritalian state, thus making Veritalia more of a royal confederation.

Culture

There exists three distinct cultures in Veritalia; Veritalian, Cervian, and Jekui Nevi. Each is unique to each other. Veritalians are generally stronger and better suited for fighting than their counterparts, and view that all beings are created equal by the Maker. The Cervians are fiercely patriotic to Cervia, and are generally viewed as ruthless and even sometimes crazy. The Jekui Nevi usually keep to themselves and are generally viewed as the “Bookworms” of Veritalia, and instead of traditional families/Houses, Jekui Nevi are divided into Clans, with the head patriarch being the head of the clan.

Religion

The primary religion of Veritalia has no real name, but both Veritalians and Jekui Nevi worship what is called the “Maker Of All Things”. The concept of Heaven or Hell simply doesn’t exist in this religion, with the belief being that the honored dead souls rise into the sky to become the stars, while the dishonored remain trapped in this world as spirits with no purpose. The sun and moon are held in high regard as being the Son’s of the Maker, with the Sun being the elder brother, representing warmth, good feelings, and honorable combat, while the Moon represents sorrow, loss, and grief. As such, burials occur at night, while those who die at sea are cremated.

Magic

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Races

Human

History

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Government

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Politics

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Vassal States and Regions

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Economy

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Trade

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Military

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Conflicts

Veritalia is currently at peace.

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Full name of nation: Emhainoron

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Emhainoron (replace)

Overview

Emhainoron, the realm of the swamp elves, is an island shrouded in mist and dense wetlands, where towering trees form a natural barrier along its edges. The elves of Emhainoron, known for their affinity with water and earth magic, dwell in harmony with the swamp’s ancient ecology. The island’s defenses are guarded by a network of interconnected treehouse watchtowers circling the perimeter, where elven sentries keep vigilant watch, using lanterns and mirrors to signal each other across distances in case of any impending threats.

At the heart of Emhainoron lies Horonias Keep, the stronghold of the swamp elves, where the ruling council oversees both protection of the land and the preservation of their mystical traditions. Four cities, each with its own cultural and magical significance, encircle the keep:

  1. Falias – Known as the “City of Knowledge,” Falias houses ancient libraries and archives containing the collected wisdom of the swamp elves. Its inhabitants are scholars and seers, drawing upon arcane texts to interpret omens and advise on matters of governance and warfare.
  2. Gorias – The “City of Fire” serves as the armory and training grounds for Emhainoron’s warriors and defenders. Gorias is famed for its forges, where elven smiths craft enchanted weapons capable of withstanding both magic and steel. The city’s warriors are known for their fierce loyalty and readiness to defend the realm.
  3. Murias – Referred to as the “City of Waters,” Murias is nestled within the deepest part of the swamp and is renowned for its healers and water-wielders. The city’s sacred pools are said to have rejuvenating properties, and its inhabitants are skilled in medicinal arts, often serving as healers and advisors across the island.
  4. Findias – Known as the “City of Winds,” Findias is elevated within the island’s tallest trees, catching the swift breezes that filter through the swamp. It is home to scouts and rangers who excel in both camouflage and mobility, making them formidable in both espionage and defense.

Culture

(Heavily inspired by Irish, Dravidian, Marsh Arab, and Bolivian cultures)

1. Lifestyle and Social Structure

Emhaineans live in extended family groups, or clanna (clans), which are tightly knit and multigenerational. Clans share duties and resources communally, ensuring that each family member contributes to and benefits from the collective welfare. There’s an emphasis on modesty, humility, and mutual respect, with elders holding a revered status in the community. This respect extends beyond age; skilled artisans, healers, and spiritual leaders known as Falean (meaning “wisdom-keepers”) are also deeply honored.

Clans frequently gather for storytelling, music, and dancing, especially during An Seargan, an evening ritual of gratitude that takes place at twilight, when the misty swamp is at its most ethereal. This gathering serves as both a practical meeting and a spiritual experience where they honor their ancestors and the spirits of Emhainoron.

2. Architecture and Settlements

Emhainean settlements blend effortlessly into the swamp environment. Houses are built atop sturdy platforms, connected by winding wooden walkways that rise above the water. The architecture is revolves around reed houses and stilted structures, with thatched roofs and walls woven from swamp reeds and local woods, decorated with intricate carvings of ancestral symbols. Each settlement has a baile tairseach (gate village) that marks the entry, symbolizing the boundary between the mystical swamp and the outside world.

The central keep, Horonias, is a towering, multi-level structure that houses communal gatherings and sacred artifacts. The Keep and other main buildings are adorned with colorful woven tapestries and murals that depict stories from Emhainoron’s history, as well as the elven people’s sacred connection to the swamp.

3. Spirituality and Practices

Emhainean spirituality centers around Cumar Éithigh (“the Swamp of Souls”), the belief that every part of nature is imbued with spirit and memory. They worship ancient spirits known as Furiae—guardians of specific elements, plants, and animals—through rituals conducted by druidic priests and priestesses called Maithrean. Emhaineans leave small offerings at shrines dedicated to these spirits, such as fruits, woven grass charms, or hand-carved figurines, to maintain balance in the swamp.

A central spiritual event is Feis na nDĂșile (“Festival of the Elements”), an annual celebration when each clan honors one of the four elements they believe shape Emhainoron: Fire, Water, Earth, and Air. This festival is marked by song, dance, and ceremonial offerings in each of the four cities—Falias, Gorias, Murias, and Findias.

4. Art, Music, and Dance

Emhainean art is vibrant and deeply symbolic, often incorporating motifs from the natural world. They are known for their taibhseadaireacht (spirit-weaving), a unique textile art form that uses natural dyes from swamp plants, lichens, and algae to create tapestries depicting mythical stories. Pearl jewelry is also highly valued; pieces are often made from carved swamp stones and rare shells, worn as amulets believed to carry protection and guidance from ancestors.

Music is central to Emhainean life, with a focus on stringed and wind instruments like guthán (a lyre-like instrument) and naos (a reed flute), whose haunting melodies echo through the mist. Traditional rince seanghaoth (“dance of the old wind”) involves rhythmic, spiraling footwork, representing the connection between the body and the ever-moving water and wind of the swamp.

5. Dress and Ornamentation

Clothing is typically lightweight and designed for both mobility and protection from the elements. Emhaineans wear flowing garments made from swamp-woven textiles, dyed in earthy tones with patterns symbolizing clan lineage or spiritual affiliation. Embroidery is intricate, with geometric shapes representing elements like water waves, sun rays, or leaf vines.

6. Cuisine

Emhainean cuisine is plant-based, with a focus on ingredients that grow in the swamp. They make hearty stews called borona, a mix of wild greens, mushrooms, algas, and tubers, seasoned with local herbs and cooked over low fires. Flatbreads, are a staple, served alongside dishes and used to scoop up sauces. A favorite delicacy is muine lĂșith, a bread made from water lily seeds and swamp grains, often enjoyed with a chutney of pickled swamp fruits.

Tea is significant in Emhainean culture; they brew duille na hAthartha (meaning “leaves of the Ancestor”), a potent fungal tea believed to enhance spiritual connection. Drinking this tea, especially in group gatherings, is a common gesture of hospitality and community.

7. Values and Ethics

Emhaineans are deeply committed to peace, honor, and balance with nature. Their respect for life is reflected in their non-violent ethos, and they believe in only using what is necessary from their environment, taking great care to restore whatever they harvest. Decisions within clans and among cities are made through meas-cĂĄnach, a system of consensus where each voice is heard and respected.

Religion

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Magic

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Races

The Lothlondir or Swamp Blossom Elves are by far the dominant race, though some Dwarves have set up some coastal tradeposts.

History

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Government

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Politics

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Vassal States and Regions

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Economy

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Trade

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Military

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Conflicts

There are no major conflicts, currently in orto do with Emhainoron.

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Full name of nation: L’Archiapaelago d’Oiew

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The Grand Duchy of The Easternmost Isles of l’Archiapaelago d’Oiew

Overview


Culture


Religion

Sunnislam

Magic


Races

White

History


Government

King-Parliament

Politics


Vassal States and Regions


Economy


Trade


Military


Conflicts


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Full name of nation: Tsardom of Veletia

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Tsardom Of Veletia(replace)

Overview

Veletia is a state in the north of the Northern Continent. It’s divided in half by the Gorlog Mountains into the Western Plains and Eastern Steppes. The state was estabilished around 20 years ago, after a separatist rebellion of the Veletians which turned into a civil war.

Culture

Religion

Magic

Races

History

Government

The state is ruled by a Tsar with absolute power. However, major cities and certain regions are very autonomous, with their own local governments having significant power. Even then, there are many positions within them that are appointed directly by the Tsar, such as military commanders or tax collectors.

The traditional nobility and clergy have lost most of their power. Most of the nobilty sided with the losing side in the civil war and had their lands seized by the crown and replaced with non-hereditary governors or reduced to overglorified administrators. This was especially felt by the non-human nobility. As the Tsar is the Chosen of the Gods, he is the final authority on matters of religion and the clergy can do little to challenge him. Clergy of other faiths holds only small amounts of influence in their local areas.

Politics

The Tsar has absolute control over the state. The highest positions are staffed by his supporters and he has a lot of support from the common people. The people who could oppose him have either lost their power and influence after their defeat in one of the wars or are being kept in line by the Tsar’s spies and armies.

Vassal States and Regions

The north of the Western Plains, previously the elven heartland, has been placed under a special, semi-autonomous administration that aims to reconstruct and pacify these areas. It’s leader is Piotr, an old friend of Tsar, who was his patron and helped him climb the ladder in the revolutionary army.

The Eastern Steppes are under the control of the Lord of the Steppes, currently Avarov. This area is isolated from the rest of the Tsardom by the Gorlog mountains and so it functions as practically a separate state that pays tribute to the Tsardom. The Lord of the Steppes simultaniously serves as the Great Khan of the Tieflings and collects tribute from their multitude of tribes.

The Golrog Mountains are not controlled directly by the Tsardom, but by the High Chief, currently Karakal, who pays tribute to the Tsardom. Other Gorlog chiefdoms are subsurvient to the High Chief.

The (island between Veletia and Archothiria) is an autonomous republic within the Tsardom. It’s autonomy was guaranteed during the civil war in exchange for siding with the human faction. It’s a hub for trade, piracy and other illegal activities and it has a sizeable minority of Archothirians.

Economy

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Military

Conflicts

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