Nations of Elysium
The following will be a list with a brief description of nations of the planet Elysium:
Amareidonia is a nation shaped by adversity and transformation, situated in the southeastern reaches of Jotunheim. Its origins trace back to the chaotic Times of Strife following The Event, when distance and a well-armed military base allowed local leaders to secure independence during the collapse of wider authority.
In its early history, Amareidonia was ruled by an authoritarian regime that maintained power through military force and strict control over its citizens. Years of repression bred unrest, leading to a protracted civil war that tore the nation apart. This conflict culminated in the Psionic Holocaust of 2,450—a catastrophic event that unleashed uncontrolled psychic forces and resulted in widespread devastation. The aftermath left deep scars: much of the population bears visible or subtle mutations, and a significant minority possesses psychic abilities that range from barely perceptible to dangerously powerful. While the government has since transitioned toward a more democratic system, it enforces strict policies aimed at controlling or eliminating individuals with psychic powers deemed to be a threat, fueling ongoing tension and fear within the populace.
Kyrapolis, the capital, is a city of marble avenues, bustling markets, and imposing government buildings, while the port town of Demenes on the Aegaeon Sea serves as the nation’s gateway to maritime trade and cultural exchange. The economy is rooted in agriculture, fishing, and the extraction of natural resources from the surrounding lands.
Despite the nation’s troubled history, Amareidonia’s centers of learning are renowned for their research into psychic phenomena, drawing scholars from across Elysium. Many Amareidonians seek hope and understanding through the Congregation of the Prodigy, a faith dedicated to exploring and mastering psychic potential. The wilderness beyond the settlements is haunted by strange monsters, many of them twisted echoes of the psychic cataclysm.
Amareidonia is also known as the homeland of most Fetchlings, whose origins are intertwined with the nation’s darkest hour. The presence of these enigmatic individuals serves as a living reminder of Amareidonia’s legacy of suffering, resilience, and the ever-present tension between fear and hope.
Notable Amareidonians
Niketas Drakos
A skilled political operator on the Kyrapolis city council, Niketas comes from a family with a shadowy legacy—one of his ancestors was a notorious official during the old authoritarian regime. Niketas leverages his connections and a reputation for intimidation to maintain influence, and rumors persist that he covertly funds squads to track down rogue psychics.
Eirini Paleologos
A leading researcher at the Institute of Psychic Phenomena, Eirini is celebrated for her groundbreaking work on psychic mutations and the lingering effects of the Psionic Holocaust. She is a compassionate mentor to gifted young Amareidonians, though her obsession with uncovering the event’s mysteries sometimes leads her to questionable ethical decisions.
Leonidas Papadakis
A charismatic activist who leads a movement for greater rights and protections for psychically gifted citizens. Leonidas, the child of exiles, is both admired for his bravery and criticized for stirring unrest, especially after several confrontations between his followers and government security forces.
Thalia Zervas
A popular playwright and poet from Demenes, Thalia uses her work to satirize political corruption and highlight the deep divisions that still haunt Amareidonia. Her public readings attract large crowds—and the watchful eyes of government informants.
Dimitrios Kalogerakis
A merchant baron based in Demenes, Dimitrios controls much of the food and resource trade in the region. Outwardly civic-minded, he secretly profits from smuggling and is rumored to employ mutated beasts as enforcers along dangerous trade routes.
Polyxeni Markos
A young psychic and prominent member of the Congregation of the Prodigy, Polyxeni is known for her visions and spiritual guidance. She quietly helps others unlock their psychic abilities while protecting the vulnerable from persecution.
Themistokles “The Shade”
A notorious fetchling criminal, Themistokles is infamous for his shadowy disappearances and rumored ability to move between worlds. He leads a network dealing in forbidden psychic artifacts and secrets, selling information to the highest bidder—regardless of the consequences for Amareidonia.
Particular Locations
The Broken Agora (Kyrapolis)
Once a grand public square where philosophers and politicians debated the fate of the nation, the Broken Agora now stands as a mosaic of old marble ruins and newer structures. Statues of forgotten leaders and shattered columns mingle with makeshift vendor stalls and street performers. The site is rumored to be haunted by echoes of heated arguments—and, some say, by the restless spirits of those lost during the Psionic Holocaust.
The Vault of Echoes (Subterranean Kyrapolis)
Hidden beneath the capital’s surface lies the Vault of Echoes, a network of sealed chambers and ancient bunkers dating back to the authoritarian regime. Many believe these vaults were used for secret psychic research and containment. Urban explorers and researchers sometimes brave the old passageways, hoping to uncover lost knowledge or psychic artifacts—despite the persistent tales of mutated creatures and psychic anomalies lurking in the dark.
The Steps of Remembrance (Kyrapolis)
A solemn memorial built on a gentle hill overlooking the city, the Steps of Remembrance are carved with the names of those lost in the civil war and Psionic Holocaust. Locals gather here for annual ceremonies, and followers of the Congregation of the Prodigy often meditate on the steps, seeking visions or guidance from the past.
The Veiled Market (Demenes)
This bustling portside bazaar is famous for its abundance of rare goods, psychic trinkets, and esoteric tomes. Merchants from across Elysium trade here, and it’s said that anything—from illegally harvested monster glands to forbidden psychic relics—can be found for the right price. The Veiled Market is also a haven for spies, revolutionaries, and the criminal underworld.
Varezia Ruins
Located deep in the rural interior, the overgrown ruins of Varezia are all that remain of the town destroyed during the Psionic Holocaust. Locals avoid the site, claiming it is cursed, but psychics and members of the Congregation of the Prodigy sometimes make pilgrimages here, seeking to commune with the shadows of the past or unlock lingering psychic energies.
The Petrified Valley
A windswept canyon dotted with stone figures—supposedly people, animals, and even monsters, all frozen in the aftermath of a psychic storm. The valley is a stark reminder of the dangers of uncontrolled power, and scavengers occasionally search the area for rare minerals or lost artifacts, though many refuse to linger after sunset.
The Sanctuary of the Prodigy
Nestled high in the hills overlooking Kyrapolis, this tranquil complex serves as a center for the Congregation of the Prodigy. Here, initiates train in meditation, psychic exercises, and arcane studies under the guidance of experienced mentors. The Sanctuary is also a place of refuge for those fleeing government persecution or seeking to unlock their inner potential.
Nestled along the northeastern coast of Vanaheim, Annwyn is a land defined by its expansive wilds and the resilience of its people. Bordered by the Colonial Alliance to the south and the nation of Volantes to the west, Annwyn stretches northward into the untamed and mysterious forests that mark the edge of the known world.
Much of Annwyn’s territory is dominated by the vast Valnach Forest, a realm of towering ancient trees, mossy glades, and deep, shadowed valleys. Within this living green labyrinth, Leshies—sentient plantfolk—have begun to appear in recent years, serving as both guardians and enigmatic guides to those who honor the land. The north is wilder still, with Timberhaven acting as the last outpost before the forest gives way to the unknown. In the south, the town of Winterfront sits amid rolling plains of golden grain, its silos and windmills a testament to Annwyn’s agricultural heart.
The capital, Perseverance, is a sturdy riverside city built on the edge of Valnach Forest. Its timber-framed houses, bustling markets, and communal halls reflect the hardy, welcoming spirit of Annwyn’s people—folk known for their friendliness, resourcefulness, and willingness to lend a hand to neighbors and strangers alike. Life here is shaped by the rhythms of nature: the felling of timber, the turning of the seasons, and the daring hunts for sky whales—vast, majestic creatures that drift through the northern skies and provide oil, meat, and bone for the nation’s economy.
To the south, along the border with the Colonial Alliance, lie the haunted ruins of Solus. Once a prosperous settlement, Solus was destroyed in a great fire during the dark days after The Event. Now, its charred remains are shunned by most, said to be plagued by strange creatures and supernatural occurrences. Only the bravest—or most desperate—venture into the ruins in search of lost treasures or answers to unsolved mysteries.
Annwyn’s society is built on cooperation and mutual respect, and while there is ongoing discussion about joining the Colonial Alliance, a significant portion of the population values their independence and traditional ways. As a result, Annwyn remains a friendly neighbor—trading, sharing knowledge, and maintaining cordial relations with the Alliance—while retaining its autonomy and unique identity.
Culturally, Annwyn is known for its community feasts, forest festivals, and the sharing of stories around blazing hearths. Its people pride themselves on hospitality, open-mindedness, and a quiet strength born of generations spent thriving in the shadow of great forests and the open sky.
Notable Residents of Annwyn
Catriona Vale, Mayor of Perseverance
A practical and warm-hearted leader, Mayor Vale is beloved for her fairness and tireless work on behalf of her city. She encourages cooperation with the Colonial Alliance but is cautious about sacrificing Annwyn’s independence.
Thaddeus Pike
A hard-bitten whaler captain, Pike is famous for his daring sky whale hunts and infamous for his fiery temper. He’s respected in Winterfront but rumored to be involved in illegal poaching and black-market sky whale oil deals.
Sable Morraine
A cunning and ambitious timber baron, Sable controls much of the northern logging industry. She’s known for her sharp business sense and is suspected of orchestrating sabotage against rival loggers and those who challenge her authority.
Old Man Ewan
A retired sky-whaler turned storyteller, Ewan holds court in Perseverance’s main tavern, regaling patrons with tales of sky monsters, haunted ruins, and his own brushes with the supernatural in Solus. Some say he knows more about the ruins than he lets on.
Nightroot
A sinister and reclusive Leshy, Nightroot is feared even among their own kind. Twisted by resentment over the destruction and pollution of the forest, Nightroot lures trespassers into dangerous bogs and orchestrates attacks on logging camps at night. Rumors swirl that Nightroot has learned to command poisonous plants and venomous creatures, using them to exact vengeance on those they blame for wounding the land.
Distinctive Locations in Annwyn
Valnach Forest
The vast, ancient woodland that dominates Annwyn’s heart. Home to Leshies, rare wildlife, and hidden groves, the forest is both a resource and a place of mystery. Hunters, herbalists, and wanderers tell tales of lights in the mist and trees that move when no one is watching.
The Ruins of Solus
A burned and crumbling settlement at Annwyn’s southern border. The ruins are choked with ash and twisted metal, crawling with strange creatures and haunted by eerie phenomena—whispering winds, spectral lights, and the occasional vanishing of unwary explorers.
Perseverance Market Hall
The bustling center of the capital, where timber, grain, and sky-whale products are traded. The hall is a lively place for news, gossip, and the forging of new deals. Festivals and feasts are often held here, with music and laughter echoing beneath its timbered roof.
Sky Whaler’s Anchorage
A windswept plateau near Winterfront where sky-whalers dock their vessels. The air is thick with the scent of oil and smoke, and the anchorage is always abuzz with the business of repairing ships, processing whale carcasses, and the rough camaraderie of the whalers.
The Timberhaven Logging Camps
Rows of cabins and sawmills on the forest’s northern edge, where lumberjacks and their families live and work. The camps are tight-knit, sometimes rowdy, and always wary of both wild beasts and sabotage from rival interests.
Apex is a fledgling nation nestled deep within the enigmatic Unyielding Lands. Its territory is surrounded on all sides by untamed forests, rolling hills, and wild grasslands. Founded only a few years ago, Apex is an experiment in courage, community, and cooperation, carved from an environment that most believe cannot be tamed.
Origins and Founding
Apex’s story began when a band of determined adventurers set their sights on taming the Greenbelt Territory—a rare stretch of fertile, relatively habitable land within the perilous Unyielding Lands. Their bold venture was made possible through the covert support of Lady Nikoline Visconti and the city government of Liathor from Volantes, who saw in Apex an opportunity to expand influence and trade in the region.
Once the initial outpost was secured, the adventurers made a remarkable decision: rather than rule as conquerors or warlords, they appointed a council of capable settlers and pioneers to govern in their stead. This act established a culture of civic participation and mutual respect, setting the tone for the nation’s independent spirit.
Geography and Settlements
Apex’s heart is the small but bustling town of Milus, the capital and seat of government. Built at a crossroads between river and forest, Milus is a patchwork of sturdy wooden homes, watchtowers, and communal halls—always on alert for threats from the surrounding wilds. The town is a hub for traders and explorers, and its streets echo with the sound of axes, saws, and laughter.
- Slowpoint is a close-knit farming village to the south, where terraced fields and orchards provide much of Apex’s food. The villagers are renowned for their ingenuity and for their elaborate scarecrows—some say enchanted to ward off more than just birds.
- Bellpost is a logging settlement on the edge of the deepest woods. Here, timber is harvested for construction and trade, and the locals are as skilled with a blade as they are with an axe. Bellpost’s bell tower is both a landmark and a warning system, often rung to signal danger from the forest’s edge.
Faith and Community
Not far from Milus stands a modest but beautiful temple of the Emissaries of Elysium. The temple serves not only as a place of worship and guidance but also as a sanctuary for those seeking healing or wisdom. The Emissaries’ emphasis on harmony with nature and respect for all living things resonates deeply with Apex’s citizens, who live on the very edge of the unknown.
Dangers and Wonders
Life in Apex is a constant dance with danger. The Greenbelt’s beauty hides countless perils—fae tricksters, kobold burrows, and monstrous predators prowl just beyond the palisades. Strange lights flicker in the night, and the woods are thick with old magic, ancient ruins, and the occasional whisper of fae bargains gone awry. The people of Apex have learned to be vigilant, to respect the unseen, and to treat every day as both a gift and a challenge.
Culture and Aspirations
Despite its isolation and the ever-present threat of the Unyielding Lands, Apex is a place of hope and tenacity. Its people are fiercely independent, innovative, and quick to defend their hard-won freedom. The influence of Volantes is felt in the town’s organization, technology, and in the quiet pride with which they face each new trial.
As a bridge between civilization and the wild, Apex draws traders, scholars, and would-be heroes from surrounding lands. The nation’s council is always eager for new settlers and ideas, and the story of Apex—of a people choosing governance over conquest—has become a beacon for those seeking a fresh start in Elysium’s most dangerous frontier.
Notable People of Apex
Nimble Twig
(Leshy, ageless; Milus)
A sprightly, vine-woven leshy with bright emerald eyes, Nimble Twig is the trusted Warden of Apex. Tireless in their patrols and beloved by the frontier folk, Nimble commands scouts and keeps a close watch on fae, monsters, and other threats. Their gentle manner hides a steely resolve—woe to those who threaten the land under their watch.
Orin Brassbeard
(Dwarf, male; Milus)
A shrewd and ingenious inventor-turned-treasurer, Orin is never far from his ledgers or the next scheme to “maximize returns.” He’s infamous for suggesting steep tolls and creative taxes, and is always on the lookout for lucrative—if ethically gray—business opportunities in Apex’s wild new territory.
Tobias Davidson
(Human, male, 45; Milus)
A grizzled, battle-scarred veteran, Tobias leads the Apex militia with a steady hand. He’s respected for his fairness and tactical mind, though some say he’s haunted by old losses and is ruthless toward bandits, kobold raiders, and any who threatens the new nation’s peace.
Zorkaratz
(Fetchling, male; Milus)
A shadowy, silver-eyed alchemist, Zorkaratz is both charming and dangerous. As Apex’s Emissary, he weaves webs of intrigue, keeps a menagerie of poisons and bombs, and isn’t above blowing up a problem—literally—if diplomacy fails. Most find his irreverent attitude toward danger unsettling, but none doubt his results.
Thomas Douglass
(Human, male, 33; Milus)
A gentle, scholarly cleric of the Emissaries of Elysium, Thomas serves as Apex’s Magister. He’s endlessly curious about the supernatural, always ready to advise on magical threats or mysterious occurrences, and is known for his compassion and even-handed wisdom.
Zigmund Bauer
(Human, male, 58; Milus)
Once a hard-nosed proprietor of Winterpoint, Zigmund is now Apex’s Viceroy. Driven, ambitious, and sometimes abrasive, he pushes for expansion and infrastructural growth, sometimes at the expense of caution or harmony with the land. Some grumble that his “progress at any price” attitude may bring more trouble than prosperity.
Elena Belmont
(Human, female, 39; Milus)
The pragmatic and charismatic Prime Minister, Elena, is the sister of the leader of the adventurer group that founded Apex. She’s a natural leader, trusted by settlers, and adept at balancing the demands of the council, the people, and the wilds.
Liandra Entrazzi
(Human, female, 27; Milus)
A soft-spoken oracle with luminous eyes, Liandra is Apex’s Counselor. Her uncanny insights and abilities make her an invaluable advisor and mediator. She is both beloved and feared, as her predictions—often cryptic—have a habit of coming true.
Chief Rustscale
(Kobold, male, 16; outskirts of Apex)
Once beset by internal strife, Chief Rustscale rules his tribe with a newfound vision for peace and cooperation, inspired by the adventurers who helped him reclaim leadership. Eager to prove kobolds can be valuable allies, he negotiates trade and mutual defense with Apex, though not all of his tribe shares his optimism.
Mother Mildred Ashtor
(Human, female, 39; Slowpoint)
The unsettling and charismatic leader of The Innocent Harbingers cult in Slowpoint. Mother Mildred preaches strange doctrines promising salvation from the terrors of the Unyielding Lands, and her followers are rumored to dabble in dangerous rituals. Her influence grows quietly, and some whisper she has sinister plans for the village and beyond.
Vesper Black
(Human, female, 31; Milus)
A sly smuggler and information broker, Vesper owns a popular tavern but secretly runs a black market for magical relics and forbidden lore. She manipulates council politics and has her own spies scattered across the settlements.
Mirek the Hollow
(Human, male, 44; Bellpost)
A former explorer, Mirek returned from a disastrous expedition into the deep Greenbelt changed—emotionless, gaunt, and haunted. Now the leader of a band of ruthless outlaws, he preys on logging convoys and remote farms, employing both mundane brutality and eerie, unnatural tactics. Locals whisper that something in the wilds “emptied him out,” and his presence is a growing blight on Apex’s frontier.
Locations of Interest
The Greenbelt Watchtower
Standing on a low hill just outside Milus, the Greenbelt Watchtower is a tall wooden structure manned day and night by Apex scouts. From its upper platform, lookouts can survey the rolling hills, winding forest trails, and distant threats—be they bandits, monstrous prowlers, or fae lights in the night. The Watchtower is a hub for urgent alerts, and its bell is a sound every local knows to heed.
The Emissary’s Temple
Located at the heart of Milus, this elegant temple is dedicated to the Emissaries of Elysium. Its open-air sanctuary is filled with wind chimes, flowering vines, and tranquil pools. Here, Thomas Douglass and his acolytes heal the wounded, offer guidance, and perform rituals to keep the supernatural in balance. The temple is also a gathering place for councils and festivals, making it the spiritual center of the nation.
The Whispering Stones
Deep in the woods near Bellpost, a ring of ancient moss-covered standing stones marks a place of old magic. Locals claim the stones “whisper” secrets on misty mornings or before storms, and that fae creatures and kobolds sometimes meet here under truce. The stones are avoided by most loggers, who leave offerings to ensure safe passage.
The Winking Owlbear
The most popular tavern in Milus, the Winking Owlbear is a raucous, lantern-lit gathering place where settlers, adventurers, and travelers mingle over hearty stews and strong ale. Owned by the sharp-tongued Vesper Black, the tavern is renowned for its nightly music, tall tales, and the unofficial business that takes place in shadowy booths. News, gossip, and the occasional clandestine deal flow as freely as the drinks.
Mirek’s Hollow
Once a simple logging camp, Mirek’s Hollow is now a blighted zone on the edge of the wilderness—abandoned and overgrown after Mirek the Hollow and his outlaws drove out settlers. The camp’s remains are haunted by strange shadows and unsettling silence. Many believe the place is cursed, and only the bravest (or most desperate) dare search its ruins for lost supplies or clues to Mirek’s transformation.
Perched alone in the restless Tangaroa Ocean, just off the unexplored eastern shores of Jotunheim, lies the enigmatic island nation of Baltia. It is a land of steamy jungles, lush mangroves, and sun-blasted beaches, yet it is perpetually shrouded in tempestuous weather. Warm, humid air collides with oceanic currents to spawn relentless squalls, thunderous downpours, and winds that never seem to rest. Lightning frequently forks across the sky, and the sea around the island is notorious for sudden, violent storms that test even the bravest navigator.
Geography & Settlement
Baltia’s landscape is wild and untamed—a riot of colossal fig trees, tangled vines, and flowering undergrowth, all battered by salt-laden winds. The heart of the island is dominated by storm-lashed highlands that feed fast-flowing rivers and hidden lagoons. The coastline is an ever-changing tapestry of cliffs, black sand beaches, and secretive coves.
The only major settlement is Mistral, a weathered town built on the island’s leeward side, where the land rises in wind-carved terraces above a natural harbor. Mistral’s buildings are sturdy and low-slung, their walls reinforced against the gales, and their roofs weighted with stone. The town’s winding streets are lined with storm-battered shrines, wind chimes, and painted totems dedicated to the island’s most powerful and feared entity—the Voice in the Storm.
Culture, Faith, and Power
Baltia’s people are as fierce and unpredictable as the storms that shape their home. Descended from castaways, exiles, and those who sought to escape the mainland’s reach, they have forged a society that reveres the forces of chaos and transformation. At the core of Baltian life is the Oracles of the Storm, a faith that worships the mysterious and ancient Aberration as the Voice in the Storm. The Oracles’ priests and seers interpret the island’s ever-changing weather as divine messages, and their rituals—held atop wind-raked cliffs and in rain-swept sanctuaries—are as much a part of daily life as fishing or farming.
The Oracles wield immense political and spiritual influence. Their word can determine trade, justice, and the fate of entire families. The most grievous crime in Baltia is to betray the Voice in the Storm or to reveal the cult’s secrets to outsiders. Competition and conflict are common, but so is celebration: thunder-drum processions, storm-dances, and the crafting of wind-totems fill the island’s calendar. Mastery—whether in weathercraft, sailing, or battle—is the highest virtue.
The Shadow of the Aberration
The Aberration’s presence is more than myth. Strange phenomena abound: storms that seem to think, monstrous sea creatures that beach themselves in the night, and voices in the rain that drive the unwary to madness or revelation. Some Balthians are said to be “storm-touched,” marked by the Aberration with gifts of prophecy, unnatural strength, or a dangerous affinity for the wild elements. The Oracles guard these individuals fiercely, seeing them as both living miracles and potential threats.
Isolation and the Outside World
Baltia is insular by necessity and tradition. The treacherous waters and unpredictable storms deter all but the most determined (or desperate) visitors. Traders are received warily, and any who speak ill of The Voice are quickly shown the door—or worse. The island’s only links to the outside world are through a handful of daring sailors and the rare emissary who can win the Oracles’ trust.
Spirit and Identity
Above all, Baltia is a land of survival and awe—a place where the line between the human and the divine is blurred by thunder and salt. Its people are proud, wary, and deeply spiritual, living every day in the shadow of a power that is both protector and destroyer. Here, the storm is not merely weather—it is the voice of fate itself, and Baltia’s children are raised to listen, learn, and, if they are bold enough, challenge it.
Notable Residents of Baltia
High Oracle Zephyra Gale
(Human, female, 48; Mistral)
The charismatic and feared spiritual leader of the Oracles of the Storm, Zephyra is believed by many to be the living mouthpiece of the Aberration itself. Her prophecies are often cryptic and her punishments swift; she commands deep reverence and even deeper fear among the people of Baltia.
Captain Liron Tempest
(Human, male, 37; Mistral)
A notorious storm-chaser and privateer, Captain Tempest captains the wind-battered sloop Thunderchild. He is famed for daring rescues and for braving the worst tempests to bring back rare goods—or lost souls. Some say he’s made a pact with the Aberration; others simply call him lucky.
Seeress Tidewalker
(Human, female, 62; Mistral)
An ancient and nearly blind Oracle, Moana is said to have walked into the ocean as a child and returned days later “storm-touched.” Her visions come in fits of poetry and riddle, and she is often consulted before any major storm or festival.
Bram of the Black Sands
(Human, male, 29; Mistral)
A brooding and independent fisherman, Bram is famous for his uncanny ability to find the richest shoals, even when the sea is angry. Though trusted for his skill, he is regarded with suspicion because of his solitary nature and repeated brushes with the supernatural.
Wyn of the Whirlwinds
(Human, nonbinary, 19; Mistral)
A “storm-touched” youth, Wyn survived being struck by lightning at age ten and now possesses a wild, unpredictable energy. Wyn is known for uncanny feats of climbing and acrobatics during the island’s wildest weather, and is rumored to hear voices in the wind.
Priestess Kalani Salt
(Human, female, 41; Mistral)
The keeper of Mistral’s sacred wind-shrine, Kalani is responsible for maintaining the totems and leading the community in daily rites. She’s known for her stern demeanor and absolute loyalty to High Oracle Zephyra, enforcing the Oracles’ will among the people.
Old Toma
(Human, male, 67; outskirts of Mistral)
A weather-beaten storyteller and former sailor, Toma is famed for his tales of sea monsters, ghost ships, and “the thunder that speaks.” He is one of the few who dares grumble about the Oracles, though always in riddles and never in the open.
Faro the Tide-Touched
(Human, male, 44; Mistral)
A craftsman and carver of wind-totems, Faro is rumored to have been saved from drowning by a voice in the storm. Since then, his creations are said to ward off the worst squalls—or, when angered, to bring them down upon the unwary.
Particular Locations
The Thundercliff Monastery
Perched atop a jagged promontory overlooking the Njord Ocean, this ancient stone monastery is battered daily by salt-spray and lightning. Here, the highest-ranking Oracles of the Storm meditate, fast, and perform rituals to interpret the Voice of the Storm’s will. The monastery’s wind-torn bell can be heard for miles, and its labyrinthine halls are rumored to contain forbidden texts, hidden cells, and relics said to channel the storm’s power.
The Maw
A vast, swirling tidal pool on the island’s eastern shore, the Maw is ringed by jagged black rocks and perpetually choked with mist and roaring surf. Locals believe the Voice of the Storm speaks most clearly here, and the Oracles hold their most secretive and dangerous rites on its shores. Occasionally, strange lights or monstrous shapes are glimpsed within the churning waters.
The Singing Palms
A stretch of jungle coastline where the ever-present trade winds whistle and moan through specially carved holes in the palm trees, creating otherworldly melodies. Islanders believe the wind spirits and the Voice send warnings or blessings through these haunting songs. It is a place of pilgrimage, but also of omens—no two visits are the same.
The Shifting Dunes
To the south of Mistral, the jungle gives way to a series of black sand dunes that move and reshape themselves after each storm. Treacherous and disorienting, the dunes are dotted with the wrecks of old ships and airships. Those who enter alone are said to vanish, lost to the storm or to madness.
The Wind-Totem Fields
On a plateau above Mistral, thousands of carved wooden totems—some ancient, some newly raised—stand sentinel, spinning, clacking, and howling with every change in wind. Islanders come here to add new totems in memory of loved ones lost to the sea or to seek the Oracles’ blessing before great undertakings. At night, the field is an eerie forest of shadows and voices.
The Cavern of Whispers
Hidden in the storm-lashed highlands, this deep limestone cave is filled with twisting tunnels and echoing chambers. The wind finds its way through unseen fissures, creating a constant chorus of eerie whispers. The Oracles use the cavern for initiations and vision quests, claiming that—if you listen closely—the Voice of the Storm itself will answer your questions, though not always with the truth.
The Bedlam Dominions sprawl across the wild northern reaches of Vanaheim, a chaotic expanse bordered by Orlostek to the north, Volantes to the east, the Colonial Alliance to the southeast, Freiheitland to the south, the haunted Feronia Forest to the southwest, and the storm-lashed Tangaroa Ocean to the west. To outsiders, the Dominions are a land of contradiction and danger—a place where civilization fractured and reformed into something raw and unpredictable.
Origins and Nature
Never a nation in the traditional sense, the Bedlam Dominions began after The Event as a haven for outcasts, visionaries, and those fleeing the collapse of Elysium’s first cities. Lacking central authority, these settlers faced a land that seemed determined to resist them at every turn. Over generations, what little order existed gave way to a harsh new society defined by relentless struggle, innovation born of necessity, and the constant threat of violence.
The Unyielding Lands
To the north stretch the Unyielding Lands—a vast, brooding wilderness of dense forests, shifting terrain, and perpetual mist. Here, danger is omnipresent: carnivorous plants, warped mutants, monstrous predators, and fey spirits prowl beneath the ancient trees. Many believe the land itself is alive and hostile, resisting efforts at settlement and swallowing even the best-prepared expeditions. Whispers persist of strange powers and entities working behind the scenes, subtly shaping fate and reality for inscrutable reasons few mortals can even guess.
Despite its perils, the Unyielding Lands are not entirely without civilization. Most notable is Winterpoint Trading Post, a hardy outpost near the border with Volantes, serving as a gathering point for explorers and traders who brave the wilds. Supplies are expensive, and the stories shared in the post’s smoky common room are filled with tales of lost treasures, haunted ruins, and supernatural encounters.
Recently, a single determined band of adventurers managed to carve out a precarious foothold in the Unyielding Lands, founding the small nation of Apex. Their independence and ingenuity have become the stuff of local legend, though their long-term survival is far from certain.
The Grave Wild Canyon
To the south, the vast Grave Wild Canyon dominates the landscape—a labyrinth of cliffs, ravines, and sun-baked plateaus. Here, the region’s most prominent inhabitants thrive: tribes of techno-barbarians who build ramshackle vehicles powered by salvaged engines and contraptions. Gangs and warbands race along the canyon floors, their machines belching smoke and flame, locked in near-constant raids and battles for resources.
Some tribes have managed to capture and tame dinosaur-like beasts and wyverns, using them as both mounts and living engines of war. The canyon’s depths are littered with the wrecks of High-Tech machines from the past, the ruins of failed settlements, and the lairs of both monsters and would-be warlords.
Felmore
The closest thing the Bedlam Dominions have to a capital is the anarchic city of Felmore, perched on the edge of the Grave Wild Canyon. Built around the enigmatic “Glowing Heart,” a pre-Event nuclear reactor, Felmore is a riot of activity—market stalls, forges, workshops, and the ever-present clangor of machinery. The city’s power is reliable, if poorly understood, but the slow leak of radiation has made mutation increasingly common, and Felmore’s alleys are as likely to be haunted by outcasts with strange powers as by pickpockets and cutthroats.
Felmore’s market is infamous for its trade in stolen fuel, salvaged weaponry, forbidden technology, and even living creatures. The city is dangerous, but its taverns are alive with rumors, plots, and the promise of fortune—or destruction.
Society and Culture
Life in the Bedlam Dominions is harsh and improvisational. Authority is local, fleeting, and usually enforced through force of arms, charisma, or control of vital resources. Law is a patchwork of custom, intimidation, and reputation. Honor is measured in battle scars, the loyalty of one’s gang or tribe, and the ability to survive the region’s many dangers.
Yet, amid the brutality, there is a fierce creativity: artisans cobble together wondrous machines from scavenged parts, storytellers immortalize the deeds of warlords and monsters, and every canyon wall or ancient tree bears the scars of countless struggles for survival.
Relations with Neighbors
The Bedlam Dominions are seen by their neighbors as a source of chaos and danger, but also of opportunity. Volantes and the Colonial Alliance keep wary eyes on their borders, warding off raiders and smugglers, while occasionally trading with less violent tribes. Freiheitland and Orlostek mount expeditions for resources or exploration, but rarely linger. All know that to venture into Bedlam is to risk everything—but to return is to gain tales, scars, and perhaps even fortune.
The Soul of Bedlam
Ultimately, the Bedlam Dominions are a crucible: a land where the old order died and something wild, unpredictable, and strangely vibrant was born. Here, the line between civilization and chaos is razor-thin, and the land itself seems to hunger for both heroes and monsters.
Notable Residents of the Bedlam Dominions
Wrecker Gantz
(Human, male, 38; Felmore)
The brutal and charismatic warlord who claims dominion over Felmore, Gantz is famed for his iron fist and his ramshackle personal war machine. He runs the city’s largest gang, controls access to the “Glowing Heart,” and demands tribute from all who trade or take shelter in his domain. He crushes rivals and mutineers without hesitation, but he keeps the city just stable enough for trade and survival.
Mira “the Spark”
(Human, female, 27; Grave Wild Canyon)
A legendary vehicle builder and mechanic, Mira is famed for her uncanny ability to coax life from the most hopeless wrecks. Her signature is a fleet of impossibly fast, spike-armored racers. While she sells her talents to the highest bidder, she secretly dreams of building something beautiful and escaping the chaos.
Father Coal
(Human, male, 61; Felmore outskirts)
A twisted preacher who leads a cult of scavengers and mutants, Father Coal claims to hear the voice of "The Storm” and preaches that mutation is the true path to survival. He is charismatic, dangerous, and rumored to have orchestrated several attacks on neighboring tribes to “spread the blessing.”
Dinojack
(Goblin, male, 31; Grave Wild Canyon)
The infamous leader of the Thunderjaw Clan, Dinojack is a raider who rides a massive, cybernetically-enhanced dinosaur. He revels in chaos, organizing raids on rival tribes and border settlements, and is always looking for new ways to upgrade his monstrous mount with salvaged tech.
Bao the Green
(Automaton, appearance masculine, age unknown; Unyielding Lands)
A moss-covered, rust-pitted automaton from the early days of colonization, Bao was found inactive by the Leshy Strongbark Twig and reawakened after centuries of slumber. His memory banks are fragmented, but he has adopted the role of a gentle ranger, roaming the Unyielding Lands to tend to injured creatures, nurture wild growth, and protect nature’s balance. Bao is a legend among explorers—some claim he can speak to spirits, and others say he knows paths through the wild that no living guide recalls.
Strongbark Twig
(Leshy, ageless; Unyielding Lands)
A sturdy, oak-like Leshy and respected guardian of the wilds, Strongbark Twig is known for guiding respectful travelers and fiercely defending nature. Strongbark discovered and reawakened Bao the Green, and the two now work together to protect the balance of the Unyielding Lands.
Vex
(Mutant, nonbinary, age unknown; Felmore)
A mysterious and feared psionic, Vex roams the underbelly of Felmore and the canyon settlements. With the power to invade minds, twist memories, and unleash psychic blasts, Vex is both an object of terror and fascination. Some say Vex was once a scientist, others believe they are the living echo of the nuclear reactor’s curse. Vex works as a mercenary, selling their abilities to the highest bidder—always with their own inscrutable agenda.
Redeye Tarka
(Human, female, 36; Grave Wild Canyon)
A notorious and vicious bandit queen, Redeye leads a tribe of wyvern-tamers. Known for her pale skin, bright red eyes, and ruthless tactics, she brooks no dissent and delights in tormenting captured rivals before the canyon’s jeering crowds.
Whisper
(Human, male, 19; Unyielding Lands)
A rare good soul in Bedlam, Whisper is a young scout and messenger who guides outsiders through the Unyielding Lands—for the right price. He’s famed for his knowledge of safe paths and his uncanny luck, though many suspect he is protected by more than just skill.
Old Man Scraps
(Human, male, estimated age 70+; Felmore junkyards)
A half-mad, ancient scavenger who has spent his life combing Felmore’s scrap heaps and ruin-strewn canyons. Scraps survives by trading stories and rare finds—sometimes, his ramblings hint at the locations of lost Pre-Event tech or forgotten bunkers, though discerning truth from delusion is always a gamble.
Nightmare Greta
(Human, female, 45; Grave Wild Canyon)
A feared and enigmatic assassin, Greta is both an alchemist and master of psychological warfare. She crafts hallucinogenic poisons, and is a master of trickery and illusion. Greta is notorious for leaving her victims in a waking nightmare, haunted by visions long after the poison fades. Some say she communes with the spirits of the canyon, and no one knows her true face—only the unnerving porcelain mask she wears.
Locations of Interest
The Maw of the Grave Wild Canyon
The largest chasm in the canyon, the Maw is a lawless, dust-choked arena where tribes of machine-riders gather for races, duels, and tribal war councils. The canyon walls are riddled with cave lairs, hidden forges, and the remnants of lost settlements, some overrun by mutant flora and fauna.
The Iron Bones
A sprawling graveyard of rusted vehicles, shattered mechs, and tangled machinery, the Iron Bones stretch for miles across the canyon floor. Scavenger gangs and mutant beasts haunt the wrecks, searching for salvage—or prey. Some say treasures of old world tech are buried deep among the debris, guarded by deadly traps and the ghosts of the past.
The Whispering Pines
A vast, haunted forest in the Unyielding Lands, the Whispering Pines are known for their unnatural silence, shifting trails, and the presence of fey and monstrous creatures. Many who enter are never seen again. Some return changed—haunted by strange visions or possessed of uncanny abilities.
Razorback Ridge
A jagged range of red stone running along the southern edge of the canyon, Razorback Ridge is both a natural fortress and a launching ground for raids. The ridge’s caves house secret weapon caches, rebel enclaves, and even rumored mutant cults devoted to the land’s strange powers.
The Screaming Forges
Deep in the canyons, these nightmarish smithies churn out weapons, armor, and war machines from salvaged metal. Fed by stolen Steam and powered by mutant labor, the forges belch smoke and sparks day and night, echoing with the cries of the condemned and the roar of flame.
The Bone Market
Held once a month in a hidden canyon near Felmore, the Bone Market is a notorious bazaar for forbidden goods: rare tech, mutant creatures, poisons, and even living captives. Warlords, scavengers, and outlanders descend here to trade, plot, and settle grudges—often violently.
Belrios is a small island nation set in the Aegaeon Sea, east of Jotunheim and north of Froelia. During the Times of Strife, contact with the outside world was severed, and the settlements of Belrios were forgotten by the larger powers. Isolated for generations, the people of the island survived by reverting to a more self-sufficient, communal way of life, developing a culture rich in vibrant artistry, celebratory music, and elaborate festivals that fill the streets with color and dance.
Faventia, the capital and principal settlement, is a modest town of winding alleys, painted facades, and open plazas that become the heart of exuberant parades and performances. Traditional masks, costumes, and instruments are passed down through families, and every citizen is encouraged to participate in storytelling, music, and dance. This creative spirit permeates daily life, making Belrios famed for its artisans, musicians, and theatrical troupes.
About a century ago, Belrios was rediscovered and gradually reintegrated into the wider world. While the island adopted some modern conveniences, it has fiercely preserved its unique identity and traditions. The island’s independence and expressive culture have recently attracted many catfolk, who find Belrios’s devotion to art and celebration irresistible and have become a growing and welcome part of the community.
Though small and often overlooked in global politics, Belrios stands out as a haven for creativity, joy, and cultural exchange—where every day promises another story, song, or festival under the bright skies of the Aegaeon Sea.
Notable Belrios Residents
Aroha Manu
Aroha is the beloved matriarch of Faventia’s leading artisan family. Renowned for her intricate mask-making and storytelling, she organizes the island’s largest festival each year. Though generous and wise, she is fiercely protective of Belrios’s traditions and suspicious of outsiders seeking to commercialize the local culture.
Tama Kauri
A talented musician and composer, Tama is known for blending ancient island melodies with new influences brought by catfolk and other newcomers. Charismatic and free-spirited, he is a champion of cultural exchange, but his rebellious streak often puts him at odds with conservative elders.
Moana Rangi
Moana leads the island’s most famous theatrical troupe. She is ambitious and driven, always seeking new stories and talent for her performances. Rumors persist that she has connections to the island’s small but influential criminal underworld and sometimes uses festival chaos as cover for illicit deals.
Hemi Teva
A catfolk newcomer, Hemi quickly rose to prominence as a dancer and costume designer. Outgoing and inventive, he is beloved by the younger crowd and has become a symbol of the flourishing catfolk community in Belrios. However, his success has stirred jealousy among some traditionalists.
Manaaki Turi
Manaaki is a respected elder and historian who acts as the unofficial guardian of the island’s oral traditions. He is deeply knowledgeable but stern, and his opposition to change sometimes fuels intergenerational tension. He distrusts both off-island influences and the ambitions of certain local families.
Kiri Whetu
A skilled smuggler and fixer, Kiri operates in the shadows of Faventia, arranging secret shipments of rare island goods—and sometimes more illicit cargo. Charming but ruthless, she is always looking for leverage over both rivals and the authorities, making her a dangerous ally or adversary.
Interesting Locations
The Coral Plaza (Faventia)
The heart of the capital, this sun-drenched square is paved with tiles in swirling patterns reminiscent of ocean waves. Lined with open-air cafés, performance stages, and artisan stalls, the Coral Plaza hosts the island’s most vibrant festivals, dance competitions, and evening storytelling circles. On festival nights, lanterns reflecting sea colors are strung all around, and musicians fill the air with rhythmic, joyful tunes.
The Painted Cliffs
Stretching along the southern coast, these dramatic sea cliffs are adorned with generations of murals—mythic scenes, festival masks, and geometric patterns painted in bright, tropical hues. The cliffs also serve as a gathering place for rituals, coming-of-age ceremonies, and clandestine moonlit meetings. Some say that hidden caves in the cliffs hold ancient relics and secret messages from the island’s founders.
The Perfumed Groves
Inland from Faventia, cultivated groves of flowering trees and aromatic herbs form a fragrant labyrinth. Locals harvest blossoms for perfumes, festival garlands, and ritual offerings. The groves are a favorite rendezvous for lovers, poets, and musicians, and the site of Belrios’s beloved Spring Awakening Festival.
The Harmony Amphitheater
A natural stone bowl carved into a hillside, the Harmony Amphitheater is famed for its acoustics and breathtaking views over the sea. Here, troupes perform traditional dances, masked dramas, and musical epics, while the audience lounges on soft grass or brings colorful cushions. During the annual Living Epics Recital, storytellers and actors bring Belrios’s founding legends to life.
The Seashore Market
Nestled in Faventia’s winding alleys, this bustling bazaar comes alive in the cool of the evening. Stalls overflow with handcrafted masks, shell jewelry, painted fans, exotic fruits, and rare wines. The market is a crossroads for gossip, secret negotiations, and the occasional black-market deal. It’s said that a clever question asked here can yield a prophecy—if you know whom to ask.
The Shrine of Tides
Located on a rocky promontory just outside Faventia, the Shrine of Tides is devoted to the spirits of sea and sky. Islanders come here to make offerings, seek blessings for voyages, or meditate to the sound of waves and wind chimes. The shrine is especially crowded during storm season, when the community gathers to pray for safety and honor the sea’s power.
The Moonlit Carnival Grounds
Just north of Faventia, a broad sandy field lined with palm trees serves as the setting for Belrios’s raucous Moonlit Carnival. Here, during the full moon, masks and costumes are donned for nights of dancing, music, and wild revelry. The Carnival Grounds are also a favorite spot for secret rendezvous and the settling of friendly (or not-so-friendly) rivalries.
Nestled on the remote island of Hyperborea, adrift in the icy expanse of the Nereus Sea north of Vanaheim, Boreas is a rugged nation shaped by relentless cold and resilient people. Close to Elysium’s north pole, Boreas endures long, dark winters, brief but radiant summers, and sprawling landscapes of dense forests, snowfields, and rugged mountains shimmering under the aurora’s glow.
The capital, Thrace, is a resilient settlement built around powerful geothermal vents. Ingenious use of subterranean heat allows its people to warm their homes, communal halls, and greenhouses, making life possible in an otherwise unforgiving climate. The town of Pindar, perched on the southern coast, serves as the nation's secondary hub, its sheltered harbor vital for seasonal trade, fishing, and the arrival of rare visitors.
Boreas is neither wealthy nor technologically advanced, but its people are fiercely proud and self-sufficient. Governed by a direct democracy, Boreans gather in heated assembly halls to debate and decide matters of governance, resource sharing, and community traditions.
Life in Boreas revolves around kinship, cooperation, and storytelling. The nights are long, and so are the tales—Boreans excel as storytellers, passing down legends of the land, the sea, and the ever-present sky. Among the most enduring stories are those of giants: enigmatic, towering beings said to inhabit the island’s hidden valleys and snowy peaks. While some dismiss these tales as mere myth, occasional sightings keep the rumors—and the sense of wonder—very much alive.
Despite the harshness of their homeland, the people of Boreas are known for their hospitality. They welcome travelers with warmth, food, and tales by the hearth, prizing endurance, honesty, and the wisdom of their elders above all else.
Notable Boreans
Eirene Frostborn
The elected elder of Thrace, Eirene is a calm, steady leader known for her wisdom, sharp wit, and unyielding dedication to her people. She is also the most respected mediator in communal disputes and a living repository of Boreas’s oral histories.
Kostas the Lantern
A legendary guide and trapper, Kostas earned his nickname for never losing his way in the polar night. He claims to have seen a giant’s silhouette on the horizon, and his stories of the wild inspire both awe and skepticism.
Milos of Pindar
A clever geothermal engineer, Milos maintains the vital heat channels that keep Pindar alive. Though reserved, he is an innovator at heart and dreams of harnessing more of Hyperborea’s secrets for the good of all.
Thyra Iceweaver
A reclusive mystic and storyteller, Thyra is rumored to have “the sight.” She reads omens in the auroras and ice, and many seek her advice before embarking into Boreas’s wilds.
Particular Locations of Hyperborea
The Pillars of Orkos
Jagged stone monoliths rise from a windswept plain, arranged in a colossal spiral. No one knows who erected them, but ancient runes glow faintly beneath the auroras. Locals avoid the site, claiming to hear deep voices in the wind.
The Shrouded Vale
Perpetually blanketed in a mysterious, silver fog, this hidden valley is said to be where the giants walk at dusk. Travelers report losing their way, encountering massive footprints, or hearing distant, mournful singing.
The Hearthless Glacier
A vast, creaking glacier riddled with glittering blue caves. Strange lights are sometimes seen beneath the ice, and explorers whisper of warm, echoing chambers where time seems to slow and the outside world fades away.
Caliphate of Kalahari
The Caliphate of Kalahari occupies a commanding position in the southern expanse of Jotunheim, a land defined by sweeping deserts, arid valleys, and the persistent presence of wind and sun. To the west lies the shimmering blue of the Nanshe Sea, its coastline broken by rocky cliffs and stretches of golden sand. Across these waters, the island archipelago of the Free Republic of Concordia can be glimpsed on clear days, its airships and merchant vessels an ever-present reminder of Kalahari’s connection to the wider world. The southern border is marked by the endless horizon of the Varuna Ocean, its tides bringing both opportunity and the risk of devastating storms. To the east, the fertile borders of Olam Ha-Ba promise green fields and bustling trade, while to the northwest, the frontier meets the influential theocracy of Italica. The nation’s northern reaches fade into the vast, sun-baked expanse of the Al-Qaum Desert, beyond which lies a realm of mystery and uncharted territory.
Geography and Climate
Kalahari’s terrain is a study in extremes. The heartland is dominated by vast deserts of undulating dunes, rugged rocky plateaus, and sparse, hardy vegetation—a landscape baked by relentless sun and shaped by centuries of wind. Occasional gravelly basins and dry riverbeds hint at ancient watercourses, while jagged escarpments rise from the sand, casting long shadows at sunset. Pockets of fertile land are found in valleys and around precious oases, where life flourishes and communities have endured for generations. Along the coast, the climate softens, and broad bays and estuaries provide both safe harbor and fertile ground for settlement.
Major Settlements
Aoudaghost: The capital and undisputed jewel of Kalahari, Aoudaghost sits astride a verdant valley at the mouth of a broad bay on the Nanshe Sea. The city’s skyline is a tapestry of domed palaces, bustling marketplaces, slender minarets, and sun-baked terraces. The fertile valley supports lush gardens and productive farms that spill down to the water’s edge, while the harbor teems with ships from across Elysium. The Golden Palace of the Caliph rises above the city—an opulent seat of government and symbol of the merchant houses’ power. Aoudaghost is not only the political and economic heart of the nation, but also a cosmopolitan center where rare spices, textiles, and technological wonders change hands daily.
Ashantian: Nestled to the north, Ashantian is a thriving trade hub and waypoint for caravans crossing from Italica or venturing into the heart of Kalahari. Its location at the edge of the desert and proximity to the Al-Qaum’s trade routes make it a lively city, renowned for its annual markets and the colorful convergence of merchants, scholars, and travelers.
Chikara: Deep in the western desert, Chikara is an oasis city famed for its isolation and resilience. Surrounded by harsh, shifting sands, its life-giving spring supports palm groves, date plantations, and a tightly-knit community of traders and desert guides. Chikara’s bazaars are famous for rare minerals, exotic animals, and goods smuggled from distant lands—often at a high price.
Bouhtan: South of the capital and hugging the coast, Bouhtan is a bustling port and fishing town. Its residents are expert sailors and shipbuilders, maintaining a fleet that braves both the Nanshe Sea and the Varuna Ocean. Bouhtan’s markets are known for fresh seafood, intricate shellwork, and the repair of both sea and air vessels. The proximity to Aoudaghost ensures that Bouhtan thrives as a satellite of the capital’s prosperity.
Inanna: Situated in a gentler southwestern climate, Inanna blooms around a cool oasis where the desert relents to green fields and fruit orchards. Its mild weather and abundant water make it a center for rest, healing, and spiritual retreat. Inanna is renowned for its gardens, libraries, and as a gathering place for poets, sages, and pilgrims from across Kalahari.
Oranmiyan: Set in a fertile valley to the south, Oranmiyan flourishes as an agricultural center. Its fields of grain, vineyards, and olive groves are irrigated by mountain-fed streams, and its workshops produce pottery, textiles, and fine crafts for export. The town’s festivals, celebrating the harvest and the cycles of the moon, are famous throughout the region.
Society, Religion, and Culture
Kalahari is governed by the Caliph, the supreme authority supported by a council of powerful merchant houses. The state is an intricate tapestry of commerce, intrigue, and tradition, its merchant princes wielding influence through both legitimate trade and covert dealings. Laws are simple but harshly enforced, and justice is often severe; punishment for theft or deceit can be swift and public.
The state and major religion of Kalahari is the Disciples of the Prophet. This faith, founded on the teachings of Hakim ibn Jawar, permeates every level of society. The Disciples’ doctrine emphasizes the virtues of civilization, honest labor, trade, and the rule of law. Their grand mosques and schools are centers of learning and community life, and their clergy hold considerable sway over both civic and spiritual affairs. Festivals and public rituals celebrate the Prophet’s legacy, and the faith’s influence is seen in the city’s architecture, art, and daily customs. The pursuit of wealth is framed as a sacred duty, so long as it is earned through just means and service to the greater good.
Kalahari’s people are renowned for their ambition, ingenuity, and adaptability. Amidst the stark division between rich and poor, a competitive spirit and a drive for self-betterment are widespread. Yet, even the humblest citizen takes pride in their resilience and the opportunities their nation offers.
Legacy
Kalahari stands as a land of contrasts: a gateway between desert and sea, tradition and ambition, hardship and opulence. Its cities, from the glittering capital of Aoudaghost to the remote oases and fertile valleys, pulse with life and promise. In every settlement, from Ashantian’s northern crossroads to Oranmiyan’s southern fields, the spirit of Kalahari endures—unyielding, enterprising, and forever shaped by the sands and the stars.
Notable Residents of Kalahari
Caliph Abdul “The Exalted” Majeed el-Jafari
(Human, male, 52; Aoudaghost)
The ruler of Kalahari, Caliph Abdul is a shrewd merchant prince who rose to power through a combination of daring business acumen and ruthless political maneuvering. Revered as both a pious leader and a symbol of Kalahari’s ambition, he presides over the Golden Palace and sponsors grand projects—mosques, markets, and festivals in honor of the Disciples of the Prophet. His reign is marked by prosperity and strict justice, but he is not above secret dealings or quiet suppression of rivals.
Sheikh Eilon ben Shahar
(Halfling, male, 45; Aoudaghost)
Serving as Grand Vizier and chief adviser to the Caliph, Sheikh Eilon is the power behind the throne. He is renowned for his encyclopedic knowledge of Kalahari’s trade networks and laws. Rumors swirl about his involvement in clandestine diplomacy and backroom deals. A devout Disciple of the Prophet, Eilon is also a renowned patron of scholars and poets, using philanthropy to cultivate loyalty among the city’s elite.
Sharif Kaalim al-Latif
(Human, male, 36; Aoudaghost)
The appointed mayor of Aoudaghost, Sharif Kaalim is responsible for the city’s daily governance and the smooth functioning of its markets and ports. He is diplomatic and even-tempered, but privately burdened by the city’s sharp inequalities and the pressure to maintain order during times of unrest or festival excess.
Sheikh Asad el-Khan
(Human, male, 41; Aoudaghost)
A powerful merchant and head of the infamous Cipher Assembly, Sheikh Asad is both respected and feared. His legitimate businesses—spice caravans, textiles, and rare minerals—are a front for a sprawling criminal network. Asad’s shadowy influence extends into every corner of Kalahari, and he is rumored to have the Caliph’s ear when it suits him.
Sheikh Furkor the Fortunate
(Catfolk, male, 37; Bouhtan)
A celebrated merchant known for his luck, charm, and the bustling barbershop he runs in Bouhtan. Furkor is a master of information, trading rumors and secrets as easily as rare goods. His shop is a gathering place for travelers, adventurers, and spies, and Furkor is always eager to aid—or exploit—those with the right price or an interesting story.
Professor Jamileh Mozafari
(Human, female, 42; Aoudaghost)
Historian and Chancellor of Al-Jahiz University, Professor Mozafari is a leading authority on the history of trade, law, and the Disciples of the Prophet. She is a passionate teacher and reformer, advocating for broader access to education. Her lectures are popular with students and merchants alike, and she sometimes provides discreet counsel to the Caliph on matters of history and doctrine.
Imam Rashid ibn Abbas
(Human, male, 60; Chikara)
The revered religious leader of Chikara, Imam Rashid serves as both spiritual guide and judge, settling disputes in accordance with the doctrine of the Disciples of the Prophet. Known for his wisdom and unwavering integrity, he is often called upon to mediate between rival merchant houses and wandering desert tribes.
Nafisa al-Misbah
(Human, female, 28; Inanna)
A gifted poet and healer, Nafisa tends to the sick and weary who come to Inanna’s gardens and libraries. She is famed for weaving the teachings of the Disciples of the Prophet into her verses, and her recitations during festivals are legendary. Her compassion has earned her both admiration and envy among the city’s elite.
Yusuf al-Oranmiyan
(Human, male, 40; Oranmiyan)
A prosperous olive and grape grower, Yusuf is the unofficial leader of Oranmiyan’s council of elders. Known for his generosity and stubborn sense of justice, he mediates local disputes and champions the rights of small farmers against the encroachments of wealthy merchant houses.
Aminata Sissoko
(Human, female, 33; Ashantian)
A daring caravan leader, Aminata is renowned for her knowledge of desert routes and her ability to negotiate with bandits and tribal nomads alike. She is fiercely independent, loyal to her crew, and quietly ambitious, hoping to expand her trading empire beyond Kalahari’s borders.
Locations of Interest
The Golden Palace of the Caliph (Aoudaghost)
A marvel of gilded domes, mosaic courtyards, and lush hanging gardens, the Golden Palace dominates the skyline of Aoudaghost. Within its fortified walls, the Caliph holds court, merchant princes vie for influence, and the council chambers buzz with intrigue. The palace’s legendary Hall of Lanterns is illuminated each night by hundreds of colored glass lamps, while the private Oasis Atrium is said to contain rare plants and fountains imported from every corner of Elysium.
All Merchants Square (Aoudaghost)
The heart of the capital’s commercial district, this sprawling marketplace is a riot of color, sound, and scents from across the world. Stalls overflow with spices, rare textiles, Steam trinkets, and contraband goods. Street performers, pickpockets, and traders from distant lands jostle for attention. The square is also the site of public auctions, festival processions, and the occasional, dramatic display of the Caliph’s justice.
The Kalahari Aerodrome (Aoudaghost)
A bustling hub for airships and sky-traders, the Kalahari Aerodrome is a forest of mooring towers, canvas hangars, and busy workshops. Crews from all over Elysium descend here to refuel, repair, and exchange news. The Aerodrome is also a center for innovation, where engineers test new airship designs—and where spies and smugglers often conduct their business under the cover of sky traffic.
Al-Jahiz University (Aoudaghost)
Kalahari’s most prestigious center of learning, Al-Jahiz University is famous for its stunning library, observatory domes, and gardens of aromatic herbs. Scholars debate philosophy, science, and theology in shaded courtyards, while students from across Elysium flock to its renowned lectures. The university is also rumored to house several forbidden tomes and secret societies dedicated to arcane studies.
The Mosque of Remembrance (Aoudaghost)
A grand and graceful structure with soaring minarets and intricate blue tilework, the Mosque of Remembrance is the spiritual heart of the Disciples of the Prophet in Kalahari. The mosque hosts daily prayers, community feasts, and the Prophet’s Day festival, drawing the faithful from all walks of life. Its quiet inner gardens are a place of meditation and sanctuary, said to be blessed with miraculous tranquility.
Jahannam Stadium (Aoudaghost)
A massive, oval arena carved from white stone, Jahannam Stadium is infamous for its public spectacles—gladiatorial contests, chariot races, and the grim tradition of letting condemned prisoners fight for their freedom. The crowds are raucous and the punishments severe, but the stadium also serves as a venue for festival games, musical performances, and parades.
The Ashantian Caravanserai (Ashantian)
A vast, fortress-like inn on the edge of the city, the Ashantian Caravanserai is a haven for desert traders, caravan guards, and wandering storytellers. Its shaded courtyards and communal baths are legendary, and its grand bazaar hosts the annual Festival of Sand—a celebration of trade, music, and the endurance of those who cross the Al-Qaum Desert.
Chikara Oasis and Bazaars (Chikara)
At the heart of the western desert, the Chikara Oasis is a shimmering jewel of palm groves, cool springs, and bustling market lanes. Merchants gather here to trade rare minerals, spices, and mysterious relics unearthed from the sands. The oasis is also famous for its night markets, where deals are struck under lantern light and secrets are whispered in curtained pavilions.
The Sapphire Docks (Bouhtan)
This busy port is lined with warehouses, fishmongers, and shipwrights’ workshops. The scent of salt air and fresh catch drifts through the bustling wharves, where sailors and merchants haggle over goods from every corner of Elysium. The Sapphire Docks are also known for their lively taverns and the infamous “Tide’s End,” a gambling den frequented by pirates and privateers.
The Garden of the Prophet (Inanna)
A tranquil, walled garden surrounding Inanna’s largest library, this sanctuary is filled with flowering trees, fountains, and shaded paths. Pilgrims come to meditate, seek wisdom from the Disciples of the Prophet, or attend poetry readings and philosophical discussions beneath the stars. The garden is said to be the oldest in Kalahari, lovingly tended through generations.
The Valley of Oranmiyan
A lush, green valley in the south, Oranmiyan is famed for its terraced fields, thriving orchards, and communal festivals. The valley’s central square comes alive each month with the Festival of the Moon, featuring music, dance, and the sharing of the region’s finest foods and wines. Ancient standing stones and mysterious carvings can be found in the hills, remnants of a civilization even older than Kalahari itself.
The Colonial Alliance stands as the oldest and most influential nation on Elysium, tracing its lineage directly to the original United Nations of Earth Colonial Government. After The Event shattered interstellar contact and sparked a planetary civil war, many settlements declared independence, fracturing the human presence on the planet. Yet, through a combination of resilience, diplomacy, and military strength, the UNE loyalists—centered on the city of Nova Aurora—managed to unite the majority of the continent of Vanaheim under a single banner. Thus, the Colonial Alliance was born, inheriting the legacy, institutions, and ambitions of humanity’s first planetary government.
Government and Structure
The Colonial Alliance is a federal democratic republic, composed of five diverse regions—Landfall, Gan Eden, Volaris, Argentia, and Xaswana—each with its own government, laws, and distinct culture. The federal government, led by the High Council in Nova Aurora, ensures unity and coordination in matters of diplomacy, defense, and trade. Council seats are distributed equally among the regions, and decisions are made by majority vote, allowing for both representation and lively debate.
Culture and Society
Across most of the Alliance, society is shaped by a refined, tradition-bound ethos. Social order, etiquette, and polite conduct are highly valued, with a strong emphasis on family honor, public service, and civic duty. Architecture, fashion, and literature all reflect a taste for elegance and innovation, while scientific societies, salons, and scholarly clubs flourish in the cities. The pursuit of knowledge and progress is balanced by an adherence to established social hierarchies and customs.
The Alliance is home to a diverse population, including humans, elves (Elohim), gnomes, and other ancestries. Education is prized, and its universities, academies, and libraries are among the finest on the planet.
Religion
The Holy Church of Revelation is the largest faith, shaping much of public life and morality. Its influence can be seen in festivals, architecture, and civic ceremonies. However, the Followers of the Accord—a humanist and reformist faith—are rapidly gaining adherents, especially among younger citizens and intellectuals. Many other religions, cults, and philosophical traditions also maintain a presence, reflecting the Alliance’s cosmopolitan and pluralistic character.
Military and Security
The Colonial Alliance maintains a modern, well-trained military, including the renowned Aerial Corps and disciplined ground forces. While its might is formidable and respected, it is matched by rival powers such as the Empire of Ruritania. The Alliance’s strength lies as much in its technology, intelligence networks, and logistics as in sheer numbers.
Diplomacy and Rivalries
Relations with the Empire of Ruritania are strained, marked by suspicion, ideological conflict, and occasional brinkmanship. The two nations are locked in a global rivalry, each vying for influence, allies, and resources. Espionage, proxy conflicts, and diplomatic maneuvering are commonplace, as both powers seek to shape the destiny of Elysium. The Alliance also maintains complex relations with other nations, balancing its progressive ideals with the necessity of realpolitik.
Regional Diversity
- Landfall: The historic center and seat of government; the capital Nova Aurora is a bustling metropolis and a beacon of culture and science.
- Gan Eden: The domain of the Elohim, marked by architectural beauty and a proud, insular tradition.
- Argentia: Vast, resource-rich, and home to the city of Grayfield, the heart of airship manufacturing and the Aerial Corps.
- Xaswana: Known for its embrace of the natural world, scholarship, and spiritual communities.
- Volaris: Mountainous and innovative, with the city of New Albion at the cutting edge of robotics and steam technology.
Challenges and Aspirations
The Colonial Alliance is a land of opportunity and contradiction—a place where tradition meets progress, and unity is always under negotiation. Its people are proud, ambitious, and vigilant, striving to maintain prosperity and stability in a world still haunted by the memory of collapse. The future of the Alliance depends on its ability to adapt, lead, and inspire—not only its own citizens, but all of Elysium.
Notable Colonial Alliance Residents
Don Bolivar Sangre
Don Bolivar Sangre is the undisputed kingpin of Nova Aurora’s underworld, ruling the infamous Blood Boys Gang with a chilling blend of charisma, cunning, and ruthless pragmatism. In his late seventies but still imposing, Don Sangre is known for his sharp, hawk-like features, perfectly groomed silver hair, and the ever-present crimson silk scarf—a nod to both his gang’s name and his own bloody legacy.
Santiago Uriza
President of the Pharos Technological Society, Santiago is a tireless advocate for scientific discovery and the ethical use of technology. He is a respected lecturer and a mentor to many aspiring inventors, though his uncompromising stance has made him enemies among industrialists.
High Councilwoman Marcelina Smirnova
High Councilwoman Marcelina Smirnova is a rising star in the politics of the Colonial Alliance, representing the region of Landfall on the High Council. In her early forties, Marcelina is known for her sharp intellect, unwavering integrity, and the quiet strength she brings to deliberations in Nova Aurora. With a clear, commanding voice and a keen sense of justice, she has become one of the Alliance’s most respected advocates for transparency and reform.
R. Jasper Andrews
Jasper is one of the oldest sentient beings in the Colonial Alliance—a battered, enigmatic android who has survived since before The Event. Once a marvel of pre-Event engineering, Jasper’s chassis is now a patchwork of worn metal, exposed wiring, and faded serial numbers, his movements slow and deliberate due to centuries of wear and the lack of compatible replacement parts. Jasper resides within the New Albion Academy of Technology, where he is treated with a mixture of reverence and curiosity by students and faculty alike. Considered a local celebrity—and unofficially a “retired professor”—Jasper is often found in the academy’s sunlit atrium or lecture halls, accompanied by a devoted student assistant who helps maintain his systems and records his musings.
Grand Admiral Samuel Bechard
Commander of the Colonial Alliance Aerial Corps, Bechard is a strategic thinker and a stern disciplinarian. His devotion to the safety of the Alliance’s skies is legendary, though his uncompromising style has made him both allies and enemies.
Ms. Leona Payne
The enigmatic leader of the Principled Syndicate, Grayfield’s largest organized crime network. Leona is charming and ruthless, using both bribery and blackmail to keep her syndicate at the forefront of smuggling and industrial espionage.
The Whispering Surgeon
A notorious serial killer who stalks Nova Aurora’s foggy streets, the Whispering Surgeon uses subtle psionic powers to cloud memories and evade capture. Victims are left with eerie surgical marks and cryptic sigils, fueling rumors of a supernatural predator in the city’s shadows.
Cecilia Ravenshade
A glamorous and influential Nova Auroran socialite, Cecilia is known for her lavish parties and sharp wit. Beneath her polished exterior, she is a charismatic local leader of the Exalted Order of Thelema, guiding secret gatherings of the ambitious elite and quietly shaping the city’s movers and shakers to serve her will and mystical philosophy.
Particular Locations
The Grand Library of Nova Aurora
A sprawling, multi-level institution in the heart of the capital, the Grand Library preserves priceless pre-Event texts, scientific treatises, and new research alike. Its marble halls are filled with scholars, inventors, and the curious, while its restricted archives are rumored to house forbidden knowledge and lost technologies. The clockwork-driven “Archivist” automaton patrols the stacks, ensuring rare tomes are never mishandled.
Grayfield Airship Yards
The largest airship construction complex on Elysium, located on the outskirts of Grayfield. This warren of hangars, workshops, and launching towers is always bustling with engineers, laborers, and test pilots. Rival gangs sometimes sabotage new designs, and rumors persist of a secret experimental hangar for the Alliance Aerial Corps’ most advanced vessels.
Sanctuary of Osanyin
A tranquil complex on the edge of Houssa, the Sanctuary is both an esteemed university of natural sciences and a spiritual retreat. Its gardens contain rare herbs and medicinal plants, carefully tended by scholars and monks. The Sanctuary is a meeting place for healers, mystics, and seekers from across Elysium.
The Market of New Albion
A dazzling, labyrinthine bazaar where inventors, tinkerers, and merchants trade everything from mechanical limbs to rare automaton parts. The market is famed for its “Innovation Row,” where students from the New Albion Academy of Technology display their latest (and sometimes dangerous) creations. Patrolling clockwork constables keep the peace—most of the time.
Ix’s Hanging Gardens
A marvel of elven architecture and ancient technology, the Hanging Gardens cascade down the terraces of Ix’s white towers. Exotic flowers, magical fountains, and living sculptures make this both a place of meditation and a symbol of elven cultural pride. Outsiders are permitted entry only on special festival days, and rumors whisper of hidden vaults beneath the gardens.
The Landfall Space Port
Still operational after centuries, this sprawling complex on the outskirts of Nova Aurora serves as a hub for airships, rocketry, and the rare interplanetary vessels. The port’s forgotten sublevels are said to contain pre-Event relics, sealed laboratories, and even rumored passageways to hidden rebel hideouts.
The Blood Ledger
An infamous tavern and gambling house in Nova Aurora’s lower quarters, The Blood Ledger is a stronghold for the Blood Boys Gang. Its walls are covered in graffiti, mugshots, and trophies seized from rivals. Smugglers, information brokers, and off-duty enforcers rub shoulders here, making it a hotspot for both criminal and clandestine activity.
Ruritania stands as one of the most powerful, ambitious, and stratified nations on the planet Elysium, a land where iron discipline, industrial might, and the will of a single ruler have shaped destiny for generations. Nestled in the northwestern expanse of the continent of Jotunheim, Ruritania is bounded by the storm-lashed Kostroma Sea to the west, the forbidding Ymir Mountains to the east, the mysterious and often perilous Chernobog Forest to the south, and the rugged Wickmore range that separates it from its historic rival, Arcadia.
Geography and Settlements
Ruritania’s lands stretch from icy northern reaches—where the fortress-town of Frostbreach trains the empire’s toughest soldiers—to the dense, shadowy depths of the Chernobog Forest, where lumber towns like Tismarad and Ostrokova wrest timber from the wilds. The industrial city of Ironstead in the north is a forge of weapons and war machines, while Darwinburg, in the forest’s southeastern edge, is infamous as the birthplace of the gnomes and goblins whose ingenuity fuels the empire’s technological dominance.
The empire’s heart is the capital, Kitezh—a city of spires and domes, palaces, and parade grounds. From here, the emperor rules through both spectacle and surveillance, with grand avenues lined by military parades and the posters of imperial propaganda. Other key settlements include:
- Braharad, an administrative and military support city near the capital;
- Aeristrand, famed for its fertile grasslands, cavalry, and agricultural output;
- Artemislav and Ulyaninsk, coastal towns vital for trade, shipbuilding, and fishing;
- Erstonia, a strategic border town near Arcadia, often a flashpoint for territorial skirmishes;
- Skalavik, a heavily fortified island outpost in the Kostroma Sea, anchoring Ruritania’s naval power.
History and Rulership
Ruritania’s rise began as a colonial mining and logging operation, but The Event shattered outside control and sparked a revolution. The charismatic warlord Ionus Nicolae led the colony to independence, crowned himself king, and founded a dynasty. His son expanded the realm through conquest, claiming the title of emperor. Today, Iosif Nicolae II rules at the height of his power, a shrewd and relentless monarch whose cult of personality—carefully managed by state artists, storytellers, and secret police—binds the population in loyalty and fear.
Society, Hierarchy, and Law
Ruritania is a land of contrasts and ironclad order. Its society is highly stratified: at the top, a rigid nobility and military elite; below, a vast working class, peasantry, and—at the margins—post-humans such as gnomes and goblins. While gnomes and goblins are celebrated for their mechanical genius, they are legally and culturally regarded as second-class citizens, subject to harsh regulations and deprived of many rights. Their neighborhoods, especially in Darwinburg and Ironstead, are vibrant centers of invention but also rife with hardship and unrest.
The empire’s laws are strict, its justice system swift and often brutal. Dissent is dangerous, and the secret police watch for signs of sedition or rebellion. Yet, amidst the harshness, the people find pride in their nation’s strength, their own endurance, and the shared mythos of imperial destiny.
Religion and the State
Religion is omnipresent but subordinate to imperial power. The Holy Church of Revelation is the dominant faith, its ornate cathedrals and zealous clergy reinforcing the emperor’s divine right to rule. The church preaches that the Nicolae dynasty is anointed by God, and it provides rituals, festivals, and moral guidance under the watchful eye of the state. But the emperor’s word is law—the church is a tool, not a partner, wielded to unify and pacify the populace. Priests who forget their place are swiftly reminded that spiritual authority ends where imperial interests begin.
Despite the church’s prominence, Ruritania tolerates other faiths—sometimes for appearances, sometimes for utility. Cults such as the Exalted Order of Thelema and the Innocent Harbingers operate semi-openly as long as they do not threaten state security or unity. This policy of controlled tolerance is a hallmark of Ruritania’s pragmatic authoritarianism.
Military, Technology, and Ambition
Ruritania’s military is one of the most disciplined and technologically advanced on Elysium. Massed infantry and cavalry are supported by fleets of military airships, armored trains, and, most fearsome of all, piloted steam-powered mechs—many designed by gnome and goblin engineers. The navy dominates the Kostroma Sea, with Skalavik serving as a forward bastion. The empire’s war machine is a constant presence, both a shield and a tool for expansion.
Culture and Daily Life
The culture of Ruritania is grand and austere, with lavish imperial festivals, military parades, and a reverence for order, tradition, and sacrifice. The arts are harnessed for the glorification of the state: literature, theater, and music all serve to reinforce loyalty and awe for the emperor. The winter is long and harsh, but it is met with communal celebrations, hearty feasts, and the stoic humor of a people used to enduring hardship together.
Current Era and Challenges
Under Emperor Iosif Nicolae II, Ruritania stands at a crossroads of power and peril. The empire’s ambitions are checked by the Colonial Alliance across the sea to the west and Arcadia to the southwest of its borders, both of which watch Ruritania’s military buildup with wary eyes. Internal tensions simmer beneath the surface—among oppressed post-human laborers, religious minorities, and secret societies. Yet, for now, the emperor’s iron grip, the might of his armies, and the machinery of both state and church keep the empire united and ready for whatever the future brings.
Ruritania’s Relationship with Erebus
Ruritania and Erebus maintain a mutually beneficial—if cautious—economic relationship. Ruritania is one of Erebus’s primary suppliers of food, exporting grain, preserved meats, and other agricultural goods in exchange for precious shipments of Etherium, the lifeblood of Ruritania’s Steam-powered industry and military. This trade is vital to both nations: Ruritania’s export output rivals that of the Colonial Alliance, giving it significant leverage and influence in interplanetary affairs.
Beneath the surface, Ruritania also maintains a secretive and lucrative arrangement with Vitatech Laboratories, Erebus’s infamous biotech corporation. The details of this pact are known only to select officials and scientists, but rumors abound of experimental technologies, biological research, and the exchange of certain “unofficial” resources—all carefully concealed from public scrutiny and rival nations.
Notable Ruritanians
Emperor Iosif Nicolae II
(Human, male, 48; Kitezh)
The current emperor, Iosif Nicolae II, is a brilliant strategist and master of political spectacle. Charismatic and ruthless, he is adored by the masses and feared by his rivals, ruling with a blend of iron discipline and calculated generosity. He is determined to expand Ruritania’s power and sees himself as the living embodiment of the empire’s destiny.
Grand Marshal Erik Dragomirov
(Human, male, 61; Ironstead)
The highest-ranking officer in the imperial military, Grand Marshal Dragomirov is famed for his unwavering discipline and tactical genius. He oversees the empire’s vast armies, steam mechs, and airship fleets, and is fiercely loyal to the emperor. Whispers suggest he has little patience for political intrigue and underhanded activity.
Patriarch Alexei Morozov
(Human, male, 73; Kitezh)
The Patriarch of Ruritania’s Holy Church of Revelation, Morozov is a canny survivor who knows his power depends on imperial favor. Outwardly pious and publicly supportive of the emperor’s divine right, he privately resents the state’s dominance over the church and dreams of restoring spiritual authority to its former glory.
Vladislav Karamzin
(Gnome, male, 37; Darwinburg)
A brilliant, embittered engineer in Darwinburg’s factories, Vladislav is the lead designer of the empire’s newest military mechs. He is proud of his work but chafes under human oversight and dreams of a day when gnomes will be free from second-class status. Secretly, he maintains contact with a growing network of post-human activists.
Countess Irina Rostov
(Human, female, 43; Braharad)
A cunning noblewoman and adviser to the emperor, Countess Rostov is a master of court intrigue. She manages the empire’s network of informants and the Imperial Ministry of Security. Fiercely loyal to the Nicolae dynasty, she is also known for eliminating rivals—sometimes with ruthless efficiency.
Father Gavril Turgenev
(Human, male, 56; Tismarad)
A firebrand priest who leads the largest congregation in Tismarad, Father Gavril is alternately feared and revered for his passionate sermons about loyalty, sacrifice, and the emperor’s divine mission. He is a skilled manipulator of public opinion and a trusted tool of state propaganda.
Yegor “The Wolf” Volkov
(Human, male, 38; Frostbreach)
Commander of the elite Frostbreach Guards, Yegor is a living legend among Ruritania’s soldiers. Gruff and uncompromising, he is a relentless trainer and battlefield commander. Rumor has it he runs a secret training program for a new breed of post-human soldiers.
Marya Sokolova
(Goblin, female, 29; Darwinburg)
A daring and resourceful saboteur, Marya is the leader of a covert resistance cell among the goblin and gnome workers. She is a master of stealth and explosives, orchestrating acts of sabotage against factories and officials who oppress her people. She is wanted by the secret police and considered a terrorist by the government, but a folk hero to many.
Anton Krestov
(Human, male, 51; Erstonia)
A decorated border general stationed at Erstonia, Anton is known for his iron will and harsh justice. He has led several successful campaigns against Arcadia but is notorious for his brutal treatment of prisoners and suspected dissidents.
Svetlana Mirova
(Human, female, 35; Ulyaninsk)
A charismatic merchant and ship captain, Svetlana runs a vast trading operation along the Kostroma Sea. Outwardly loyal to the empire, she quietly traffics in contraband and forbidden books, using her ships to smuggle information and aid to underground resistance groups.
Locations of Interest
The Grand Palace of Kitezh
The heart of imperial power, this sprawling complex of gilded halls, marble courtyards, and shadowy council chambers sits atop a hill at the center of Kitezh. The palace is not just the emperor’s residence but also houses secret police offices, the imperial archives, and hidden passageways rumored to lead deep beneath the city. Grand state ceremonies and public spectacles are held here, but so too are clandestine midnight councils and subtle intrigues.
The Iron Colossus Yards (Ironstead)
A sprawling industrial district on the outskirts of Ironstead, the Iron Colossus Yards are where Ruritania’s fearsome steam-powered mechs are assembled and tested. The clangor of hammers and hiss of steam echo day and night. Only the most trusted engineers—mostly gnomes and goblins—are permitted to work in the most secure hangars, where experimental war machines and failed prototypes are kept under tight guard.
The Cathedral of Divine Right (Kitezh)
A monumental cathedral that dominates the skyline of the capital, it is the spiritual center of Ruritania’s local branch of the Holy Church of Revelation. The emperor and patriarch appear together here for major festivals, reinforcing the narrative of divine appointment. Its vaults contain relics, imperial regalia, and forbidden texts seized from rival cults.
Darwinburg Foundry-Labyrinth
Beneath Darwinburg lies a tangled warren of workshops, laboratories, and communal living spaces for gnomes. The Foundry-Labyrinth is both a crucible of innovation and a symbol of oppression—packed with ingenious machinery, prototype devices, and secret meeting rooms for rebels. It is a place where new wonders—and new revolutions—might be born.
The Whispering Pines (Chernobog Forest)
A haunted section of the imperial-controlled Chernobog Forest, known for its twisted trees and dense, perpetual mist. Locals tell of voices in the wind, vanishing travelers, and monsters lurking just out of sight. Smugglers, cultists, goblin tribes, and fugitives use the forest’s labyrinthine paths, while imperial patrols wage a constant battle to keep order.
The Skalavik Fortress
Rising from the rocky island of Skalavik in the Kostroma Sea, this fortress is the linchpin of Ruritania’s naval power. Its thick walls and heavy cannons guard the sea lanes, while hidden docks shelter experimental submersible craft. The fortress is both a prison for political dissidents and a staging ground for secret military operations.
Frostbreach Training Grounds
Located in the empire’s far north, Frostbreach is surrounded by frozen wastes and jagged peaks. Here, elite soldiers endure grueling winter drills, survival tests, and live-fire exercises with steam mechs. The training grounds are infamous for their brutality, and only the toughest recruits graduate as Frostbreach Guards.
The Market of Lost Tomes (Ulyaninsk)
A shadowy, bustling bazaar in the port town of Ulyaninsk, the Market of Lost Tomes is the best place in Ruritania to acquire forbidden books, revolutionary pamphlets, or black market tech. The market operates in defiance of official censorship, and both secret police and resistance agents watch its stalls closely.
Nestled in a sprawling archipelago scattered across the Njord Ocean, the Free Republic of Concordia is a nation defined by its fiercely independent spirit and a government that teeters on the edge of anarchy. Known across Elysium as a haven for outlaws, adventurers, and air pirates, Concordia’s reputation is equal parts infamous and alluring—a land where freedom comes before all else and the only law is the one you can enforce yourself.
Geography and Settlements
The heart of Concordia is the large island of Britannia, the biggest in the archipelago, whose rugged coastline and hidden bays have sheltered generations of rebels and traders. At its center lies Audacia, the capital—a chaotic, thriving port city where the council of influential captains, merchant lords, and community elders meets (when they must) to settle pressing matters. Audacia’s wharves are crowded with airships, its taverns alive with rumor and song, and its alleys always ready for the next deal, duel, or daring exploit.
Other major settlements include:
- Clearport: Located on the southwest coast of Britannia, Clearport is a bustling hub for traders, shipwrights, and smugglers, famed for its clear waters and lively marketplaces.
- Ashbourne: Found on the eastern shore of Britannia, Ashbourne is a picturesque town known for its shipyards and rowdy festivals, often serving as a launching point for expeditions eastward.
- Boatwright: To the north-northeast, Boatwright is the center of Concordia’s legendary shipbuilding industry, home to master craftsmen and floating drydocks.
- Wolf’s Town: In the north-northwest of Britannia, Wolf’s Town is a rough-and-tumble settlement infamous for its dueling pits and mercenary companies.
- Smallwater: On a small island of the same name west of Britannia, Smallwater is a haven for fishermen, smugglers, and those who prefer peace to politics.
- Grimfall: Located on the storm-battered island of Grimfall to the south of Britannia, this is a dark, brooding port favored by privateers and outcasts.
- Whitegate: On the island of Whitegate northeast of Britannia, this settlement is famed for its white cliffs, secretive coves, and the lucrative salvage trade.
- Stormhaven: On a medium-sized island north of Britannia, Stormhaven is a windswept port that often becomes a refuge for ships caught in the Njord’s tempests.
- Plunder Bay: Also on Stormhaven, Plunder Bay is notorious for its black markets, pirate councils, and wild celebrations after successful raids.
- Wakefield: Situated on a small island west of Stormhaven, Wakefield is a sleepy, tight-knit community, home to retired pirates and those seeking a quiet life.
- Defiant: The newest settlement of the Republic, Defiant is a hardy outpost located in the unexplored south of the Vanaheim continent—where bold pioneers and exiles are carving out a new future.
Founding and Early History
Concordia’s origins trace back to the chaotic era known as the Times of Strife. As resources dwindled and tempers flared across the continent of Vanaheim, a coalition of malcontents, dreamers, separatists, and outright rebels rose in opposition to the newly forming Colonial Alliance. Fierce battles raged in the skies and on the seas, but the insurrection was ultimately crushed by the Alliance’s superior organization and resources.
Refusing to submit, the defeated rebels commandeered airships and sailed into exile, seeking a place beyond the Alliance’s reach. In time, they found it among the windswept islands of the Njord archipelago—a region rich in safe harbors, treacherous reefs, and opportunity for those unburdened by the rule of law. Here, they declared the founding of the Free Republic of Concordia, a nation with no kings, no councils, and no masters.
Government and Society
Concordia’s “government” is a loosely organized council of influential captains, merchant lords, and community elders, but in practice, most governance is local and informal. Decisions are made by consensus, duels, or—more often than not—whoever is bold enough to seize the moment. Laws are few and rarely enforced, save for the cardinal rule: no one rules Concordia.
This culture of radical autonomy attracts those who chafe at authority, from artists and inventors to fugitives and fortune-seekers. The result is a vibrant, chaotic society where customs and allegiances shift as quickly as the ocean winds. Trust is a precious commodity, and betrayal is met with swift and personal justice.
Air Pirates and the Black Market
Concordia is best known for its thriving air pirate population. Pirate crews—many of whom trace their lineage to the original separatists—use the islands as hideouts, repair yards, and black market bazaars.
Smuggling, salvage, and piracy are not just tolerated but celebrated, and the Republic’s markets are awash with goods and contraband from every corner of Elysium (and sometimes Erebus). The charismatic merchant-prince Marcellus Drake is known to broker deals between rival pirate factions, ensuring that Concordia remains profitable—and relatively peaceful—for all.
Relations with the Colonial Alliance
The enmity between Concordia and the Colonial Alliance is legendary. Concordians view the Alliance as an authoritarian regime, little better than the tyrannies they fled, and take pride in their perpetual resistance. Skirmishes between Concordian pirates and Alliance patrols are frequent, and several failed attempts by the Alliance to “restore order” in the archipelago are commemorated in annual festivals of mockery and defiance.
Despite this, Concordia is not without allies. Many nations value its markets and are willing to look the other way so long as their own ships are safe—or so long as the price is right.
Culture and Identity
Concordians are united by a deep love of freedom, a suspicion of outsiders, and an irrepressible streak of mischief. Their festivals are raucous affairs, featuring airship races, duels, and contests of wit and daring. Art, music, and storytelling flourish, often laced with biting satire aimed at the world’s would-be rulers.
In Concordia, every person is the captain of their own fate—so long as they can defend it.
Notable Concordians
Marcellus Drake
(Human, male, 47; Audacia)
Often called “the Merchant Prince of the Winds,” Marcellus Drake is Concordia’s most influential captain and the closest thing the archipelago has to a head of state. Charismatic, cunning, and always impeccably dressed, he brokers truces between rival pirate crews, keeps the black markets running smoothly, and ensures Concordia’s independence from the Colonial Alliance. His word carries weight, but he rules by consensus and gold, not decree.
Captain Mireya “Stormchaser” Valdez
(Human, female, 35; Grimfall)
Legendary airship captain and daring pirate, Mireya is known for her audacious raids on Alliance merchant vessels and her uncanny ability to evade pursuit through the Njord Ocean’s storms. Her ship, the Blue Vesper, is both feared and admired. Mireya commands fierce loyalty from her crew and inspires would-be pirates throughout Concordia.
“Doc” Whittaker
(Gnome, male, 62; Boatwright)
The archipelago’s most infamous sawbones, Doc Whittaker is equal parts healer, tinker, and mad scientist. His floating clinic is a patchwork of salvaged hulls and etherium-powered contraptions. Pirates, smugglers, and outcasts come to him for patched wounds, mechanical limbs, and the occasional experimental upgrade. Doc is a font of gossip and has a knack for extracting secrets from his patients.
Sable “Skycat” Redhand
(Catfolk, female, 29; Audacia)
A notorious fence and information broker, Sable runs “The Hangar,” Concordia’s most infamous den of thieves and sky pirates. Agile, sharp-tongued, and always one step ahead, she knows the movements of every ship, the price of every secret, and the weak spot in every alliance. Sable is neutral in Concordia’s feuds—for the right price.
Bran the Bull
(Human, male, 38; Wolf's town)
Former Alliance marine turned air pirate, Bran is a burly enforcer and captain of The Iron Gull. He is respected for his code of honor and rough sense of justice, often settling disputes between crews with a fair duel or a drinking contest. Despite his intimidating presence, Bran is fiercely protective of Concordia’s freedom and despises outside interference.
Ariella “Lucky” DeLuca
(Halfling, female, 22; Plunder Bay)
A legendary smuggler and pilot, Ariella is famed for her luck, quick wits, and ability to navigate Concordia’s treacherous reefs and skies. She runs clandestine operations across Elysium, moving everything from rare spices to fugitives. Her cheerful demeanor hides a shrewd business sense and a deep loyalty to her found family of fellow outcasts.
Father Jasper Quinn
(Human, male, 55; Wakefield)
A former priest of the Followers of the Accord, Jasper now serves as a mediator and peacemaker in Concordia’s squabbles. He runs a floating chapel and orphanage, offering sanctuary to the lost and desperate. Though some see him as a meddler, most respect his wisdom, and his blessing is often sought before major raids or ventures.
Cassian “The Whisper”
(Goblin, male, 34; Audacia)
A master forger, codebreaker, and the archipelago’s most elusive spy, Cassian is a shadowy figure rumored to work for multiple captains (and perhaps outside nations). He is the go-to for false papers, encrypted messages, and clandestine sabotage, but his true loyalties remain a well-guarded secret.
Zara Windsong
(Human, female, 43; Boatwright)
A legendary airship engineer, Zara is responsible for many of the innovative designs that keep Concordia’s pirate fleets aloft and competitive. Blunt, eccentric, and obsessed with her work, she is fiercely protective of her blueprints and apprentices. Many a sky captain has paid a king’s ransom for her custom modifications.
Locations of Interest
The Grand Docks of Audacia
Sprawling along the sheltered bay at the heart of Britannia, these chaotic docks are the lifeblood of Concordia’s capital. Merchant clippers, airships, and pirate sloops jostle for space alongside battered fishing boats and experimental craft. The Grand Docks are renowned for their floating taverns, impromptu markets, and nightly lantern festivals. It’s a place where fortunes can be made—or lost—overnight.
The Howling Market (Audacia)
A notorious bazaar tucked beneath cloth awnings and between leaning warehouses, the Howling Market is open day and night. Here, everything from rare spices and smuggled luxury goods to forbidden artifacts and coded maps changes hands. Informants, hucksters, and pirates rub shoulders, and the market’s “no blood on the stalls” rule is enforced by legendary enforcers known as the Market Hounds.
Clearport Lighthouse
Perched on dramatic cliffs on the southwest coast of Britannia, this ancient lighthouse guides ships through the treacherous reefs and fog banks of the Njord Ocean. The lighthouse is rumored to be haunted by the ghost of its first keeper and is a favored rendezvous for clandestine meetings and midnight smuggling runs.
The Dueling Pits of Wolf’s Town
Wolf’s Town is infamous for its sand-floored dueling pits, where disputes are settled by blade, pistol, or bare knuckles. Champions and mercenaries from across the archipelago come to win fame, fortune, and the right to settle feuds for others. Betting is fierce, and the pitmasters are known to arrange spectacular grudge matches during major festivals.
The Shipwright’s Yard (Boatwright)
A sprawling complex of drydocks, workshops, and floating cranes, Boatwright is the birthplace of Concordia’s fastest ships and most innovative airships. The Shipwright’s Yard is both a center of engineering genius and a den of industrial espionage, where blueprints are as valuable as gold, and sabotage is a constant threat.
Plunder Bay Black Market (Stormhaven)
Deep within the winding alleys of Plunder Bay, this clandestine market is a crossroads for pirates, smugglers, and fence merchants. Exotic animals, etherium trinkets, and even stolen airships are bartered in back rooms and candle-lit cellars. The market is protected by a patchwork alliance of local captains, and outsiders are viewed with suspicion—or opportunity.
The Wreck of the Promise
Just off the rocky coast of Grimfall, the shattered remains of the legendary pirate airship Promise protrude from a narrow cove. The wreck is half-buried in sand and battered by relentless surf. Brave (or foolish) adventurers dive here in search of lost treasure, but the wreck is said to be cursed, and ghostly lights are often seen on stormy nights.
Smallwater’s Moonstone Beach
On the tiny island of Smallwater, this quiet crescent of pale sand shimmers with luminous stones at night, drawing lovers, poets, and the occasional fortune-teller. Local legend claims the stones are gifts from the moon, and any vows spoken here will be honored by the sea.
The Smuggler’s Tunnels (Whitegate)
Beneath the white cliffs of Whitegate lies a labyrinth of tunnels carved by centuries of waves—and the hands of generations of smugglers. Hidden caches, secret docks, and concealed escape routes make these tunnels both a refuge and a danger to the unwary. Some say the oldest tunnels date back to pirates fleeing the first wars with the Colonial Alliance.
Stormhaven Skyfields
On the windswept island of Stormhaven, broad open fields serve as landing pads for airships during the wildest weather. The Skyfields are the site of annual airship races, where daredevil pilots compete for fame and fortune, watched by roaring crowds and betting syndicates. During storms, only the bravest crews dare to land here, earning both respect and lucrative contracts.
Defiant Frontier
The newest settlement on the unexplored southern coast of Vanaheim, Defiant is a wild, half-built outpost surrounded by dense forest and unknown ruins. Adventurers, prospectors, and exiles flock here in search of new beginnings or lost secrets. The town’s centerpiece is the Defiant Spire, an old signal tower repurposed as council hall, lookout, and rallying point for Concordia’s boldest pioneers.
Freiheitland is a proud and industrious dwarven nation nestled in the western reaches of the continent of Vanaheim, bordered on the east by the lands of the Colonial Alliance. Forged in the aftermath of flight from oppression, Freiheitland stands as a testament to the resilience and ingenuity of the Dweorg, who turned hardship into prosperity deep within the Ironholde Mountains.
Geography and Settlements
The nation is defined by its rugged, mountainous terrain: the Ironholde Mountains stretch like a spine across Freiheitland, sheltering rich veins of ore and gemstones that have fueled the dwarves’ economic boom. At the eastern edge, the mountains descend into a fertile central valley, culminating in the tranquil waters of Lake Serene. To the far west lies the imposing volcano known as Mount Temper, its smoldering presence a constant reminder of the land’s raw power. Beyond Mount Temper, the ancient, unclaimed Feronia Forest beckons with mystery and untapped resources.
Himinbjörg, the subterranean capital, lies just beneath the heart of the Ironholde range. Carved from stone and gem, the city glows with lantern light and the bustle of commerce. Its winding halls and spacious chambers are a marvel of dwarven engineering, and the council chamber of the Althing echoes with the voices of the ruling clan elders.
Eisenhaus, the second major settlement, is hidden beneath Mount Temper’s western slopes. Here, master smiths and miners labor in the shadows of the volcano, harnessing geothermal energy and experimenting with fire and metal in ways unmatched elsewhere on Elysium.
Ostheiligtum, the third major settlement, stands above ground on the eastern shore of Lake Serene. Built as both a gesture of goodwill and a bold experiment in surface living, Ostheiligtum features sturdy stone houses, workshops, and trading posts. Its markets are lively with dwarves, humans, and elves alike, and it serves as the primary gateway for diplomacy and trade with the Colonial Alliance.
Society and Government
Freiheitland is governed by the Althing, a council of clan elders representing the major Dweorg families. Decisions are made through debate and consensus, with a strong emphasis on tradition, honor, and the well-being of the community. The legacy of their escape from slavery on Erebus is central to dwarven identity: freedom, self-determination, and solidarity are values fiercely protected and celebrated.
Economy and Culture
Rich mineral deposits have made Freiheitland wealthy, and its smiths, engineers, and jewelers are renowned across Elysium. The dwarves’ expertise in mining, metalwork, and construction is matched by their love of song, feasting, and storytelling. Above all, they cherish independence—though close ties of friendship and mutual aid exist with the Colonial Alliance.
While most dwarves still prefer the safety and comfort of their underground cities, the experiment of Ostheiligtum is slowly changing attitudes about life above ground and fostering greater openness to the world beyond the mountains.
Challenges and Aspirations
Freiheitland is not without its challenges. The threat of volcanic activity from Mount Temper, the unknown dangers of the Feronia Forest, and the delicate balance of relations with neighboring states all weigh on the minds of the Althing. Yet, the nation endures—stubborn, inventive, and ever watchful for both opportunity and peril.
Notable Residents of Freiheitland
Elder Volkhardt Hammerherz
(Dwarf, male, 101; Himinbjörg)
Speaker of the Althing and leader of the Starker Hammer Clan, Volkhardt is a wise and charismatic statesman. He is fiercely protective of dwarven freedom and honor, and serves as a bridge between traditionalists and reformers. He is respected by nearly all, though his uncompromising stance sometimes causes friction with neighboring states.
Dagny Eisenfaust
(Dwarf, female, 63; Eisenhaus)
A master smith renowned for her innovative metalwork and fearless experimentation with volcanic forges, Dagny is both admired and envied. She mentors promising apprentices and is known for her generosity, but is quick to challenge anyone who brings dishonor or laziness to her workshops.
Borin Silberblick
(Dwarf, male, 44; Ostheiligtum)
A charming above-ground merchant, Borin is a key figure in fostering trade between Freiheitland and the Colonial Alliance. He is always eager to strike a deal and has a knack for diplomacy and languages. Borin is beloved by locals and visitors alike, but his easy smile hides a shrewd business mind.
Helja Grimmwarde
(Dwarf, female, 89; Himinbjörg)
A stern judge and enforcer of dwarven law, Helja is legendary for her incorruptibility and sharp wit. She is both feared and respected, and her rulings in the Althing are rarely questioned. Helja has little patience for outsiders and a reputation for uncovering even the most carefully hidden crimes.
Brandr Kohlenherz
(Dwarf, male, 58; Eisenhaus)
An embittered miner who lost family in a tunnel collapse blamed on “surface interference,” Brandr has become a vocal opponent of Ostheiligtum’s above-ground experiment and openly distrusts non-dwarves. He’s a rabble-rouser who sometimes stirs unrest in the mining communities.
Edda Steinherz
(Dwarf, female, 72; Ostheiligtum)
A healer and herbalist, Edda is known for her kindness and her willingness to treat anyone in need—dwarf or outsider. She is a peacemaker and often mediates disputes, believing that the future of Freiheitland lies in unity and compassion.
Rurik Bjornstad
(Dwarf, male, 41; Eisenhaus)
A rising star among the younger generation of engineers, Rurik is ambitious and eager to prove himself. He harbors a secret, however: he’s begun to experiment with forbidden technologies salvaged from Erebus, risking disaster if discovered.
The Hollowed
(Unknown ancestry and gender; Feronia Forest)
A shadowy, mysterious figure said to haunt the western border near Feronia Forest. The Hollowed is rumored to be a twisted outcast—possibly a dwarven sorcerer or a being warped by ancient magic—who commands strange creatures and whispers promises of power to the discontented. Some claim the Hollowed is responsible for disappearances and misfortunes near Mount Temper, but none have seen this enigmatic figure up close and lived to tell the tale.
Particular Locations
Himinbjörg Great Hall
Deep beneath the Ironholde Mountains, the heart of the Dweorg capital is an awe-inspiring underground hall carved from glittering stone and veined with precious metals. The Great Hall serves as the Althing council chamber and the site of major festivals, boasting towering columns, intricate clan mosaics, and a legendary hearth said never to have gone cold since the city’s founding.
The Emberforge Vaults (Eisenhaus)
Hidden under Mount Temper, these secretive, magma-lit forges are where master smiths experiment with rare metals, lost techniques, and volatile fuels. The Emberforge Vaults are both a workshop and a testing ground for the Dweorg’s most ambitious (and sometimes explosive) inventions. Only the most trusted artisans are granted access.
Lake Serene Docks (Ostheiligtum)
On the tranquil eastern shore, the docks of Ostheiligtum are a hub of trade and cultural exchange. Dwarves, humans, and the occasional elf mingle as boats arrive bearing goods, news, and visitors from the Colonial Alliance. The docks are lined with open-air markets, lakeside taverns, and boathouses adorned with clan banners.
The Singing Caverns
A network of natural tunnels beneath the Ironholde Mountains, famed for their haunting acoustics. The Dweorg hold choral festivals and storytelling competitions here, believing the echoes carry the wisdom of ancestors. Some tunnels are said to lead to hidden chambers filled with ancient clan relics—or, less pleasantly, to deep, monster-haunted vaults.
The Feronia Timberline
Where the Ironholde Mountains meet the untamed Feronia Forest, logging outposts and watchtowers guard the frontier. The Timberline is both a source of prized hardwoods and a dangerous borderland, plagued by wild beasts, mutant flora, and the occasional fae incursion. Rangers and young dwarves test their courage here.
The Hearth of Remembrance
Located in Himinbjörg, this solemn chamber is filled with glowing crystal braziers and clan memorials. Here, Dweorg come to honor their ancestors, meditate, and light offerings for guidance or protection. The Hearth is also a place of quiet political negotiation and the resolution of blood feuds.
The Old Escape Tunnels
A labyrinth of ancient passages dug by the first Dweorg refugees from Erebus, these tunnels stretch west beneath the mountains and valley. Most are now sealed or forgotten, but some are rumored to lead to lost vaults, buried secrets, or even hidden exits at the edge of Feronia Forest—perfect for those seeking escape, smuggling routes, or adventure.
Froelia is a small island nation in the Aegaeon Sea, its rugged coastline shaped by relentless winds and frequent mists. The island’s location along unpredictable trade and airship routes has made it a place of both opportunity and hardship, where fortunes rise and fall with the tides.
The only major settlement on the island is Caister, a harbor town that serves as the heart of Froelian life. Here stands the Old Beacon, a sturdy but aging lighthouse powered by an unreliable Steam engine. Its light is a welcome sight for sailors and sky captains during clear nights, but storms and mechanical failures are common, leaving navigation to luck and skill. Shipwrecks are not unusual, and much of Froelia’s economy relies on salvaging lost cargo, repairing battered vessels, and the resourcefulness of those who make a living from the sea.
Froelia is governed by a council of elders, each representing one of Caister’s longstanding families or coastal districts. The council is known for its lively debates and occasional rivalries, but most decisions reflect a hard-earned spirit of compromise—born out of necessity in an environment where cooperation often means the difference between prosperity and hardship.
The people of Froelia are practical and resilient, known for their craftsmanship, weathered optimism, and deep sense of community. Fishing, seaweed farming, and skilled repairs for both ships and airships form the backbone of the economy, supplemented by trade with passing merchants and the occasional windfall from salvage.
Froelian culture values perseverance and remembrance. Festivals are modest but heartfelt, featuring songs and lantern-light processions that honor those lost to the sea and celebrate small victories. Stories of storms weathered and rescues made are a staple of every gathering, and children grow up learning to respect both the dangers and the beauty of their island home.
Though sometimes overlooked in world affairs, Froelia endures as a steadfast refuge—a place where travelers find shelter, and where the light of the Old Beacon, however faint, still means hope on a dark and uncertain horizon.
Notable Froelians
Elias Braun
Chief Elder of the Froelian council, Elias is a seasoned negotiator who has kept the peace between rival families for over a decade. Stern but fair, he’s known for his patience and deep-rooted sense of duty. However, rumors persist that he sometimes arranges discreet deals with local smugglers to keep the island supplied during hard winters.
Sofia Petrescu
A talented shipwright and engineer, Sofia maintains the Old Beacon and is renowned for her ingenuity in keeping etherium engines running against the odds. She is passionate about her work and fiercely protective of her crew, but her obsession with perfecting the beacon’s mechanisms often causes friction with the council and her own family.
Gregor Varga
A brooding and ambitious fisherman, Gregor is notorious for leading salvage expeditions into dangerous waters after storms. He is quick to take risks and slow to trust outsiders. Gregor’s crew is fiercely loyal, but their aggressive tactics have earned them enemies among rival salvagers and the island’s elders.
Lena Kovács
Once a beloved folk singer, Lena now leads the island’s lantern festivals and memorials for those lost at sea. She channels her grief into music, and her mournful songs are a staple of Froelian gatherings. Beneath her gentle exterior, Lena quietly gathers information for foreign traders, ensuring her family’s prosperity in exchange for secrets.
Father Matthieu Dubois
A charismatic and intimidating priest of the Oracles of the Storm, Father Matthieu commands a small but fervent congregation on Froelia’s wind-battered western cliffs. He claims to interpret the Voice in the Storm and is known for demanding absolute loyalty from his followers. Father Matthieu brooks no dissent, viewing rival faiths as threats to be rooted out, and has been linked to several unexplained disappearances during especially violent storms.
Places of Interest
The Old Beacon
Perched on a rocky promontory at the very edge of Caister, the Old Beacon is Froelia’s iconic lighthouse. Its weather-beaten stone and rusting Steam engine serve as a constant reminder of both hope and uncertainty. When its light pierces the fog, sailors and airship pilots know they are close to safe harbor. The Keeper’s cottage beside the tower is filled with salvaged parts, old charts, and the journals of those who have maintained the light through generations.
Caister Market Docks
The bustling heart of daily life, these wooden piers and clustered stalls are where fishermen unload their catches, salvagers barter for lost cargo, and traders from distant ports hawk their wares. The market is always lively with the shouts of merchants, the clatter of crates, and the aroma of smoked fish and fresh seaweed.
Stormwatch Square
At the center of Caister lies Stormwatch Square, a broad cobblestone plaza surrounded by low stone buildings. Here, the council of elders meets in the open-air hall to settle disputes and make decisions. During festivals, the square fills with lanterns, music, and processions honoring those lost or rescued at sea.
The Wreckers’ Yards
Located along the outskirts of Caister, these fenced lots are where salvaged ships and airships are brought for repair—or for stripping down to their bones. Skilled laborers and inventive tinkerers work side by side, turning wreckage into resources that sustain the island.
Mistshore Bluffs
Just beyond the town’s edge, steep cliffs overlook the crashing surf below. Footpaths wind through wild grasses and wind-stunted trees, leading to hidden coves and tide pools. It’s a favorite spot for children, poets, and those seeking solitude—or a view of the next storm rolling in.
Lantern Lane
A winding street lined with weathered lantern posts, this lane leads from the harbor to the center of town. At night, its warm glow guides late arrivals home and is the route for processions during Froelia’s remembrance festivals.
The Salted Cod
Caister’s most popular tavern, The Salted Cod, is a gathering place for locals and travelers alike. Its low-beamed ceiling, roaring hearth, and walls adorned with relics from shipwrecks make it the center of news, gossip, and storytelling in Froelia.
Italica stands as a prominent nation on the planet Elysium, known for its rich history and the intertwining of governance and religion. Emerging from the spiritual movement led by Ignatius Smith, Italica has evolved from a small settlement of religious adherents into a robust autonomous theocracy known for its distinct societal structure and cultural identity.
The genesis of Italica can be traced back to the arrival of Ignatius Smith and his followers, who fled Earth after he received a divine revelation regarding the fate of humanity. Arriving on Elysium five years prior to the cataclysmic event known as The Event, Smith and his faithful initially settled in Nova Aurora, facing skepticism and isolation in a society largely indifferent to their apocalyptic message. Their beliefs were met with resistance due to the conservative nature of their teachings and the fringe status they held in a predominantly secular environment.
However, the chaotic aftermath of The Event transformed their social standing. As Earth vanished, many individuals turned to the Church of Revelation, seeking solace and community. In this tumultuous time, Italica emerged, with its inhabitants uniting under shared beliefs and a collective pursuit of a new moral framework. The need for organization and governance became evident, prompting the church to institute a structured hierarchy that would define the mission and future of the nascent nation.
Under the leadership of Smith’s successor, Patriarch Simplicio Conte, Italica transitioned from a religious group into a fully-fledged theocratic nation. Conte's governance was marked by a commitment to establishing a well-defined institutional structure that allowed for efficient administration and social cohesion. This restructuring fostered a sense of identity and belonging among the residents, consolidating their faith and focus on virtuous living.
Consequently, Italica became recognized as an independent state that maintained its religious roots while developing a unique cultural identity. The nation provided a sanctuary for those inspired by the teachings of Smith and seeking refuge from the chaos. Italica prides itself on its conservative ethics, with governance heavily influenced by the tenets of the Church of Revelation. The nation asserts traditional views on family and moral behavior, promoting a society where loyalty, integrity, and humility are highly valued. Its hierarchical structure allows men to be ordained as leaders and spiritual guides while women contribute significantly as nuns and community leaders.
Integral to Italica’s governance is the Order of Virtue, the nation's armed force and law enforcement agency. Acting as both protector and enforcer of the Church's teachings, the Order has become a powerful symbol of the state's resolve. Their influence extends beyond Italica, providing security for churches worldwide and ensuring adherence to the principles espoused by the Church of Revelation.
The establishment of the Order has solidified Italica’s reputation as a self-sustaining political entity capable of defending its beliefs and territory against external threats. The military presence also reinforces the perception of Italica as a nation committed to upholding moral righteousness.
Today, Italica stands as one of the most influential nations on Elysium, with millions identifying as followers of the Church of Revelation. Its unique historical narrative—from a marginalized group to the robust theocratic entity it is now—captures the dynamics of faith, community, and governance. The nation continues to foster its identity rooted in the teachings of Ignatius Smith and the guiding principles of the Smith Edition Bible.
Notable Italicans
Patriarch Tiberius Arvina
The spiritual leader of the Holy Church of Revelation, Tiberius Arvina is known for his wisdom, humility, and sincere compassion for the faithful. He seeks to guide Italica with a gentle but steady hand, and is deeply troubled by the political scheming and ambition that swirl around him. He is beloved by many, but some see his patience and kindness as weaknesses.
Cardinal Marcus Severian
A powerful and ambitious figure high in the church hierarchy, Cardinal Severian is outwardly pious but secretly ruthless. He is charismatic, cunning, and manipulative—working tirelessly to expand his own influence within the Church. Severian covets the Patriarch’s seat and quietly orchestrates intrigues to undermine Arvina, including spreading rumors, manipulating appointments, and forming covert alliances within both the Church and the Virtue Militant.
Commander Cassius Varro
The stern and decorated leader of the Virtue Militant in Italica, Commander Varro is a paragon of discipline and martial prowess. He commands the respect of his troops and is unwavering in his devotion to upholding the Church’s laws. Varro’s sense of duty is absolute, but his rigid worldview leaves him blind to nuance and easily manipulated by those who appeal to his ideals of order and loyalty.
Mother Superior Regina Sabella
The formidable head of one of Italica’s largest convents, Mother Regina is renowned for her strict enforcement of discipline and tradition. She wields significant political influence within the Church, advising bishops and even the Patriarch on matters of morality and social policy. While she is respected for her organizational skill and dedication, her inflexible approach and intolerance for dissent have made her both feared and admired.
Sister Beata Lucia
A humble nun known throughout Italica for her saintly kindness and miraculous healing abilities. Sister Beata serves the poor and sick without prejudice, and many credit her with genuine miracles of health and mercy. She is universally loved by the common people, and even hardened officials are moved by her presence. Despite her renown, Sister Beata lives simply and shuns praise, seeing herself as merely a servant of the divine
Particular Locations
1. The Basilica of the True Revelation
The awe-inspiring spiritual heart of the Holy Church of Revelation, this grand cathedral features soaring spires, intricate stained glass windows depicting the journey of Saint Ignatius Smith, and a nave large enough to hold thousands of worshippers. Beneath its marble floors lie crypts filled with relics of saints and secret passages known only to the highest clergy. Major ceremonies, coronations, and pronouncements are held here, drawing crowds of faithful from across the nation.
2. The Chapterhouse of the Virtue Militant
A fortress-like complex with high stone walls and sunburst banners, the Chapterhouse serves as the headquarters and training ground for the Virtue Militant. Here, new recruits are drilled in martial skills and doctrine, inquisitions are assembled, and strategic decisions are made. The armory is rumored to contain both modern and ancient relics—some believed to be holy artifacts, others forbidden devices locked away for safety.
3. The Cloister of Saint Placidia
A serene and well-ordered convent, the Cloister is surrounded by immaculate gardens and high cloistered walls. It’s known for its strict discipline under the formidable Mother Superior Regina Sabella. The convent is a center for education, charity, and behind-the-scenes political maneuvering, with visiting dignitaries often seeking Regina’s guidance or discreet counsel.
4. The Woodland Shrine of Saint Aurelia
Nestled at the edge of an ancient forest, this sacred shrine is built around a gnarled, centuries-old tree said to have survived the darkest days after The Event. Pilgrims travel from far and wide to pray, seek healing, or meditate in the sylvan stillness. Many claim to have received visions or miracles here—some true, some the stuff of legend.
5. The Hall of Scribes
A renowned library and scriptorium, this sprawling, candle-lit hall preserves sacred texts, illuminated manuscripts, and the chronicles of Italica’s saints and rulers. Priests, scholars, and those hungry for knowledge come here to study, copy holy works, or research Church law. Secret archives are rumored to hold forbidden lore and the personal journals of past Patriarchs.
Arcadia is a flourishing kingdom on the western frontier of Jotunheim, bordered by the Njord Ocean to the west, Italica to the south, the vast and mysterious Chernobog Forest to the east, and the Empire of Ruritania to the north—separated by the imposing Wickmore Mountains. To the southwest, across sparkling ocean waters, lie the islands of the Free Republic of Concordia, adding to Arcadia’s cosmopolitan outlook.
Landscape and Settlements
The kingdom’s countryside is a tapestry of gentle hills, fertile plains, and sun-dappled woodlands. The climate is mild and the land bountiful, supporting productive vineyards, lush meadows, and stately châteaux. Rivers and canals crisscross the farmlands, facilitating both commerce and a leisurely pace of life.
- Fairgate, the capital, is a jewel of the Njord coast, distinguished by its grand boulevards, lively docks, ornate stone architecture, and bustling open-air markets. Its salons, theaters, and dueling academies are legendary across Elysium.
- Aurigneus is a vibrant port to the southwest, famous for its shipwrights, seafood markets, and lively festivals that spill from tavern to quay.
- Lostgarde lies at the heart of the kingdom, a flourishing town surrounded by golden wheat fields and lavender farms—Arcadia’s breadbasket and the seat of many noble houses.
- Mossgarde sits at the edge of the ancient Chernobog Forest, a settlement of hunters, woodworkers, and adventurous scholars drawn by the secrets lurking beneath the trees.
Government and Intrigue
Arcadia is an elective monarchy, where the crown is awarded by a council of powerful nobles and merchant-princes. In theory, the monarch’s power is symbolic, with most authority in the hands of the council and provincial dukes. In practice, Queen Rowena Sophia Arimanus is a brilliant exception: her charisma, strategic acumen, and rapport with the common folk have made her a beloved and unifying figure, much to the chagrin of many traditional nobles.
Beneath the elegance and public pageantry, the kingdom’s halls are alive with intrigue. Many nobles resent the queen’s popularity and her willingness to champion reforms. Rumors swirl in candlelit salons of secret meetings, coded letters, and the subtle influence of northern emissaries from Ruritania, ever eager to exploit division. In Arcadia, alliances are forged and broken over wine and whispered confidences, and duels in the moonlit gardens are as likely to settle political disputes as parliamentary votes.
Military Tradition: The Iron Musketeers
Arcadia’s military is famed for its discipline and flair, but none are more celebrated than the Iron Musketeers—an elite corps of swashbuckling soldiers. Clad in reinforced jackets, plumed hats, and armed with advanced repeating muskets and elegant sabers, the Iron Musketeers are equal parts warriors and celebrities. Known for their daring missions, razor-sharp wit, and unfailing loyalty to the crown, they guard the royal family, patrol Fairgate’s streets, and serve as the queen’s personal agents in times of crisis. Their exploits are the stuff of song, legend, and endless gossip.
Religion and Society
The dominant faith in Arcadia is the Holy Church of Revelation, whose grand cathedrals and processions lend both solemnity and spectacle to public life. The church’s influence is seen in the calendar of festivals, the rhythm of daily life, and the moral expectations of the citizenry. While the faith is universal, Arcadia is known for its tolerant, sometimes even irreverent approach—priests and philosophers often debate doctrine in public squares, and the clergy are respected more for their wisdom than their dogma.
Foreign Relations and Tensions
Arcadia keeps wary eyes on Ruritania, whose expansionist ambitions are a constant source of unease. The Wickmore Mountains are both a shield and a stage for smuggling, espionage, and the occasional border skirmish. Ruritanian agents are known to move among Arcadia’s discontented nobles, whispering promises and seeking allies. With Italica, relations are stable and marked by trade and religious kinship. Concordia’s freewheeling merchants and pirates are welcomed in Arcadian ports—provided they behave.
Culture and Spirit
Arcadians are renowned for their elegance, wit, and passion for life. Art, theater, and music thrive in both city and country, and a strong tradition of public debate and satire keeps even the most powerful on their toes. Festivals fill the streets with color and laughter. Beneath the surface, however, ambition, romance, and rivalry shape the kingdom’s fate as much as any law or treaty.
Arcadia Today
With Queen Rowena’s popularity growing and the Iron Musketeers upholding both order and legend, Arcadia stands at a crossroads. Will the kingdom’s unity and spirit of innovation hold, or will old rivalries and foreign intrigue bring turmoil to its golden fields? In Arcadia, every day is ripe with promise—and every shadow hides a secret.
Notable Residents of Arcadia
Queen Rowena Sophia Arimanus
(Human, female, 37; Fairgate)
The reigning monarch of Arcadia, Rowena is celebrated for her wit, vision, and genuine rapport with her subjects. Charismatic and sharp, she is equally at home leading grand ceremonies or slipping into a crowded market to speak with commoners. Her reforms and popularity unsettle many nobles, who resent her disruption of the old order.
Viscount Vincent Vernier
(Human, male, 41; Fairgate)
The queen’s discreet and loyal assistant, Vincent is a master of court protocol and diplomatic maneuvering. Calm, charming, and unflappably polite, he is rumored to be the true architect behind many royal policies—and quietly manages much of the kingdom’s intelligence work.
Captain Gérard D’Aubignac
(Human, male, 52; Fairgate)
Veteran commander of the Iron Musketeers, Captain Gérard is famed for his disciplined leadership, tactical acumen, and unwavering sense of duty. Stern but fair, he is fiercely loyal to Queen Rowena and commands deep respect from his troops and the citizenry alike.
Duke Gaston Bellavance
(Human, male, 56; Lostgarde)
One of the most influential dukes, Gaston is outwardly loyal but quietly opposed to the queen’s populist leanings. He hosts opulent salons and is a patron of the arts, but in secret, he entertains Ruritanian agents and plots to curb royal influence.
Lady Mireille de Mossgarde
(Human, female, 29; Mossgarde)
A renowned botanist and explorer, Mireille is as comfortable navigating the depths of Chernobog Forest as she is debating in the salons of Fairgate. She is rumored to have discovered rare plants with unusual properties—and to have narrowly escaped the forest’s stranger denizens.
Father Henri Vallon
(Human, male, 53; Aurigneus)
A charismatic priest of the Holy Church of Revelation, Father Henri is beloved for his lively sermons and dedication to the poor. He is also a skilled negotiator, often serving as a mediator between rival merchant guilds and noble houses.
Julien Chanteclair
(Human, male, 24; Fairgate)
A popular playwright and satirist, Julien’s sharp tongue has made him both celebrated and controversial. His latest play, lampooning both the nobility and Ruritanian spies, has packed the city’s theaters—and earned him a roster of powerful enemies.
Madame Eloise Lafleur
(Human, female, 61; Aurigneus)
Matron of one of Arcadia’s oldest merchant families, Madame Lafleur is famed for her cunning in business and her patronage of the annual seafood festival. She is rumored to operate a vast smuggling ring and is not above using her influence to sway local elections.
Étienne Tremblay
(Human, male, 39; Fairgate)
A brooding Iron Musketeer veteran, Étienne now serves as the queen’s bodyguard and occasional fixer. Haunted by the loss of his old squad, he is fiercely protective of Rowena and always on the lookout for trouble in the court’s shadowy corners.
Alexei Morozov
(Human, male, 35; Fairgate)
A charming and cunning foreigner from Ruritania, Alexei poses as a visiting scholar and trader, but is in fact a skilled spy. He cultivates contacts among discontented nobles and gathers intelligence for Ruritania, always careful to keep his true allegiance masked behind wit and diplomacy.
Particular Locations
The Grand Esplanade of Fairgate
A sweeping, tree-lined boulevard running from the docks to the royal palace, the Grand Esplanade is the city’s heart. Lined with ornate cafes, open-air markets, and bustling theaters, it’s the stage for grand parades, public duels, and the annual Masque of Flowers festival. On any given day, you’ll find nobles, merchants, and commoners mingling—and, in the shadows, spies and pickpockets at work.
The Iron Musketeers’ Garrison
Located in the old quarter of Fairgate, this formidable stone barracks houses Arcadia’s famed Iron Musketeers. Training yards ring with the clash of sabers and the crack of musket fire, while the Hall of Valor displays banners, medals, and stories of legendary deeds. The garrison is both a military stronghold and a social club for Arcadia’s most daring and loyal defenders.
The Glasshouse of Lostgarde
A sprawling botanical conservatory in the center of Lostgarde, the Glasshouse is a marvel of glass and wrought iron, filled with rare and exotic plants from across Elysium. Scholars and nobles alike stroll its fragrant paths, and secret meetings often take place in its secluded alcoves. Rumor has it that some plants are grown for more than their beauty—potent elixirs and subtle poisons are cultivated here.
The Shaded Court of Mossgarde
Nestled at the edge of the Chernobog Forest, this ancient stone courtyard is surrounded by mossy oaks and whispering pines. It serves as both a town square and a gathering place for hunters, scholars, and the curious. Local legends speak of midnight gatherings and strange lights seen drifting among the trees, especially on the eve of the harvest moon.
The Azure Promenade of Aurigneus
A lively waterfront promenade known for its seafood stalls, open-air artists, and the nightly Lantern Regatta, where ships festooned with colored lanterns parade along the coast. The Azure Promenade is a melting pot for sailors, merchants, and performers, and is the best place in Arcadia to hear news, gossip, and the latest sea shanties.
The Hall of Mirrors (Fairgate Palace)
A breathtaking gallery within the royal palace, the Hall of Mirrors is lined with gilded columns and towering, sunlit windows. Used for royal receptions, masked balls, and delicate negotiations, it is both a symbol of Arcadian elegance and a place where alliances are forged—or betrayed—beneath glittering chandeliers.
The Wickmore Gate
The heavily fortified mountain pass and border fortress that guards the northern approach to the kingdom. The Wickmore Gate bristles with cannons, watchtowers, and a permanent garrison. It is a symbol of Arcadia’s vigilance and the first line of defense against Ruritania. Traders, soldiers, and spies all pass through, each watched with wary eyes.
The Whispering Vaults (Beneath Fairgate)
Ancient catacombs and hidden tunnels snake beneath the capital, their entrances disguised in cellars and old wells. Once used as shelters and escape routes, they are now the secret domain of smugglers, conspirators, and the occasional Iron Musketeer on a covert mission. Local legend claims a hidden vault holds relics of the kingdom’s earliest days—or the secrets to its future.
The Kobayashi Shogunate is an island nation steeped in tradition, honor, and a sense of mystique, situated on a large, forested island south of the continent of Vanaheim. The island, separated from the mainland by the Mizuchi Sea and embraced on all other sides by the vast Watatsumi Ocean, is blessed with a mild climate, fertile lowlands, and lush valleys. Rivers meander from the mist-shrouded central mountains toward the sea, nourishing rice paddies, tea fields, and ancient groves.
Origins
The Shogunate’s story begins with Hiraku Kobayashi, a visionary Japanese businessman from Earth’s distant past. Disillusioned with modernity, he led a group of settlers to Elysium during the early Colonization era, seeking to restore the ways of feudal Japan. Thanks to his business acumen, Kobayashi secured a special charter from the UNE Colonial Government, granting his group a rare degree of autonomy. They settled the island that now bears his name, establishing Neo Edo as their capital and laying the foundations for a society organized around loyalty, honor, and the rule of the shogun.
After The Event shattered interstellar contact, the Kobayashi Shogunate maintained its independence under mysterious circumstances, weathering external threats and internal intrigue alike. The government, patterned after the feudal systems of old, centers on the shogun—a hereditary warlord traditionally recognized as the “living sword” of the island, with power maintained as long as the ruling clan can hold it.
Geography and Settlements
At the heart of the island lies Neo Edo, the capital—a city of winding streets, paper lanterns, and soaring pagodas, framed by distant mountain peaks. The administrative, cultural, and spiritual center of the Shogunate, and home to Clan Takemune, the current ruling house. The shogun’s palace and the grandest shrines honoring the nation’s ancestors are located here.
The island’s other major settlements are:
- Kabuto (north): Fortress town of the warlike Clan Daidouji, renowned for their martial academies, swordsmiths, and unwavering loyalty.
- Ogashi (northeast): A tranquil lakeside city ruled by Clan Fujiwara, famed for their poets, scholars, and keepers of the island’s written lore.
- Nakamura (southeast): The island’s bustling port, controlled by Clan Minamoto, masters of trade, shipbuilding, and diplomacy with the outside world.
- Kami-Obihiro (southwest): Seat of Clan Hoshikawa, this settlement is surrounded by sacred groves and is the spiritual heart of the island, with priests and shrine maidens mediating between humans and spirits.
- Yumusi (northwest): Frontier settlement of Clan Inaba, famed for their hunters, woodworkers, and mysterious encounters with yōkai in the wild forests.
Each settlement is ruled by a daimyō, whose authority is both military and civil, and who owes fealty to the shogun. The current shogun, His Most Honorable Excellency Takemune no Sanjou, presides from Neo Edo as the ultimate arbiter of law and order, his rule both revered and absolute—at least as long as his clan can maintain it.
Culture and Society
The society of the Shogunate, shaped by centuries of deliberate isolation and the pursuit of harmony, closely resembles the feudal traditions of old Earth’s Far East. The land is divided among powerful clans, and the daimyōs compete for influence, territory, and the shogunate’s favor. The social order is strict: samurai enforce the law, artisans and farmers sustain the economy, and peasants tend the fields. Honor, loyalty, and duty are the highest virtues, and stories of betrayal or heroism are passed down through generations.
Despite their comparative technological simplicity—most aspects of life in the Shogunate are carried out with tools and weapons unchanged for centuries—the people are resilient, ingenious, and deeply spiritual. The Faith of the Ancestors, with a distinct local flavor inspired by Shinto, permeates daily life. Shrines and torii gates dot the countryside, and every family maintains a kamidana to honor their forebears. Festivals and rituals celebrate the spirits of the land and the wisdom of those who came before.
Mysteries and Legends
The forests and mountains of Kobayashi are alive with legend. Locals tell tales of yōkai—tanukis, kitsunes, tengus, and more—said to dwell among the ancient trees, sometimes helping, sometimes tricking, those who venture too far from the beaten path. Priests and shrine maidens are called upon to mediate between the human and spirit worlds, and travelers often leave offerings to appease the unseen.
Yet, there is a deeper secret that shadows the nation’s history. On rare occasions, when the Shogunate’s independence has been gravely threatened by invaders or monstrous forces, devastation has struck the enemy so suddenly and overwhelmingly that survivors speak only in whispers of dragons, thunder gods, or the wrath of the ancestors. The true cause of these miraculous defenses remains shrouded in rumor; only a handful of the highest officials know what ancient power slumbers within the island’s heart, waiting for the time of greatest need.
Foreign Relations and Independence
The Kobayashi Shogunate maintains a carefully negotiated independence. While its technology lags behind that of Elysium’s great powers, its fierce warriors, strategic acumen, and the mysterious calamities that have befallen would-be invaders have preserved its sovereignty. After The Event, the Shogunate secured an exclusive treaty with the Colonial Alliance: in exchange for limited trade, the Alliance patrols and guards the Shogunate’s borders and autonomy, maintaining outside influences at bay.
Life in the Shogunate
Life here is marked by order, ritual, and a deep connection to the land. The people of Kobayashi are known for their courtesy, artistry, and strong sense of community. They value peace and beauty, but beneath the surface lies a readiness to defend their way of life—by sword, by spirit, or by the hidden powers that sleep beneath the mountains.
Notable Residents of the Kobayashi Shogunate
Shogun Takemune no Sanjou
(Human, male, 51; Neo Edo, Clan Takemune)
The dignified and tradition-bound shogun of the Kobayashi Shogunate, ruling from the palace in Neo Edo. He strives to maintain harmony among the clans and uphold ancestral ways, though his distant leadership style can make him appear aloof and overly reliant on his advisors.
Daimyō Daidouji Akira
(Human, male, 46; Kabuto, Clan Daidouji)
A fierce, uncompromising warlord famed for his martial prowess and the discipline of his samurai. Loyal to the shogun but highly ambitious, Akira is rumored to be ready to expand his influence through force if opportunity arises.
Daimyō Fujiwara Toshio
(Human, male, 62; Ogashi, Clan Fujiwara)
A renowned poet, scholar, and diplomat, Toshio is beloved for his wisdom and commitment to education. He is often called upon to mediate between rival clans and his guidance is sought by the shogun himself.
Daimyō Minamoto Ritsu
(Human, male, 38; Nakamura, Clan Minamoto)
Master of Nakamura’s bustling port, Ritsu is a shrewd negotiator and a quick-witted diplomat. He skillfully manages the Shogunate’s trade relations while amassing quiet power and wealth for his clan.
Daimyō Hoshikawa Sadaaki
(Human, male, 58; Kami-Obihiro, Clan Hoshikawa)
A deeply spiritual leader, Sadaaki presides over the island’s most important shrines and rituals. He is revered for his piety, but his intensity sometimes borders on fanaticism.
Daimyō Inaba Jiro
(Human, male, 43; Yumusi, Clan Inaba)
A fearless hunter and guardian of the wild, Jiro is famed for his encounters with yōkai and his clan’s fierce loyalty. Outsiders suspect he encourages supernatural tales to keep rivals at bay.
Miko (Shrine Maiden) Hanabira
(Human, female, 20; Kami-Obihiro)
A kind-hearted and gifted shrine maiden, Hanabira is believed to possess a genuine connection to the spirits. Her blessings and exorcisms have made her beloved across the island.
Kenjiro the Fox
(Possibly Kitsune, male appearance; Forests near Yumusi)
A mysterious wandering swordsman rumored to be a kitsune in disguise. Kenjiro is a trickster and master duelist, guiding or misleading travelers as suits his fancy. Legends say he knows many secrets of the land.
Hattori Gendo
(Human, male, 49; Neo Edo)
The shogun’s shadowy advisor and head of the intelligence network. Calculating and ruthless, Gendo is suspected of orchestrating the “accidents” that befall those who threaten the established order. Some believe that he alone knows state secrets that are even hidden from the shogun himself.
Tsubaki the Whisperer
(Human, female, 35; Ogashi)
A beautiful but dangerous courtier, Tsubaki manipulates politics from the shadows with rumor, seduction, and subtle threats. Loyal to herself, she is rumored to have ties to both foreign agents and forbidden cults.
Miyamoto Hanzo
(Human, male, 54; Secret locations across the island)
The enigmatic and feared leader (Jonin) of the Kakureoni No Ninja-han, Hanzo operates outside the bounds of the Shogunate’s authority. His clandestine ninja clan is notorious for mercenary work, espionage, and criminal undertakings, selling their skills to the highest bidder—whether clan, foreign agent, or criminal syndicate. Hanzo’s reputation for ruthlessness and cunning is legendary; he is known to orchestrate daring heists, targeted assassinations, and schemes that unsettle even the most powerful daimyō. The government pursues him in vain, but his true allegiance is to profit, shadows, and the ancient code of the ninja.
Locations of Interest
The Silver Pagoda of Neo Edo
A breathtaking, seven-tiered pagoda at the center of the capital, its eaves adorned with silver bells that chime in the wind. The pagoda is both a spiritual center and the site of major festivals, imperial proclamations, and rituals honoring the ancestors. Rumor holds that its deepest chamber contains sacred relics—perhaps even secrets from the days before The Event.
The Bamboo Labyrinth (near Ogashi)
A sprawling, mist-shrouded bamboo forest on the outskirts of Ogashi. The paths are said to shift with the seasons, and travelers risk being led astray by mischievous tanuki or kitsune spirits. Local legend claims the labyrinth hides ancient stone shrines and that, on certain nights, wandering poets and lost souls alike may glimpse the otherworldly.
The Shrine of Falling Leaves (Kami-Obihiro)
A tranquil hilltop shrine surrounded by crimson maples, famed for its autumn beauty. Pilgrims come from across the island to offer prayers and write wishes on paper slips. It’s said that the shrine’s head priest can commune with ancestor spirits and that, during the festival of spirits, ethereal figures can be seen drifting through the falling leaves.
The Ronin’s Bridge (between Kabuto and Neo Edo)
An arched wooden bridge spanning a fast-flowing river, known as a traditional dueling ground for samurai stripped of clan allegiance. Offerings of broken blades are left in its shadow, and it is said that, on moonless nights, the ghosts of defeated warriors can still be heard challenging the living to single combat.
The Cavern of the Thunder God (deep in the central mountains)
A forbidden and nearly forgotten cavern concealed within the misty peaks. Locals avoid the area, claiming it is cursed and that those who venture too close vanish or return changed. Occasional tremors and mysterious lights are attributed to the slumbering wrath of ancient kami—or perhaps something even more powerful, a secret only whispered among the highest echelons of the Shogunate.
The Foxfire Village (near Yumusi)
A tiny, secluded village on the edge of the wild forests, famous for strange blue-green lights that dance along the treetops at night. The villagers tell tales of kitsune who walk among them, sometimes masquerading as travelers or even elders. The annual Festival of Foxfire draws curious visitors and would-be spirit seekers.
The Black Lotus Market (Nakamura)
A bustling night market in the port town of Nakamura, illuminated by lanterns and swirling incense. Here, rare herbs, forbidden weapons, and mysterious scrolls change hands. Smugglers, ninja, and foreign agents are rumored to negotiate in the shadows, while masked performers and fortune-tellers lend the market an air of carnival and conspiracy.
Meropis
Meropis is an island nation situated in the Aegaeon Sea, south of the continent of Jotunheim. Founded by the Azarketi, this nation was established as their principal above-water homeland, intended to improve relations and understanding with the land-dwellers of Elysium while maintaining their oceanic traditions.
The capital, Isolene, is a small but beautiful coastal town noted for its coral-inspired architecture and its proximity to tranquil lagoons. Isolene is designed for both aquatic and terrestrial life, with walkways and waterways that allow Azarketi to move easily between sea and shore. Markets here feature shellwork, textiles, pearls, and the bounty of the surrounding waters.
Meropis’s culture is deeply traditional, marked by colorful festivals, music, flowing garments, and detailed artistry. Family and community are central, and the people value hospitality, spiritual reflection, and the rhythms of the tides and rainfall.
The nation is governed by a council of elders and representatives, chosen for wisdom and ability. Council meetings are held in open pavilions by the water, reflecting a spirit of consensus and transparency.
Meropis’s economy relies heavily on the sea: fishing, pearl diving, shipbuilding, and marine trade are its mainstays. While Meropians are not xenophobic and welcome travelers, they remain observant and careful with outsiders, mindful of the need to protect their way of life and the balance between land and sea.
Though watchful, the Azarketi of Meropis are willing to share their knowledge, art, and culture with those who respect the ocean and its people, making Meropis a place where sea and land cultures meet and mingle.
Notable Meropians
Elder Saphira Dasgupta
The respected leader of the Meropian council, Saphira is known for her calm demeanor and deep connection to the rhythms of the sea. She mediates disputes and guides both Azarketi and land-dwelling visitors with wisdom and patience.
Rajan Mehra
A skilled pearl diver and craftsman, Rajan is famed for creating intricate jewelry and ceremonial ornaments from rare shells and pearls. He is approachable and enjoys sharing stories about the ocean’s mysteries with travelers.
Priya Choudhury
A priestess and scholar, Priya tends to the spiritual needs of Meropis and preserves the oral histories of the Azarketi. She is also a linguist, helping to bridge cultural gaps between Meropians and outsiders.
Mira Banerjee
A young musician and festival organizer, Mira is the heart of Isolene’s celebrations. Her voice is renowned for its clarity, and her songs often blend the sounds of water, wind, and traditional instruments.
Captain Arun Patil
The pragmatic captain of the fishing fleet and a former sea scout, Arun is responsible for ensuring the safety and prosperity of Meropis’s coastal trade. His watchful eye and cautious nature have protected the nation from more than one threat.
Nadim Singh
A friendly market vendor with a knack for negotiation, Nadim imports and exports goods between Meropis and neighboring lands. He is always eager to hear news from afar and is a valuable source of local gossip.
Interesting Locations
Isolene Lagoon
At the heart of Meropis’s capital, Isolene, lies a tranquil, crystal-clear lagoon surrounded by coral-inspired buildings and terraced walkways. Waterways wind through the settlement, allowing Azarketi to swim from home to market. The lagoon’s shallow edges host daily markets, and its deeper center is a sacred place for festivals, moonlit ceremonies, and the annual Blessing of the Waters.
The Pearl Spire
Rising from a rocky promontory overlooking Isolene, this slender tower is adorned with mother-of-pearl mosaics and crowned with a luminous beacon. The Pearl Spire serves both as a lighthouse and as the council hall for Meropis’s elders. Its upper chamber offers breathtaking views of the sea and sky, and its lower levels house ancient relics and the nation’s most important archives.
The Mistgrove Sanctuary
Nestled inland, the Mistgrove Sanctuary is a lush grove of salt-tolerant trees and flowering plants, perpetually shrouded in sea mist. Meandering streams and hidden pools create an oasis where Meropians come to meditate, study, and heal. The sanctuary is also home to rare medicinal herbs and serves as a retreat for artists and sages seeking inspiration from the natural world.
The Coral Gardens
Just offshore from Isolene, vibrant coral reefs teem with life—colorful fish, sea turtles, and rare aquatic plants. The Coral Gardens are both a natural wonder and a carefully protected reserve, patrolled by Azarketi guardians. Divers and scholars visit to study rare species and gather ingredients for art, medicine, and cuisine. Some sections are considered sacred, believed to be the resting places of ancient Azarketi heroes.
The Watershade Bazaar
A bustling marketplace built on floating wooden platforms and anchored boats, the Watershade Bazaar is where Meropians and visiting traders exchange goods, stories, and news from distant shores. Stalls offer everything from pearl jewelry and shellwork to exotic spices and textiles. At night, lanterns cast shimmering patterns across the water, and the air fills with music and laughter.
Tide’s Gate
A monumental stone archway at the mouth of Isolene’s main canal, Tide’s Gate is adorned with carvings of sea creatures and ancient glyphs. Each morning, fishermen, pearl divers, and trading boats pass beneath it as they head out to sea. During major festivals, the arch is festooned with garlands and banners, and processions of swimmers, boats, and musicians pass through in celebration.
The Shrine of the Deep Current
Nestled in an underwater grotto accessible to both swimmers and divers, this shrine is dedicated to the spirits of the sea and the ancestors of the Azarketi. Bioluminescent plants light the chamber, and offerings of shells, flowers, and song are left in alcoves. Pilgrims visit to seek guidance, blessings, or solace in times of trouble.
The Sun-Dappled Amphitheater
Carved into a hillside overlooking the lagoon, this open-air theater hosts Meropis’s renowned festivals of music, dance, and storytelling. Audiences lounge on smooth stones or floating platforms, and performances often incorporate water and light effects, making use of the island’s natural beauty and the talents of both land and sea-dwellers.
Morrigan is a hardy island nation situated on the wild expanse of Hy-Brasil, an island located far to the north and surrounded by the Nehalennia Ocean, the Kostroma Sea to the east, and the Nodens Sea to the west. Steep mountains rise from dense evergreen forests, and deep valleys are carved by icy rivers and ancient glaciers. Winters are long and harsh, and summers are short but vibrant with life. The coastline is battered by storms, and mist often clings to the cliffs and rocky shores.
The capital, Tir Na Nog, lies in the heart of the island, nestled within thick woodland at the base of a central mountain chain. The city is built of sturdy stone and timber, its winding streets and steep rooftops blending organically into the forested landscape. Parliament meets in a grand hall overlooking the canopy, where the voices of the people echo in lively debate. Tir Na Nog is renowned for its blue-collar ethos, with workshops, forges, and communal halls at the center of daily life.
Other settlements offer their own character:
- Murias (West): A port town famed for its rugged shipwrights and resourceful salvage crews, where innovation is born from necessity, and every hand is expected to pitch in.
- Falias (North): Perched on windswept cliffs, Falias is a center for scholars, elven artisans, and gnome inventors, its observatories and quiet libraries a haven from the elements.
- Gorias (East): The commercial hub, Gorias connects Morrigan to the wider world via the Kostroma Sea, trading timber, coal, and crafts for vital supplies.
- Finias (Southeast): A mining settlement, where the extraction of coal and oil powers the island’s machines, but at an environmental cost that weighs heavily on the minds of many.
- Myrddin (South): Deep in the ancient forests, Myrddin is home to seasonal festivals, religious shrines, and a blend of human, elven, and gnome traditions.
Morrigan is a parliamentary democracy, with representatives from all major settlements. The government is known for its directness, practical decision-making, and a strong sense of self-reliance—a reflection of the nation’s people, who are rugged, independent, and deeply value hard work and mutual support. Many families trace their ancestry to proud, red-haired settlers who brought a fierce spirit and a love of music, poetry, and storytelling.
Due to a long-standing political rift with Erebus, Morrigan does not receive shipments of etherium. Instead, the island relies on its own fossil fuel reserves to power industry and transport. This has led to environmental challenges, including deforestation and pollution of rivers and coastlines, issues that spark heated debate in parliament and among the island’s eco-minded elves and gnomes.
In recent years, a strange phenomenon has taken root: Leshies—sentient plantfolk—have begun sprouting in the forests of Morrigan, especially near areas impacted by pollution and industrial runoff. Some see the appearance of these beings as nature’s response to the island’s environmental woes, while others regard them with suspicion or curiosity. The Leshies’ presence has added a new dimension to the ongoing debate about Morrigan’s future and the delicate balance between progress and preservation.
Morrigan’s culture blends stoicism and celebration: folk songs and lively dances fill the taverns and communal halls, while legends of ancient heroes and the wildness of Hy-Brasil are woven into everyday life. The people are known for their generosity to neighbors, suspicion of outsiders, and ability to endure whatever storms may come. Morrigan stands as a proud, self-reliant nation—weathered by hardship, yet always ready to meet the future with grit and song.
Notable Morriganeans
Siobhan O’Carroll
The Chief Parliamentarian of Tir Na Nog, Siobhan is a pragmatic and fiercely independent leader who rose from a family of miners. She is respected for her no-nonsense approach and tireless advocacy for workers’ rights, but critics say her stubbornness sometimes stalls much-needed reforms. Siobhan’s greatest challenge is balancing economic survival with mounting environmental concerns.
Ciaran Breen
A gnome inventor from Falias, Ciaran is known for his wild experiments and bold ideas for non-etherium technology. He is passionate about finding ways to reduce Morrigan’s reliance on coal, but his risky prototypes have caused more than one accident. Some call him a visionary; others view him as a dangerous nuisance.
Maeve Lysander
An elven scholar and naturalist based in Myrddin, Maeve has become the unofficial spokesperson for the newly-emerged Leshies. She works tirelessly to foster understanding between plantfolk and Morrigan’s human communities, organizing forest cleanups and educational festivals. She’s beloved by many, but industrialists see her as a threat to their interests.
Bran MacCraith
Captain of the salvage ship Sea Bear out of Murias, Bran is a hard-edged, blue-collar leader whose generosity to his crew is matched only by his ruthlessness to rivals. Rumored to have ties to black market smuggling, Bran is not above sabotage or intimidation to keep his enterprise afloat.
Nessa Quinn
A charismatic labor organizer from Finias, Nessa advocates for miners’ safety and fair pay. Secretly, she’s in league with a group of eco-saboteurs who’ve taken direct action against polluting industries. While some hail her as a folk hero, others consider her a dangerous agitator.
Father Eamon Doyle
A priest of the Oracles of the Storm who leads a small but passionate congregation in the forests outside Tir Na Nog. Eamon’s fiery sermons blame Morrigan’s environmental woes on the people’s disregard for the Voice in the Storm. He encourages his followers to “cleanse” corrupted sites, sometimes through frightening displays of power.
Rordan Kenney
A corrupt councilman from Gorias, Rordan, secretly profits from illegal dumping and backroom deals with unscrupulous merchants. He presents a charming, helpful face to the public, but those who cross him often find themselves ruined—or worse.
Daisyroot
A recently awakened Leshy, Daisyroot, quickly became a symbol of hope for environmental renewal on Morrigan. Childlike and curious, Daisyroot wanders between villages bringing seeds of edible plants and gentle warnings about the health of the land. While adored by children and the elderly, reactionary factions spread rumors that the Leshies are abominations of nature.
Particular Locations
1. Cauldron Peak
At the northern end of Morrigan’s central mountain chain rises Cauldron Peak, a brooding volcano whose snow-dusted slopes contrast with the perpetual smoke curling from its crater. Local legend holds that ancient spirits or slumbering dragons dwell within the mountain. Its lower slopes are scarred by old lava flows and dotted with hardy pine forests. Elven scholars from Falias sometimes venture here to study rare minerals and geothermal vents, but recent tremors and strange plant growths—possibly the work of Leshies—have made expeditions more perilous.
2. The Verdant Hollows
Deep within the ancient forests north of Myrddin, the Verdant Hollows are a maze of mossy ravines, hidden springs, and colossal trees. This area is renowned as the birthplace of many Leshies, and druids or naturalists come from across the island to witness new awakenings. Locals believe the Hollows are protected by benevolent spirits and that trespassers with ill intent will lose their way for days.
3. Ironwater River
This wide, fast-moving river cuts through the heart of Morrigan, winding past Tir Na Nog and through the coal-rich hills near Finias. Once famed for its crystal clarity, the Ironwater’s color has darkened in recent years due to pollution from upstream mining. Fisherfolk and Leshies alike have protested, and tensions occasionally erupt between environmentalists and industrial workers along its banks.
4. Falias Observatory
Perched atop the northern cliffs in the town of Falias, the Observatory is a marvel of gnome and elven collaboration. Its gleaming domes and intricate clockwork machinery allow for the study of stars, weather, and the volcano. The Observatory is also rumored to house secret research into new energy sources and strange, ancient texts recovered from the island’s deepest caves.
5. The Black Docks of Murias
On the western coast, the Black Docks are a sprawling complex of shipyards and salvage yards. Stained with coal and tar, they’re the beating heart of Morrigan’s maritime industry. Here, skilled shipwrights build and repair vessels to brave the northern seas, while shady deals and smuggling operations often go unnoticed in the fog and noise.
6. The Singing Stones
Nestled in a clearing between Tir Na Nog and Myrddin is a ring of ancient standing stones covered in mysterious runes. When the wind blows just right, the stones emit low, haunting tones said to carry the voices of Morrigan’s ancestors. The site is a place of pilgrimage, especially during seasonal festivals or when guidance is sought in troubled times.
Olam Ha-Ba is a sun-drenched nation of shifting sands, scattered oases, and resilient peoples, occupying the southern reaches of Jotunheim on the planet Elysium. Its landscape is dominated by vast, arid deserts punctuated by life-giving oases, with the southern border opening to the azure expanse of the Varuna Ocean. The southernmost regions are more hospitable, shaped by fertile plains and nourished by the meandering River Shalem, whose waters transform the arid land into a patchwork of green fields and thriving villages.
The heart and capital of Olam Ha-Ba is Gilead, a sprawling settlement built around the largest oasis in the nation’s center. Gilead is a place of vibrant colors, bustling markets, and ingenious waterworks—a testament to Halfling adaptability and ingenuity. Other major settlements include Bethel in the lush southern farmlands and Nod, a rugged outpost in the harsher northern desert.
Founded and predominantly inhabited by Halflings, Olam Ha-Ba preserves ancient traditions rooted in both secrecy and survival. Its people are organized into extended tribes, each led by respected elders whose wisdom is honored above all else. Many Halflings here live a semi-nomadic lifestyle reminiscent of Bedouin cultures, following the rhythms of the desert, herding, trading, and gathering at oases for communal celebrations.
National governance is unique: Olam Ha-Ba is guided by a Grand Council of Tribal Elders, convening four times a year at Gilead—or in times of crisis—to debate and decide the nation’s course. This council embodies the Halfling values of consensus, autonomy, and communal responsibility. Despite the harshness of their homeland, the Halflings of Olam Ha-Ba are known for their warmth, hospitality, and unbreakable sense of kinship, maintaining a culture that prizes freedom, secrecy, and the pursuit of a life well-lived, far from the shadows of their engineered past.
Halfling Tribes of Olam Ha-Ba
1. Tribe Shalem
Settled along the lush banks of the River Shalem, this tribe is renowned for its expert farmers, water engineers, and keepers of ancient irrigation lore. They supply much of Olam Ha-Ba’s grain and fruit.
2. Tribe Ajalon
Nomads of the deep desert, Ajalon Halflings are famed as master guides, caravan leaders, and lore-keepers of the shifting sands. Their skills in navigating both wilderness and politics are legendary.
3. Tribe Gilead
Centered in the nation’s capital oasis, the Gilead tribe is known for its artisans, healers, and merchants. They maintain the great markets and act as diplomats between tribes.
4. Tribe Nod
Resilient and daring, Nod’s folk dwell in the forbidding north, defending against raiders and monsters. They are stoic defenders and skilled beast tamers, often serving as scouts.
5. Tribe Bethel
Based in the fertile south, Bethel Halflings are builders and makers, famed for their pottery, architecture, and communal feasts. Their settlements are models of cooperation and prosperity.
6. Tribe Zin
Dwelling near the remote desert fringes, Zin Halflings are secretive, specializing in stealth, espionage, and the preservation of forbidden lore. They are rumored to be the keepers of the Mazzikin legacy.
7. Tribe Ashan
Wandering traders and musicians, the Ashan are celebrated for their traveling performances, oral histories, and vibrant festivals that unite the tribes.
NPCs Native to Olam Ha-Ba
Elder Miriam Shalem
The wise matriarch of Tribe Shalem, revered for her knowledge of water magic and her even-handed leadership on the Grand Council.
Jabir al-Ajalon
A charismatic desert guide and famed storyteller, known for leading daring caravans safely across the most treacherous dunes.
Samira of Gilead
A talented healer and mediator, Samira is often called to settle disputes between tribes and is beloved for her generosity and wit.
Dov Nod
A stoic beast tamer and scout, Dov is respected for his courage in defending the northern borders and his uncanny rapport with desert creatures.
Rina Bethel
An innovative architect, Rina designs communal spaces and leads the famous Bethel feasts, bringing people together from all walks of life.
Tzvi Zin
A mysterious figure, Tzvi is reputed to be a master of secrets and often appears where least expected. Whispers claim he is the guardian of Olam Ha-Ba’s most hidden truths.
Layla Ashan
A traveling musician and festival organizer, Layla’s songs and stories are known across Olam Ha-Ba. She’s a bridge between tribes and a source of news, gossip, and joy.
Locations of Interest
Gilead’s Well of Blessings
At the heart of the capital, Gilead, stands an ancient, stone-lined well said to have been blessed by the first elders. Locals believe its waters possess healing properties, especially during the festival of Sukkot, when pilgrims gather to draw water and offer prayers for health and renewal. The surrounding plaza is shaded by fig and olive trees, and storytellers often recount legends of angels who once appeared by the well to offer guidance.
The Shalem River Gardens
This lush riverside enclave is renowned for its terraced gardens—fields of grain, fruit orchards, and flowerbeds that bloom in dazzling colors. At dawn, mist drifts above the water, and it is said the river spirits (akin to the sheydim of legend) walk unseen among the living, blessing the crops. The gardens are a favorite place for communal gatherings, music, and the lighting of floating lanterns to honor ancestors.
The Cave of the Seven Lights
Hidden in the rocky hills near Bethel, this sacred cavern is illuminated by natural crystals that glow with seven shifting colors. According to tradition, these lights correspond to the seven archangels of folklore and are a place for visions, meditation, and receiving omens. Halfling elders and mystics visit the cave during times of crisis or for important life decisions, believing the spirits of the righteous dead may send messages through the shifting lights.
The Oasis of the Living Gate
Located in the deep southern desert, this verdant oasis is encircled by ancient palm trees and date groves. At its center stands a monumental stone archway, engraved with lost runes and a motif of the Tree of Life. Local legends speak of this “Living Gate” as a threshold between worlds, where the barrier between Olam Ha-Ba and the realms of spirit is thin. On certain holy nights, some claim to see the shades of ancestors or the mythical Lailah, angel of conception and dreams, passing through the arch.
Nod’s Watchful Stones
In the harsh northern reaches near the outpost of Nod, a ring of standing stones rises from the desert, their surfaces covered in ancient inscriptions and protective sigils. Tradition holds these were erected by the first halfling scouts to ward off evil spirits and desert monsters. At dusk, the stones cast long shadows, and guardians from Tribe Nod keep vigil, reciting psalms and lighting bonfires to protect the land from night terrors.
The Bethel Festival Courtyard
A vibrant, open plaza surrounded by painted arcades and fragrant herb gardens, this is the heart of communal life in Bethel. Here, the tribes gather for weddings, courtships, and the famed Festival of Lights, where hundreds of oil lamps are lit to symbolize hope, knowledge, and the enduring flame of the halfling people. Musicians, jugglers, and poets perform late into the night, and the air is thick with the scent of honey cakes and spices.
The Library of Ashan’s Songs
Nestled at the crossroads traveled by Tribe Ashan, this domed library is filled with scrolls, songbooks, and oral histories. Its mosaic floors depict scenes from the Exodus and the wanderings of the tribes. The library is open to all, and traveling bards stop here to record new stories and pass on old ones. Some say the library’s oldest scrolls are written in angelic script, unreadable except by those of pure heart.
The Grove of Tzvi’s Secrets
Deep in the Zin region, this hidden grove is encircled by ancient acacia trees and is known only to a few trusted scouts and sages. The grove is a meeting place for secret councils, the hiding of forbidden lore, and rituals of protection. It is said that the guardian spirit Tzvi, a master of secrets, sometimes appears to those seeking wisdom in times of great danger.
Orlostek is a hardy, windswept nation pressed against the far northern coast of the Vanaheim continent. Bordered by the icy Nereus Sea to the north and the churning Tangaroa Ocean to the west, it is a realm where biting winds, endless forests, and snow-capped peaks shape both the land and the character of its people.
Origins and Leadership
Orlostek’s story begins with King Wilhelm Sturm, a visionary and iron-willed leader who, generations ago, gathered a fleet of battered ships and led his followers away from the chaos and violence of the Bedlam Dominions. Sailing north along the rugged coastline, they braved storms and starvation until at last they found a new homeland—a land of dark forests, frozen lakes, and promise. His grandson, King Konrad Sturm, now rules Orlostek, bearing both the weight of his family’s legacy and the frustrations of a nation struggling to thrive.
Geography and Settlements
The capital, Coradia, is a fortress city perched on the northern shore, its harbors choked with fishing boats and its skyline dominated by stone spires and smokestacks. Life here is marked by the rhythm of the sea, the clatter of foundries, and the clang of rail yards.
- Icestrand lies to the southwest, a stark frontier town on the edge of the Unyielding Lands’ forests. It is a place of lumber camps, trappers’ cabins, and a garrison always on edge against the wild things that prowl the southern woods.
- Thermos clings to the southeastern mountains, its stone buildings huddled against the cold. Here, miners and engineers toil to wrest coal, iron, and rare minerals from the unforgiving earth, and the town’s public baths—heated by natural hot springs—are legendary among Orlostek’s people.
To the east and south, thick, unexplored forests and jagged mountains form a natural barrier—wild, mysterious, and, despite many attempts, unconquered. Orlostek’s repeated ventures into the Unyielding Lands have ended in disaster, with whole expeditions vanishing or returning broken and changed.
Society and Culture
Orlostek’s culture is shaped by discipline, formality, and a deep sense of community. The people are stoic, practical, and fiercely loyal to family and town. Their architecture is solid, imposing, and functional; their music, literature, and festivals are tinged with both melancholy and fierce pride. While the nation boasts a tradition of science, philosophy, and invention, poverty and the harsh climate keep most dreams earthbound.
Social life revolves around guilds, town halls, and a network of local societies where debate, art, and invention are prized. The people are wary of outsiders, but respect strength and honor in all forms.
Economy and Challenges
Despite their resourcefulness, Orlostek remains a poor nation. The growing season is short, the soil thin, and the seas often treacherous. Most people make their living from fishing, logging, mining, or working in the capital’s modest factories. The nation’s attempts to expand into the Unyielding Lands have been costly failures, draining resources and morale.
To make matters more complex, King Konrad Sturm has entered into a controversial treaty with Ruritania: in return for a steady supply of Steam (the vital fuel that powers their machinery and heats their homes), Ruritania maintains a military base on Orlostek’s soil. The presence of foreign troops is a source of both anxiety and resentment among the populace, but without Steam, Orlostek would freeze and starve.
Trade with Volantes across the mountains is limited but valued, especially for advanced tools, textiles, and medicines. However, Orlostek’s isolation and poverty keep such exchanges modest.
Ambition and Unrest
King Konrad Sturm is a ruler driven by envy and relentless ambition. Frustrated by his nation’s hardships and overshadowed by the wealth and power of neighbors like Volantes and the Colonial Alliance, he has become increasingly ruthless in seeking ways to make Orlostek strong—regardless of cost or consequence. Rumors swirl of secret projects, forbidden research, and overtures to unsavory factions within and beyond Orlostek’s borders.
Relations and Reputation
To its neighbors, Orlostek is seen as a frontier realm—grim, proud, and always on the edge of hardship. The Bedlam Dominions to the south are viewed as a source of both danger and opportunity, while the Ruritanian alliance is resented but endured. Volantes is admired and envied in equal measure. Orlostek’s people look inward, but the king’s restlessness may soon draw them into larger conflicts.
The Spirit of Orlostek
Above all, Orlostek endures. Its cities may be battered by storms and its people sometimes bowed by hunger, but their resolve is unbroken. In the glow of Coradia’s lanterns, the steam rising from Thermos’s baths, or the hush of Icestrand’s forests, there is a quiet defiance—a belief that, someday, Orlostek will rise from hardship and claim its place among the powers of Elysium.
Notable Residents of Orlosket
King Konrad Sturm
(Human, male, 54; Coradia)
A stern, calculating monarch, King Konrad is known for his sharp intellect, ambition, and willingness to make difficult—or ruthless—choices for his nation’s survival. He is respected for his resolve but whispered about for his envy of more prosperous lands and for his rumored interest in ancient, mythical technology.
Varkos the Gray
(Goblin, male, age unknown; Coradia)
A shadowy figure who operates in the back alleys and abandoned warehouses of Coradia, Varkos is both feared and despised. A master poisoner and information broker, he is rumored to lead a covert network of thieves, assassins, and blackmailers. Varkos trades in secrets and sabotage, and his allegiance is always for sale to the highest—or deadliest—bidder.
Baron Kurt Eisenwald
(Human, male, 41; Icestrand)
Warden of Icestrand and commander of its garrison, Baron Eisenwald is a gruff, practical leader who has weathered countless border raids and monster attacks. He is fiercely protective of his town and is rumored to have made uneasy truces with some of the more “civilized” Bedlam Dominions tribes.
Friedrich Markov
(Human, male, 36; Thermos)
Chief engineer of Thermos’s mines and steamworks, Friedrich is a visionary inventor and relentless taskmaster. He dreams of finding a way to expand Orlostek’s reach into the Unyielding Lands and will bargain with anyone—trader, smuggler, or scientist—who can bring him an advantage.
Greta Volsky
(Human, female, 29; Coradia)
A passionate, outspoken journalist and pamphleteer, Greta is known for her stinging critiques of the king’s policies and the Ruritanian presence. She’s admired by workers and students, and deeply distrusted by the authorities. Some suspect she’s the voice behind the underground “Free Orlostek” movement.
Sister Edda Havel
(Human, female, 51; Thermos)
A pragmatic nun of the Church of the Celestial Mother, Sister Edda is beloved for her no-nonsense care and biting wit. She’s rumored to know every secret in the mining camps and acts as a mediator between rival factions, often using blackmail as deftly as a bandage.
Major Viktor Rachman
(Human, male, 44; Coradia)
Commander of the Ruritanian military base, Major Rachman is a disciplined officer who keeps mostly to himself. His cold professionalism hides a keen mind and a network of spies watching both Orlostek’s government and its restless populace.
Helena Breck
(Human, female, 25; Icestrand)
A daring trapper and wilderness guide, Helena is famed for her expeditions into the forests bordering the Unyielding Lands. She is one of the few who can reliably return with valuable pelts, rare herbs, and vital intelligence about dangers lurking in the wild.
“Old” Piotr Zalesky
(Human, male, 73; Coradia)
A reclusive naturalist and scholar, Piotr is obsessed with the unique flora and fauna of the Unyielding Lands. Considered eccentric but brilliant, he inspires both adventurers and children with his tales of rare creatures and his beautifully illustrated field journals.
Mikhail the Tinkerer
(Human, male, 38; Thermos)
A resourceful scavenger and gadgeteer, Mikhail cobbles together machines from scrap and salvaged tech. He sells his inventions and repairs to miners and travelers, and is always on the lookout for rare or forbidden components—no questions asked.
Particular Locations
The Stormspire Citadel (Coradia)
A towering fortress that dominates Coradia’s harbor, the Stormspire Citadel serves as both the royal palace and the kingdom’s last redoubt against northern invasions. Its thick stone walls, reinforced with steel and topped by lightning rods and signal lanterns, are a symbol of Orlostek’s resilience. Secret tunnels beneath the citadel are rumored to lead to hidden escape routes—or ancient vaults yet unopened.
The Frostglass Conservatory
Nestled on the outskirts of Coradia, this sprawling greenhouse is filled with rare northern plants and exotic specimens brought back by explorers. The conservatory is cared for by teams of botanists and naturalists, and its glass domes shimmer with frost even in summer. It is a place of beauty, but also of clandestine meetings between scholars, revolutionaries, and spies.
The Iron Bathhouses of Thermos
Built atop natural hot springs, the communal bathhouses of Thermos are famed for their steamy pools and ornate tilework. Here, miners, engineers, and townsfolk gather to relax, gossip, and negotiate business deals. The largest bathhouse, the King’s Steam, is open to all and a known neutral ground for rival factions.
The Gloomwood Frontier (Near Icestrand)
Beyond the edge of Icestrand lies the Gloomwood, a dense, mist-shrouded forest that marks the boundary with the Unyielding Lands. The woods are notorious for strange lights, vanishing trappers, and the occasional monstrous incursion. Hidden within are abandoned logging camps, haunted ruins, and the secret lairs of both rebels and exiles.
The Ruritanian Garrison
A heavily fortified compound on the outskirts of Coradia, the Ruritanian Garrison bristles with foreign soldiers, armored vehicles, and watchtowers. Its presence is both a source of protection and simmering resentment for the locals. Only those with official business—or a death wish—dare approach its gates uninvited.
The Ironheart Rail Line
A narrow-gauge railway that snakes from the mines of Thermos through the forests and mountains to Coradia’s industrial quarter. The Ironheart Rail is vital for moving ore and coal, but its isolated stretches are plagued by sabotage, bandit raids, and the occasional emboldened mutant from the south.
The Shivering Shore
A bleak, windswept stretch of coastline north of Coradia, the Shivering Shore is littered with the skeletons of shipwrecks and the remnants of ancient lighthouses. Local fishermen claim the waters are haunted, and more than one salvage crew has vanished while seeking lost treasures among the icy waves.
The Lantern Market
Coradia’s bustling central square transforms by night into the Lantern Market, a glowing maze of stalls selling hot food, clockwork trinkets, rare books, and illegal tech. It’s a haven for deal-makers, information brokers, and anyone seeking something unavailable through official channels.
Volantes is a proud, mountainous nation in the north of Vanaheim, its valleys and peaks shaped by centuries of independence and innovation. Shielded from the south by a formidable mountain range, Volantes has developed a unique society where technological mastery and tradition walk hand in hand.
At the center of the nation lies Ataraxia, the capital—a picturesque city renowned for its world-class airship engineering. Ornate clock towers, steep gabled roofs, and copper-detailed facades rise above the bustle of airship docks and workshops. Ataraxia sits beside a great lake, serving as both the industrial heart and cultural soul of Volantes.
Southward, high in the mountains, is Heliward, famed for its wind temples and cutting-edge airship test grounds. The town’s residents are known for their daring, and many of Volantes’ most celebrated pilots and airship captains train here, braving the elements and the challenges of high-altitude flight.
To the northwest, among deep forests and swift rivers, lies the city of Liathor. Renowned for its prestigious dueling schools and the art of the gun-sword, Liathor’s streets are alive with competition and intrigue. Yet beneath the surface, discontent simmers—many in Liathor resent the growing centralization of power in Ataraxia, and whispers of secession and traitorous plotting have grown louder, especially among certain firebrand duelists and local aristocrats.
In the far north, the tranquil lakeside town of Breyze offers respite and inspiration to inventors, scholars, and artists. The area’s natural beauty and clear air are celebrated in local festivals, and the lake itself is a favored site for airship landings and regattas.
Rising to the north is the mysterious Gravelgan Forest, marking the edge of the known world. To the west, the Bedlam Dominions pose a constant source of unpredictability and adventure.
Volantes is governed by a powerful Prime Minister—currently Klaus Heikkinen—who is elected from among the noble houses and approved by the Council of Nobles. While the Prime Minister wields executive authority and guides national policy, the noble class retains significant influence over regional affairs, military traditions, and the nation’s storied dueling culture. This balance of power creates a dynamic political landscape, with intrigue, alliances, and the occasional public feud.
The nation’s social fabric is enriched by the presence of both the Church of the Celestial Mother and the Healers of Iron. Both faiths hold sway among the populace, with the former promoting community and nurturing, and the latter advocating for technological progress and the ethical union of flesh and machine.
While rare, automatons—sentient constructs—are also found in Volantes, many of them immigrants from the region of Volaris in the Colonial Alliance. They contribute as engineers, artisans, and even duelists, adding to the cosmopolitan and innovative spirit of the nation.
Volantes is celebrated for its sky festivals, airship races, and the pageantry of formal duels. The people are industrious, resilient, and fiercely proud of their heritage. Yet, beneath the pride and progress, the nation remains ever watchful—balancing tradition and innovation, unity and dissent, as it charts a course among the clouds and mountains of Elysium.
Notable Volanteans
Prime Minister Klaus Heikkinen
(Human, male, 58; Ataraxia)
A pragmatic and respected leader, Heikkinen is known for his steady hand and dedication to unity in Volantes. Though he comes from a minor noble house, he’s risen through the ranks on merit, and is renowned for his support of technological progress and social reform. He works tirelessly to mediate between the noble class and reform-minded citizens, striving to keep the nation stable amid rising tensions.
Lady Nikoline Visconti
(Human-Aiuvarin, female, 36; Liathor)
A renowned duelist and influential aristocrat, Lady Nikoline is the pride of Liathor’s dueling schools. Impeccably dignified, she is both admired and feared for her skill with the gun-sword and her sharp intellect. Secretly, she leads a conspiracy with Liathor’s mayor to pursue secession from Volantes, believing the city’s future lies in self-determination and that she herself is destined to be its savior.
Mayor Roald Overland
(Human, male, 58; Liathor)
A shrewd political operator and skilled orator, Mayor Overland publicly champions Liathor’s traditions and autonomy. Privately, he is Lady Nikoline’s co-conspirator, working behind the scenes to rally support for rebellion. He is a master of double-speak, presenting himself as a loyal patriot while plotting against the state.
Seraphina Giersch
(Automaton, female-appearing, age unknown; Ataraxia)
A rare automaton who immigrated from Volaris, Seraphina serves as a chief engineer at one of Ataraxia’s premier airship yards. Known for her creativity and unflappable logic, she is a beloved mentor to human and automaton apprentices alike. She advocates for the rights of sentient constructs and quietly gathers a circle of like-minded friends.
Sir Henrik Laskinen
(Human, male, 41; Heliward)
A famous airship captain and knight of the noble class, Sir Henrik is a hero to many for his daring rescues and sky patrols. He is fiercely loyal to Volantes and the Prime Minister, acting as an unofficial envoy to discontented regions and using his charisma to keep the peace.
Benedict “The Fox” Ashcombe
(Human, male, 39; Breyze)
A notorious smuggler and black marketeer, Ashcombe operates out of Breyze, using the cover of airship trade to traffic illegal goods and secrets. Charming and slippery, he sells his services to the highest bidder, sometimes playing both sides in the brewing conflict.
Mother Alva Sundström
(Human, female, 63; Ataraxia)
Beloved matron of the Church of the Celestial Mother in Ataraxia, Mother Alva is a pillar of compassion and wisdom. She organizes food drives, orphan care, and public celebrations, and is known to gently intercede in political disputes, urging peace and community spirit.
Dr. Kaisa Varis
(Human, female, 44; Breyze)
A visionary and sometimes controversial scientist with the Healers of Iron, Dr. Varis works on the integration of biological and mechanical enhancements. Her work has saved many lives, but her disregard for traditional boundaries has drawn criticism from more conservative citizens.
Varric Slate
(Automaton, male-appearing, age unknown; Liathor)
A stoic and enigmatic duelist, Varric is one of the few automatons to earn widespread respect in Liathor’s fiercely competitive dueling circles. He is unwaveringly loyal to Lady Nikoline, serving as her second and protector, but harbors doubts about the wisdom of rebellion.
Helmi Koskinen
(Human, female, 28; Heliward)
An ambitious young noblewoman, Helmi is an ace airship pilot and a rising star in the Volantes dueling scene. Though she is loyal to the Prime Minister, she is torn by admiration for Lady Nikoline’s charisma and the allure of Liathor’s cause.
Locations of Interest
The Skyforge of Ataraxia
A sprawling industrial complex near the capital’s lakefront, the Skyforge is where the most advanced airships in Volantes are designed, assembled, and tested. The air is filled with the clang of hammers, the hiss of steam, and the scent of hot metal. Legendary engineers and automatons work side by side here, and rumors swirl of secret projects in the deepest hangars—prototypes that could change the balance of power in Vanaheim.
The Grand Dueling Arena of Liathor
At the heart of Liathor stands a magnificent open-air arena, its stands carved from local stone and decorated with banners of famous dueling schools. By day, it hosts public tournaments, instructional exhibitions, and ceremonial gun-sword duels. By night, it becomes the site of clandestine matches, political intrigue, and secret gatherings of those plotting against the crown.
The Wind Temples of Heliward
Perched on the highest mountain ridges near Heliward, these ancient, wind-battered temples are both places of worship and training grounds for the nation’s elite airship captains. Pilgrims, monks, and aspiring pilots come to meditate, test their mettle against the elements, and seek the blessings of the sky. The temples are also rumored to hide relics of early flight and maps of forgotten skyways.
Breyze Lake and the Floating Festival
Each summer, the people of Breyze construct a floating village of rafts and barges on their northern lake, hosting a vibrant festival of light, music, and invention. Airships dock above, and automatons, artists, and inventors display their latest creations. At night, lanterns illuminate the water, and secretive deals are made in hidden pavilions.
The Whispering Forest Paths (Gravelgan Forest)
Winding trails that snake into the mysterious Gravelgan Forest north of Volantes. Locals say the wind carries voices among the ancient trees, and some claim to have encountered lost travelers from other times—or vanished altogether. The paths are popular for contemplative walks, but superstitious folk avoid them at dusk.
House Visconti’s Duelling Hall (Liathor)
An opulent training hall owned by Lady Nikoline Visconti, where the city’s elite and aspiring duelists hone their skills under the watchful eyes of master instructors. The hall is both a social hub and a center for political plotting, with private lounges where the fate of Liathor may be quietly decided.
The Skybridge
A breathtaking, ancient stone and steel bridge that spans a deep mountain chasm between Ataraxia and Heliward. The bridge is used by airships and ground traffic alike, and its dizzying height makes it a favorite site for daredevil stunts and clandestine meetings far from prying eyes.
The First Mirror (Gravelgan Forest)
Deep within the tangled heart of Gravelgan Forest lies the First Mirror—a monolithic, obsidian-smooth slab half-buried in moss and roots, its surface eerily reflective even in the darkest gloom. Locals shun the area, claiming the air grows cold and the forest falls silent near the stone. Legends say the First Mirror was not made by mortal hands, but appeared overnight in ages past, accompanied by strange lights and visions.
Those who dare approach it report disturbing phenomena: whispered voices in unknown languages, glimpses of their own reflection moving independently, and memories that seem altered or erased upon leaving. Some who have touched the Mirror become haunted by vivid dreams of impossible worlds, or return changed—strangely detached, their personalities subtly warped. Secret societies and would-be sorcerers sometimes seek out the Mirror, believing it to be a doorway to its hidden realm, The First World.