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The lands and peoples of Ayrlassen.

The Western Kingdoms

Renardy

Culture: France
Capital: Renard
Political Structure: Monarchy/Oligarchy
Population: Lupin (90%) Human (7%) Hobbit (2%) Other (1%)
Renardy is a coastal kingdom known for its fishing and fine wines, as well as it’s strong maritime traditions. They are also reknowned for their trade with the islands and lands across the Parises Ocean to the west, bringing back exotic foods, spices, furs, and animals.

Libre

Culture: Spain
Capital: Rompe Cadena
Political Structure: Kritarchy
Population: Human (100%)
The people of Libre have had a generations long feud and riveraly with Renardy, which has driven them to an intolerance of Lupins, which they have generiously extended to most other non-human races. Exploring the seas of the Parises Ocean, Libre’s sailors were the first to discover the Isles of the Sal Saabar and began the trade of sugar, cocoa, and other exotic spices. Jealous of their growing wealth, sailors of Renardy decended to piracy and trying to crowd out Libre merchant vessels. This has lead to innumeral skirmishes, both on land as well as sea, and even several outright wars.

Reinholt

Culture: England
Capital: Reinholt
Political Structure: Constitutional Monarchy
Population: Human (75%) Dwarf (11%) Lupin (8%) Hobbit (5%) Other (1%)
When the Orc Incursion overran the civilized lands, a young warrior named Artur Reinholt provided the leadership and cunning that eventually broke the orcs and began to drive them to the north, where they remain to this day. In honor of his deeds, Reinholt was gifted lands in gratitude which would eventually become a country in its own right, proudly bearing his name. Primarily a land of tactiles and farmland, modern-day Reinholt makes most of its money through tarriff on trade. Abutted, on the east, to the Barrier Mountains, all trade through The Tunnel – hence nearly all trade between the Western Kingdoms and Kazuki – goes through Reinholt.

Kriegersland

Culture: Germany
Capital: Ulfsburg
Political Structure: Monarchy
Population: Human (52%) Lupin (30%) Half-Orcs (8%) Orcs (6%) Hobbit (2%) Other (1%)
Since the end of the Orc Incursion, Kreigersland has stood as a barrier between the Confederation to the north, and the rest of the Western Kingdoms. While Renardy and Reinholt both have a border with the Confederation lands, Kriegersland’s border is more than four times as large as both countries combined. Added to treaties of mutual assistance in defending against orc raids and a possible Second Orc Incursion, this leaves Kriegersland all but exclusively responsible for holding back and defending against the orcs. This has had some benifits for the kingdom, however. Kriegersland spawns, as well as attracts, some of the finest warriors and adventurers, as well as some of the finest weaponsmiths and armorers, in the world. Additionally, it is able to leevy considerable taxes on its more wealthy neighbors in defense of their borders, as well as having unique military freedoms within those realms in the persuit of mutual defense.

Hobbiton

Culture: Switzerland
Capital: Meadhallow
Political Structure: Federal Republic
Population: Hobbits (98%) Others (2%)
Hobbits are renowned the world over for the culinary expertise. Few nobility, and fewer royalty, are without a Master Hobbit Chef overseeing their kitchens, and Hobbit chefs are sought out throughout the world for their skills, expertise, and prestige. Additionally, Hobbits act as the world’s bank, having founded the world’s largest and most extensive banking guild. Banking with the guild also ensures anonymity of those who use their service. A Hobbit banker would rather die than betray the trusts placed within their care.

Fortaine

Culture: Italy/Greece
Capital: Dorrelle
Political Structure: Limited Republic
Population: Human (97%) Lupin (2%) Other (1%)
Fortaine is more a loosely unified collection of city-states, than a kingdom in its own right, but woe be tide anyone foolish enough to move against Fortaine. While they may fight amongst themsleves, they greatly value their freedoms and independant lifestyle, and will swiftly join together against any who threaten their lands or way of life.

The Confederation

Culture: Tribal
Capital: None
Political Structure: Loose confederation among tribes.
Population: Orc (77%) Goblin (13%) Half-Orc (8%) Human (1%) Other (1%)
After the end of the Orc Incursion and the death of Og’slogh the Horror by Artur Reinholt, the Orcs were driven north to the Forgotten Lands and the Western Reaches.The Orcs who formed Og’slogh’s War Council used their power and influence amongst the tribes to keep some semblence of the order and unity they had had under Og’slogh. As such, while the tribes still raid regularly amongst themselves – and often into the Western Kingdoms as well – they also work and trade amongst themselves as well. Each year, they gather at The Grand Conference, held on neutral terriority, to deal with matters within The Confederation and dealings with other kingdoms. The Confederation itself in governed (as much as it can be said to be governed) by The Council, made up of two representatives from each tribe.

The Eastern Kindgom

Kazuki (The Jade Empire)

Culture: Japan/China
Capital: Ookinaki (The Jade City)
Political Structure: Absolute Monarchy
Population: Elf (23%) Rakasta (44%) Human (33%)
The Jade Empire is ruled over by the Jade Emperor, the wise and noble, may he live forever. An arboreal empire of beautiful, declicate cities soaring above the ground, in, among, and from the trees of the forests that cover the lands of the empire. Following a strict caste system, Elves make up the nobility caste, with Elves and Rakasta making up the warrior and merchant castes, and Humans making up the peseant caste. These social castes are strictly enforced, with very little movement between the castes, earned only through extrodinary achievement and bestowed by the Jade Emperor Himself.
While trade with the Western Kingdoms is allowed by the Jade Emperor, and to a degree even encouraged, most western traders feel themselves being made unwelcome, particularly Human traders.

The Barbarian North

The Syrindian Tundra

Culture: Nomadic, Viking
Capital: None
Political Structure: None
Population: Human (92%) Orc (4%) Half-Orc (4%)
The barbarian tribes of the far north live out their rough and hardy lifes with little care of the events of the lands to the south. The only lands to have easy passage beyond the Barrier Mountians – indeed, lands which the Mountains do not even extend to – the nomadic tribes have occasional trade with many of the orc and plains tribes, as well as some limited trade with the Jade Empire. The route north might even be viewed as an alternative to the prices the Dwarves charge to pass through the Mountains – if the weather alone were not as lethal as some of the beasts that roam these frozen lands.

The Southern Swamps

Zzysanth

Culture: Nomandic, Matriarchal
Capital: None
Political Structure: Matriarchy
Population: Lizardman (100%)
Little is known of the vast swamps to the distant south, known as Zzysanth. Few have ventured there. Fewer still have returned to tell their tale. The swamps are home to Lizardmen, whom gaurd their lands jealously against trespassers. Legend has it, the Lizardmen are decended from dragons, and may even be the last vestages of the dragons after the Dragon Wars. Some few even speak, in hushed and whispered tones, that these Lizardmen worship a dragon, deep within the swamps.

The Great Plains

The Farrian Plains

Culture: Nomadic, Frontier
Capital: None
Political Structure: None
Population: Human (66%) Rakasta (14%) Elf (9%) Lupin (6%) Hobbit (2%) Dwarf (2%) Other (1%)
Between the Barrier Mountains the Jade Empire, stretches a vast plain, home to nomadic horsemen tribes of Humans and Rakasta. Following the seasons and the herds across the plains, these tribes have had a most peaceful life, with only an occasional war between the tribes flaring up. That is, until the Barrier Mountains opened, and a flow of second sons and lesser nobles began seeking to lay claims to these lands. No real law lays over these lands, and the only rule is what one can impose. The frontiermen from the Western Kingdoms seek to take land for their own – the tribes seek to keep what has been theirs for generations. Both sides are unorganized and generally unequipped for war, and only minor skirmishes have broken out – but noone is certain home much longer that will last.

The Barrier Mountains

Thal’zane Kingdom

Culture: Dwarven
Capital: Kaz’rak
Political Structure: Monarchy/Oligarchy
Population: Dwarf (100%)
None but a Dwarf may enter Thal’zane. Those who trespass, do so at their own risk. Once, the Dwarves opened their mountain home to the world, but for reasons long forgotten – even by the long memories of the Dwarves – they shuttered their doors and retreated into their mountain, becoming mere legend to the world beyond. For reasons known only to the Dwarves, they once more reappeared upon the world stage during the Dragon Wars, making an impressive enterance with their advanced technology – turning the tide of a war thought lost. Since the War, they have slowly spread their technology with the world, and building train routes throughout the Western Kingdoms as well as connecting East and West with The Great Rail.

Old Magic vs New Magic:
From time immemorial, some of have been able to tap into forces strange and unknown, and effect the world around them. However, in the modern times, the Old Magic, known as True Magic, is fading from the world. Every expert and sage asked has a different theory as to why – from the Forces of Magic itself being used up, to the breeding out of the rare ability to tap into this force – but no one knows for certain. It’s just certain that fewer and fewer are born that can tap directly into the Æther.

Magic being a developed way of life for eons, people began to look for other sources of power. In the search for power, some were led to study nature, and to draw their power from the land and nature. Others found power through Planars – Demons and Angels, Elementals of all ilk. A wizard makes a pact with a Planar, through which the she learns magic from them and through the plane channels her magic.

Noone knows who the first wizard was, that had discovered the means of contacting extraplanar beings and forming the Pact to gain power and understanding of the arcane mysterious without the Æther. The first record of a wizard is some 800 years ago, though wizards did not become commonplace until the Dragon Wars. While wizards have become increasingly more common, many question how much they can trust someone who has given themselves over to a being not of this world, in their quest for power. The magic of wizards is often referred to as New Magic or Aquired Magic, though this term is also sometimes applied to Druids and their Nature Magic.

A final source of power is found in Science.

Science vs Magic:
As True Magic begins to fade, people – thanks to the Dwarves – have begun to learn the value of science and technology. While a Teleport spell is far faster than a train, the train is far more accessible to the average person. As with many innovations of the modern world, the first exposure, by many, to the power of technology was during the Dragon Wars, with the Dwarven Steam Catapult and Steam Cannon. Of the technologies offered by the Dwarves, such as the steam train and the powered loom, none is more coveted than blackpowder. Guns and gunsmithing, originally only done by Dwarves, has slowly started to be learned by non-Dwarven smiths.

The Magi.
The Knights of the Mystic Order were once an order of knights errant charged with maintaining peace in the land, and bringing order and justice to all. They were recognized as neutral and fair in the matters of politics between and within the Kingdoms. They traveled freely through any of the Kingdoms and even among the Orcs and could be called upon as Judges, Arbiters, Mediators, Bounty Hunters, and a whole host of other tasks.

Once universally revered, the Magi have fallen to being reviled, with any who would call themself Magi – if, indeed, any still remain – hiding themsleves among the drifters and wanders of the lands. Late in the Dragon Wars, when things were at their bleakest, the Magi retreated to their citadel fortress, abandoning the world to it’s fate, disappearing – fortress and all. Since then, the Magi have been despised and hated – the term itself becoming a word for the most vile of traitors. Some, though, remember the old tales and deeds, and long for a day when the Magi might return, and reclaim their former glory.

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