Blackmar:
By far the largest country in the known world, Blackmar also boasts the most powerful military, the largest population, and a wide economic base. The nation as a whole has few enemies, though communities on the borders of the Scar or any of the valleys face regular threats. The bulk of Blackmar's cavalry-driven military hold forts near these contested regions to hold off humanoid attacks, slaver raids, or demonic threats. There is also a constant contingent kept near the borders of the pits into the underdark, watching for signs of Drow incursions.
The lands are geographically and racially diverse, ranging from the grassy hills in the north and southwest, through wide expanses of fertile plains, to the rocky central lands of the center of the country, to the expanses of forested lands in the east and southeastern portions of the country.
Blackmar's economy is driven by trade. The hills and mountains of Blackmar contain the richest mithril deposits in the known world, though the mines remain contested between elves, dwarves and the drow. The plains of western and northern Blackmar are second only to the plains of Fairweather for food production, and in most years, a great deal of excess is traded to the dwarves, or transported through the valleys to the more barren northern lands. The ranchers of various types throughout the land also see a good trade most years. Blackmar is particularly well known for its horses, particularly warhorses. While the Hurricane Riders to Blackmar's southeast may be even more famed for their horse breeders and training, they're also much more difficult to trade with. Most modern warhorses in the known world can trace their lineage back to Blackmar stock.
Over half of the military forces of Blackmar are cavalry of some sort, and Blackmar's military tactics heavily favor mobility.
The country is ruled by a hereditary monarchy, with a king or queen advised by a council composed of a representative from each of the baronies, with the hill dwarves, high elves, suntouched drow, and the wood elves holding an additional seat each, beyond their territorial representation. The royal family themselves are of notably mixed blood, having interbred with both the high elves and the suntouched back to the line's founder, the half-drow conquerer and first Queen, Tinara Blackmar, and her first husband, the half-high elf Justinar Daltigoth. Though the marriage did not last long beyond the founding of the country (and many say was made out of political necessity to gain the aid in the war effort of religiously conservative powers) the two made capable allies, co-founding the knighthood that has become perhaps the most distinctive face of military power in the world. Justinar showed no interest in becoming King, leaving the Queen to rule alone, while he pursued the former rulers into the Demon Valley and protected the borders. Even so, he was considered royal, and his marriage to a high elf, along with the mixed blood children of the Queen's over the next decades made certain that elven blood, both high and drow, would run strong in the early royalty.
While religiously diverse, religion plays a strong role in the day to day lives of most of Blackmar's citizens. Paladins are relatively common, and the churches of the Olympian pantheon, the temples to Corellon Latherian and the outdoor shrines of the Dancers in the Dark all hold a good deal of political power. The priestesses of Aphrodite are responsible for much of the nation's diplomacy, and hold a good deal of power to shape policy through this tie. Zeus is particularly revered along the coast of the Stormsea --- without the influence of his clerics the nation would have little chance of any sea trade or naval power. The hill dwarves revere Moradin, but in typical Dwarven fashion, are more reserved than most others. Similarly, the wood elves have their own worship, but are much more reclusive.
As a whole, Blackmar is a pious nation, and most towns feature at least three or four temples. Each town has one or two patron deities, and the sacred days of each of the primary Olympian deities, the high holy days to the high elves, and the primary holy days of the lunar-driven Elistraee worshippers are all considered national holidays, though different regions celebrate some with more fervor than others.
Part of the reason for the general piety is that throughout most of the country, it has become policy for the local primary churches or temples to educate the youth of the region. Most residents of Blackmar are literate, and, indeed, better educated than almost any population outside of the Grey Elves. The earkliest lessons for most are the doctrines of their religion, and tales of the gods and heroes of their sect.
Despite this, there's remarkably little conflict among the churches, and the fact that the royal family takes pains to recognize Corellon Latherian, Elistraee, Zeus and Aphrodite themselves, in addition to whatever gods they themselves are closest to helps soothe relations, as well as obscuring who would have their favor, and with them, the knighthood’s, should any open conflict break out.
Given its origins, it's not surprising that Blackmar's cavalry driven m ilitary takes as much from the elves as from human knightly traditions. While lances are used, and jousting is a popular sport in the larger towns, the favored and most heavily used weapon of the knighthood is always the longsword, usually in concert with a shield, and many are trained in mounted archery as well. Horse racing is the national sport, popular throughout most of the country, with many of the regional winners competing in Blackmar City at the Grand Festival in the fall to compete for a 5,000 gp prize and recognition for top riders and breeders. Hundreds of times this much exchanges hands in betting on the races.
The capital is Blackmar City, located in the center of the nation on rocky plains. The entire city is walled, and designed to be highly defensible. Even more distinctive, overlooking the city from a hilltop is the true capitol, the Onyx Fortress, home of the king or queen of the nation, as well as the base of operations for the knighthood. The castle itself is an artifact – a gift from the gods for cleansing the nation of the long-standing demonic infestation. The walls, floors, and anything else constructed of stone is entirely invulnerable to harm, though structures of other materials, such as the gates, doors and interior décor were added later, and are purely mundane, if durable masterwork creations of mortal hands.
Before Queen Tinara, most of Blackmar was the Demon Kingdom, the stretches of land ruled over by the tyrannical demon kings and queens, summoners and worshippers of Abyssal powers that helped rule and dominate the land. While most of the remnants of this order has been pushed back into a single valley and the adjoining caves, there are still occasionally found remnants of what the kingdom was in times past, and cults are still a reasonably regular danger, often arising when the impressionable come upon some item of power or ancient text from the days of the old kingdom.
The current Queen of Blackmar is Illarana Blackmar, a half-drow, and a direct descendent of Tinara Blackmar. Her rule is generally regarded as benevolent, and she's been shown to have an excellent mind for finance, trade and diplomacy, but has focused less on the more martial aspects of the country than most of her predecessors, leaving the knighthood and associated military almost entirely in the hands of General Tisane Kintan, a hightouched Paladin. (humans with minimal traces of elvish blood.)
Blackmar's strongest allies are the nation of Brelandia, though ties have grown more distant in recent years, and the Mountain Dwarf stronghold Karak Belthored. The nation is hostile towards the Scar, the Bandit Kingdoms, the Slavers Guilds and the Demon Valley. None present a large scale threat to the nation as a whole. Blackmar also maintains a large reward for proof of the destruction of red dragons, the bane of the mountains to their north, and has a bounty out on several notable Stormsea pirates. Relations are perpetually strained with the Ghost Hills and Hurricane Plains civilizations, mostly due to border disputes, and most residents of Blackmar regarding their neighbors as barbaric. Attempts to help "civilize" these nations have not met with much success, and have kept relations tense, but so far the diplomats of Blackmar have prevented any large-scale hostilities for now, and they trade with groups from both nations.
Primary Races: Humans 24%, High Elves 18%, Halflings 13%, Half-Elves 8%, Dark Elves 7%, Gnomes 5%, Hill Dwarves 5%, Hobgoblins 5%
Brelandia:
Brelandia is regarded as an oddity by the rest of the world. the entire country is kept relatively wild, from thick evergreen forests in the north to the rain forests of the southernmost climes. Between them is a diverse range of settings, differing types of forests, marshlands, open plains and rocky cliffs to the far western shore. Except within towns themselves, there's little sign of impact from civilization throughout most of the country. While there are maintained roads, many blend well with their surroundings, and can be surprisingly easy to miss when not on the roads themselves in many areas. Towns are often not visible through the cover of their surroundings until a traveler is almost upon them. None of this is an accident.
While the nation has its royalty, indeed, the most consistent line in the modern world, much of the day to day affairs of most populations are joint efforts between community leaders and the local druids. Druids have multiple circles throughout the nation, and every region has its own druidic representation. With consultation with community leaders to determine the needs of the community, and the specialties of the populace, the druids determine what can be grown where, what types and what amounts of livestock can be raised, what sections of forest can be cut, what rivers can be dammed where, and so on. In exchange, the citizens of Brelandia gain extensive druidic help in ensuring good harvests, protection from natural disasters, excessive predation, favorable weather, freedom from disease and protection from outside threats. Relatively small fields yield amazing harvests, the livestock are healthy and robust, little time needs to be spent worrying about predators, there's often a healer nearby if an accident occurs, and the seasons are relatively predictable, so long as the people follow druidic dictates to keep the natural order of the nation healthy. Further, there's no need to hire guards for most operations or maintain a militia, and farmers, ranchers, woodcutters and other laborers have more free time and freedom from worries of disasters than their counterparts in most nations.
Almost all residents of the nation have, at one point or another, used this time to travel. Camping, swimming, hiking, hunting and fishing are almost universal childhood pursuits. So long as there is some supervision available, children are encouraged to go play in the woods or the like. In the case of an attack or disaster, most locals immediately flee into the natural surroundings, and teach their families to do the same. Virtually every citizen knows at least the land surrounding them very well, and fear the creatures and dangers of the surroundings far less than anything that might be invading. Indeed, few towns even have militias, preferring to hide from danger, or snipe at it from cover than trying to stand and fight.
Brelandia is the only nation in the known world with a strong, active sea trade. Druidic influence, excellent shipbuilders and terrain in some areas which provides some shielding to the water from the winds of the Stormsea has allowed them to become familiar with the seas, and only Brelandia has any regular contact with the Southern Continent. With no other strong naval powers, their warships are primarily smaller, quicker vessels designed to patrol for and pursue pirates, rather than any kind of heavy warships --- a concept virtually foreign to the world.
Brelandia trades to both the Southern Continent and to the peoples north of the mountains. Brelandia and their dwarven allies have access to the least perilous of the 4 valleys that run all the way through the mountains, making this trade significantly easier. Brelandia trades high quality woodwork, foodstuffs that are difficult to grow elsewhere, and the products of the mines of the hill dwarves in the northern end of the nation. While their strict limits on production prevent trade in large volumes most of the time, the quality of Brelandish goods makes up for the lack of volume. In general, the wooden goods and lumber produced in Brelandia is of much higher quality than that growing anywhere else, while the foodstuffs are always healthy. Being able to count on a consistent harvest year after year also means they can make longer term arrangements with their trading partners.
Brelandia has no standing military beyond the royal guard in University City. Instead, the High General organizes and leads the Wild Packs. Any resident of the nation can try to become part of the pack, though entry tests are strenuous and demanding. Successfully joining is considered a huge honor among most locals, though some, especially in the cities, consider the entire lot somewhat insane. The Wild Packs perform the duties of a police force, given the power to make arrests and act as they deem necessary to keep the peace. They act as scouts against all manner of hostility, patrolling far and wide throughout the land, with license to go anywhere in the nation as they feel is needed. The Packs act as the army, though they favor guerilla tactics, harassing invaders, sniping, picking off scouts and those who wander away, cutting off supplies, and generally making life miserable for anyone who would threaten the populace, from invaders from the Scar to bandits of all sorts. As the populace is generally taught to flee from danger, initially, bandit raids, humanoid invasions and other activities can appear both successful, and remarkably easy. No group has ever held a Brelandish town for more than two weeks, however. Once they act, the Wild Pack tend to be highly pragmatic and effective, some would say brutally so. Even so, the populace loves them, even if most people would rather stay a few tables away from a known Pack member at the local bar.
The Wild Pack is the least uniform armed force in the world. When applicants are taken, they're separated into mixed race groups, rarely with more than one or two members of their own race. Rangers, Scouts, Druids, Barbarian tribesmen and others are all trained together as well. Each small group, usually five to ten members, are put through a brutal training regime and given constant tests which require reliance upon others in the unit and a blending of tactics and abilities. The tests are built almost as much to break down stereotypes and prejudices as to teach teamwork and reliance on others. Once units are trained, the members are often close friends for life, and often show a remarkable blending of talents impossible in more segregated groups. Its not unusual for a scout to learn a Druidic spell or two, or a druid to learn how best to combat hobgoblins up close and personal.
The command structure is informal, based upon experience, merit and knowledge of a particular area. Because of their training, its not uncommon for a high ranking officer to defer to another region's best scout, even if he's far lesser in rank, when dealing with an unfamiliar region. Everyone is theoretically answerable to the High General.
In addition to acting as police force and regional guard, the Wild Pack also has one other mission --- to perpetuate the endless War, a constant conflict between the residents of the Scar and Brelandia that has gone on since the days Brelandia was first liberated from the corrupted Merchant's Guild allies to the demon kingdom. Every few years, an elite force is gathered to stage a major attack on the Scar, often when there's signs of some new leader gathering tribes together, or a fortress of any real size and power is being erected near the border. The High General always leads these raids himself. The mortality rate is high, but those who survive are often promoted, and being selected to participate in one of the raids is generally considered a great honor. There's also almost constant skirmishes along the borders, and every few years the orcs or hobgoblins, occasionally both, try to stage a major assault on their neighbor’s border. True to its name, there's little sign of the war settling any time in the near future, but the rest of the world is kept safer from the humanoids and their allies for it.
The other major notable feature of Brelandia is the population of Grey Elves --- the only significant one outside of the Silver Valley, and the scholarly resources that come with them. University City was named, simply enough, for Queen Arian's realization of her dream --- a great school open to all over the age of 12 who can pass the difficult entry requirements. Those who pass through four years at the University, other than dwarves, humanoids and those of draconic blood (the races with which the Grey Elves have gone to war with in recent Elvish memory) become eligible to apply to the secondary library of the Grey Elves. The additional program lasts an additional eight years, but has produced most of the most notable mages and sages of the past five centuries other than the Grey Elves of the Silver Library. The University itself also has a extended programs of its own for cartographers, linguists and diplomats.
The country is ruled by a husband and wife, and has been since its founding. Queen Arian Breland, and High General Darce Breland, a grey elf and a wild elf, blessed by the gods to share a lifespan of two millennia, to pass on to the next world at the same time after their many centuries. Though the two are extremely dissimilar, none who see them doubt their love and devotion for each other. They settle their differences largely by having little crossover in the areas they have dominance over within the rule of the nation. Darce handles the Wild Pack in all its aspects, and is the nation's high druid. Though there are some dissenters in other circles of druids, for the most part he has the absolute respect and obedience of his subjects, and is primarily responsible for the peaceful co-existence of civilization and the wilds. Arian handles diplomacy with other nations, trade, the financial end of running the country and most civilian disputes of enough importance to come to her. She also teaches at the University when she has the chance. Their example, and that of the Wild Pack has done wonders to prevent internal disputes, despite the fact that the country has large populations of Wood elves,. Wild Elves, Grey Elves, Humans, Gnomes and Hill Dwarves.
Primary Races: Humans 19%, Wood Elves 17%, Wild Elves 13%, Hill Dwarves 9%, Grey Elves 5%, Half Elves 5%
Demon Valley:
Once, the Demon Kingdom covered the lands of Blackmar, and threatened to expand into the Ravenlands, the Silverwood, The Hurricane Plains and the Ghost Hills. They were allied with some of the tribes of the Scar, and with the Sea Holds in what is now southern Brelandia. The rulers of the nation consorted with demons, held competitions for power that they treated like games, ranging from incestuous rituals to murder. At times, it was hard to tell who was the master, and who the servant between the rulers and their summoned demonic tutors and advisors. The lands were heavily taxed, and the peasants made into virtual slaves. Those unable to meet their brutal quotas were often made an example of, fed to some demonic power, or simply tortured in the town square.
This continues today, but thankfully on a much smaller scale. The defeat of the Demonic Lords and their army pushed them back into a single deep valley and the adjoining cave complexes of one section of the Drachensreaches.
Despite the isolation, they've proved remarkably difficult to finish off. their alliances with demon powers gives them great access to nearly endless shock troopers which can prove impossible to fight past in the narrow passages of the valley. Indeed, many invaders from Blackmar have been killed from behind as new demons emerged from caves behind them that were thought cleared.
Somewhere in the depths, the humans still live, using slave labor to farm fungal growths to sustain them, and using slaves who grow weak or sick as foodstock themselves. The worship, summoning, and consorting with demonic powers continues, though some of their former patrons have abandoned them with the loss in power.
Despite this, no one doubts the corrupted kings and queens still dream of reclaiming their kingdom, even as the priests and priestesses are finally nearing cleansing the land of the last traces of their former rule.
The top of the valley is lined with fortifications, guardposts, barracks for many knights, a handful of temples for the more militant priestly orders, and everything else Blackmar and their Mountain Dwarf allies can think of to keep the former powers of the land from escaping the valley. Few even try to venture into the depths any more, as return is extremely rare, and those who do return are often completely insane when they do.
Despite the Dwarves' best efforts, the Slavers do hold passages into the valleys, and sell many of their slaves to the residents of the Demon Valley, for there's a constant need for more. Occasionally, a demonic resident, or small raiding force also emerges from these same tunnels, but thankfully, the Mountain Dwarves have managed to restrict the passages to small, hidden tunnels, and have headed off every attempt to clear enough room to move any sizeable number of troops. In this single endeavor they have the aid of the Fire Giants, who have repeatedly fought back the demonic forces attempting to tunnel deep. Despite attempts to come to some type of alliance, the Fire Giants resist the Demon Lords as fervently as anyone. Precisely why this is remains unknown.
Precisely who is in charge in the valley now remains unknown, as are many of the precise details, and for now, its deemed too dangerous to make any real effort to find out this information.
Drachensreach Mountains:
The Drachensreaches stretch east-west across the entirety of the Northern Continent, separating the Ravenlands and the north from the southlands. There is no single power which can claim the Drachensreaches as their own, but the closest would be the red dragons and the mountain dwarves. Even so, there are numerous civilizations, almost all in conflict with one another, making the outwardly barren looking mountains one of the most densely populated and active regions in the world.
The mountains were named for the red dragons who once ruled over vast stretches of lands out from their mountain lairs. The first Dragonwars ended their complete dominance, as elves and dwarves banded together to begin to have a chance to rebuild their civilizations in the Silver Valley, and in the Karaks nearer the surface, and into the hills. Despite this, even today, the great reds are respected and feared by anyone who has to travel the mountains beyond the most established and heavily protected routes. All but a tiny handful of the recognized largest and most powerful dragons live in the mountains, protected there by their inaccessible homes, relative isolation from the toll of the dragonwars of the past that destroyed the numbers of many others, and the virtual worship of a handful of civilizations that help support them as living gods. The slavers that exist scattered throughout the east-central mountains are a prime example, paying tribute to their lords in slaves and gold, the greed of the dragons driving them on to more and more raids. The Silver Valley, and the far west are both relatively clear of the larger wyrms, thanks to constant vigilance, and the presence of the Silver Dragons co-habitating with the Elves of the Easternmost valley, and the efforts of Brelandia and its allies, particularly the stone giants of the west. Everywhere else, near anywhere a traveler could go, one dragon or another likely claims territory. Indeed, sibling rivalry is the greatest single cause of death among the reds.
The Mountain Dwarves exist under near constant siege, surrounded by hostile cultures, protected by their own eternal vigilance, and the great fortresses (Karaks) that they largely carve from the mountains themselves. Venturing out from the Karaks, the mountain dwarves mine the mountains for workable materials and trade goods, much of which is invested back into their war effort. Perhaps no culture has as strong a martial tradition as the mountain dwarves, gained from regularly having to prepare for a fire giant assault, a drow raid, a dragon attack, illithid or orcish slave drives or a duergar assassination attempt, without an idea of which one, or which ones might come on any given day. Approaches to mountain dwarf karaks are typically lined with brutal and imaginative traps, guardposts and treacherous terrain. Few outsiders visit without a knowledgeable guide.
The largest of the Karaks, Karak Trollhammer, is north of Blackmar, and is a strong ally of that nation when it is not closed up against attack. The stronghold has existed for over 4,500 years, and contains one of the best unbroken histories of the world in that time, albeit from a mountain dwarf perspective. Their libraries also contain a few older records, including some which desribe a time when the mountains shook, and a much older civilization was destroyed, but all of it is damaged or incomplete.
The Deep Dwarves live close to their Mountain cousins, often building up until their cities form a sub-level of a Karak. They tend to build around a lava vent or the like, which is used to help heat their forges. The excessive heat and toxic air that often pervades their homes keep most others at bay, other than Fire Giants. In times of Giant raids, they often call upon the Mountain Dwarves for aid, supplying them with high quality forge work and the gains of the deeper mines in exchange during the rest of the time. While they have their own warriors, Deep Dwarves in general are not nearly as martially-minded as their cousins, leading the two to often live in a somewhat symbiotic civilization.
Duergar once lived among the Mountain Dwarves and Deep Dwarves, and a few "penitants" are still allowed to keep shops and the like within Karaks, but for the most part they've long since separated, keeping fortressed of their own in the depths, often using stealth, trickery and lethally creative traps to guard their lairs more than force of arms. When forced to engage in combat, the majority of their weapons are kept poisoned, and attacking a Duergar fortress is almost a guarantee of retaliation through assassins, sabotage and destructive pranks later. The Duergar do have the courage of their kind, and do follow the Dwarven traditions of ancestor worship, though in a different fashion than their cousins, leading them to jealously hide and guard their wealth. While typically suspicious of most other Duergar, they will come together in numbers to defend their cities from outsiders. Of all of the civilizations of the Underdark, only Duergar consistently threaten Svirfneblin, considering hunting the smaller creatures a great test of cunning and patience.
Fire giants range through the mountains in groups which range everywhere from highly civilized, if aggressive, to the savage tribal bands. Though their homes lie in the depths near the larger lava or steam vents, they do raid other civilizations, and the Fire Giants and Drow are happy to take each other as slaves at any opportunity. In general, the Fire Giants hate the dwarves, and rarely attempt to enslave them, hostages are simply killed. Their true fear and hatred is reserved for the Illithid, who have enslaved entire tribes in the past with their strange mental powers. Fire Giants will generally try to avoid the mind flayers, but should they encounter them, one side or the other typically ends up dead. The Fire Giants are a danger to anyone navigating the mountains, especially in the depths. The only neighbors to the mountains that are mostly safe from the giants are the Ravenlands to the north. For some reason which even they can't explain, beyond myths and stories, the giants have a deeply ingrained fear of traveling out of the mountains to the north. Each tribe or group has a different depiction for their deity, but most scholars agree that its likely the same being, whether depicted as a a 70' tall Fire Giant, as in the shrine of Gullenhol, the largest fortress of any of the groups, or as a flaming demonic being, most often the case in the drawings of the more savage tribes. For those educated or traveled enough to know, the Fire Giants share a language with the Frost Giants of the far north. The Fire Giants are easily the greatest threat to the Deep Dwarves, as they are the only ones who favor largely the same territory. Because of this, most Deep Dwarven traps are designed with giants in mind, and they favor much tighter spaces and longer tunnels than the mountain dwarves.
The Drow of the depths of the mountains live in the colder areas of the depths, far away from the vents the Deep Dwarves and Fire Giants favor. The Drow raid all of their neighbors for gold, goods and slaves, though they will always kill Illithid rather than trying to enslave the pisonics, considering keeping them too great a risk. They maintain ancient cities in the Underdark, though in many areas the construction appears more Dwarven than Drow. The Drow have a particular hatred for their own cousins among the Suntouched in Blackmar, but usually have to get past Belthored or another Karak in order to get any large numbers of warriors out into the surface lands. Spite, and the fact their rulers face little risk to themselves in launching assaults on the Dwarves ensure they keep trying. A favorite "honor" for rulers of great houses among the Drow for them to pass on to an underling they think might be plotting assassination is to assign them to lead one of these raids. While this is often a risky endeavor, or at least time away for the ruler to ensure greater defenses, a few underlings have managed to turn the prestige of successful large scale assaults into just the weapon they needed to take power, so the ploy isn't without risks. Leadership of the Drow of the mountains is the same as that of those under Blackmar --- organization into houses, with a strict social hierarchy within the house, with the priestesses of Lolth forming a separate house of their own, with the high priestesses considered a step above house leaders in most cases. The overall society is led by the Queen of the most powerful house, a position which shifts every now and then. The collective high priestesses determine who the most powerful house is, so while the Queen is theoretically superior, she can be taken down quickly by a majority agreement of the priestesses. The Queen herself is almost always a priestess of Lloth herself, though this is no guarantee of security.
The Drow cities are ringed by the civilization of the Driders, and then by the slave pens for the laborers, so anyone attacking the Drow often have to get through both the territory of the spiteful driders, and the rings of often-hostile, frequently insane slaves while the Drow prepare a defense. There's no question the society is a matriarchy, with males holding a position not that far above that of the slaves in many cases. Only among the most powerful male wizards is there any real male-dominated power structure.
The last of the significant civilizations under the mountains are the Illithid. Dwelling in the darkest corners of the deep underdark, the Illithid emerge from their homes only to gather more food and slave stock. Few know much of their civilization, other than their penchant for virtually mindwiping slaves, robbing them of any will or identity, and putting them to work, and using them as food stock. Rumors abound of monstrous brains ruling the civilizations, or of twisted experiments performed on slaves. The Illithid have no allies, and anyone encountering them is likely to flee, or if forced to fight, to try to fight to the death. Illithid cities are often guarded by Fire Giants who have been robbed of any identity save a lust for destruction of anyone who comes within reach that isn't their masters. When dealing with Dwarves, the Illithid use their familial ties and ancestor worship against them, sending armies of mindless Dwarves against them. Though not particularly effective fighters in many cases, these zombies make the dwarves fight their instincts against killing another Dwarf. The only blessing the other civilizations have is that there seem to be very few of the Mind Flayers.
The Kobolds of the mountains primarily have given up all traces of their own deities, and worship the red dragons as gods. They acted as spies and troops during the Dragonwars, and many tribes consider the wars to have never have ended, only settled down for a little bit. While they share little territory with the gnomes, they consider the tales created by the gnomes of the Dragonwars, which glorify those who slew dragons and became heroes by defying the will of the chromatic wyrms to be the worst kind of blasphemies.
The Svirfneblin have not had the success of their surface cousins, and have largely become twisted, reclusive, xenophobic creatures hiding from all of their neighbors and stealing and raiding enough to live on. Few Svirfneblin even trust anyone beyond their immediate clan, which has led to numerous instances of inbreeding, with many Svirfneblin developing minor unfavorable mutations such as hunched backs, leathery skin, missing teeth, misshapen noses, etc. Insanity is also a common affliction. Regardless, their command of illusions and their alliances with the Earth Elementals they worship is unquestioned, and between the likelihood of dangerous tricks and elemental assaults, and the fact that the Svirfneblin are often poor, to say the least, few readily attack their holds even when they can be found. Svirfneblin share the beliefs of their surface cousins in one fashion: they acknowledge no real kinship with the gnomes of the surface world.
Primary Races: Mountain Dwarves, Drow, Deep Dwarves, Fire Giants, Kobolds, Illithid, Aerdrie Elves (exact numbers of most is unknown)
The Endless Desert:
Southeast of the Hurricane Plains lies the Endless Desert. The Stormsea weather has grown severe enough that no one even attempts to live anywhere near the water. Indeed, doing so can be fatal quite quickly, as the high winds in the region whip up the rocky ground of the shores, and the resulting duststorms can flay the skin off a human in a matter of seconds. The northern edge of the Desert is covered by the Monolith Wall, a stone construction 200' high that is obviously not of natural origin. It is heavily magicked, mostly with protections and all manner of areas designed to dispel magics used on or near the wall. The people of the Desert claim it was made to protect them from some greater threat, and have made it a crime, punishable by death, for anyone caught trying to breach, climb, or fly over the wall. Its true origins and creators have long since been lost to ancient history, and the tiny handful of people who risked themselves enough to get by the people and the protections of the wall have reported that there is another sea beyond it to the north.
The desert is sparsely populated, save for five features of interest. The first is the people most are familiar with related to the Desert --- the Desert Elves. The seven tribes of the Desert Elves live in long caravans which travel the desert endlessly. They have no permanent settlements, and indeed, regard the idea as a fate worse than death. The Elves exist in a societal structure that makes little sense to anyone who isn't a Desert Elf, bound together by family, multiple marriages which serve as both family-building and alliances, and by the need for cooperation to survive one of the most inhospitable lands in the world. They are also the only link to the seemingly endless wealth of the Jewelled City.
The Jewelled City is the only large scale populated area outside the Elven caravans in the desert. though there are a few nomad bands, bandit camps and tiny towns built around oases, all of these are few and far between, and most struggle to survive the desert. The Jewelled City, on the other hand, stretches out for eleven miles by seven miles, easily the largest city in the world, existing in the middle of the desert. A single Sheikh has always ruled the Jewelled City, with help from the church. The people in general are fanatical worshippers of the Heliopolis Pantheon. In addition to thousands of years of religious fervor, this has a practical side --- the priesthood is the only reliable source of water. Without their divine creation of water through their rituals, the oasis which the city is built on, which is reserved for the use of the Sheikh and his immediate family only, would dry out within a few days. The priesthood is also exceptionally large, with many acolytes devoted simply to learning the rituals to create water, and to tending the temples. Every family's second child is sent to become a priest or priestess, keeping the order strong. Few ever rise very high within the priesthood, but those who do can hold tremendous power within the city. The humans are actually divided into two different types, easily distinguishable from one another --- the Jewelled People with their youthful features and bright, lustrous dark skin make up the merchants, the leaders, military officers, the higher orders of the priesthood and similar positions. The Dust People make up 80% of the population, and fill the lower orders of the church, the rank and file of the military, and most of the labor positions. The Jewelled People live on the outer edges of the city, all that most outsiders will ever see, in bright, highly decorated, well maintained structures which make the city literally shine with the luster of a polished gemstone under the intense sun. Outsiders are not allowed to travel outside of these districts. Beyond lies the middle city, which while orderly and clean, is not as well maintained, and left mostly plain. The Dust People live in the middle city. The Palace and the temple district lie within the very center, though each outer district also has its own well appointed temple. The palace rises above all other structures, and can be easily seen, but outsiders are never permitted within, or even near it. If the Shiekh or a high priest truly needs to meet with someone from the outside, they'll come into the outer district. The Jewelled City does a great deal of trade, having access to gem mines, gold mines, and powerful magics not normally seen in the west. People in the more westerly lands are certainly aware of the Jewelled City's existence, but most know it only through tales of its wealth and splendour. Normally, all trade is conducted through the Desert Elves.
Outside of the military of the Jewelled City are the Servants of the Eye. Worshippers of Horus, the Servants are fanatically devoted to hunting down all manner of evils of the world and eradicating them. They provide an elite military presence, but refuse to be answerable to the church or the military, though they take advisements from both. Even the powerful church allows this condition, given the service the Servants have consistently done, and their effectiveness in finding and combating threats to the city. The Servants maintain several fortresses outside of the City, and only a small temple to Horus within it. Their members are tested to extremes for devotion and loyalty, and then trained in the techniques of the Servants' Order.
Despite the efforts of the Servants, two great types of threats still plague the Desert. The first is the dragons. While the Servants have killed a number of smaller blue dragons, there are a number which survive. Most notable is the Great Wyrm, Stormrender. A former consort of Tiamat, Stormrender remains the only known Great Wyrm dragon in the modern age, though his mate, Tempest, is fast approaching. There are a number of other surviving Blues. The younger ones hide from the Servants, while the older guard their lairs well and defy the hunters. The Desert Elves pay tribute to the dragons for safe passage, an arrangement which has remained in place for many centuries without incident. Other travelers are not as safe, and smart travelers pay the high prices to travel with a caravan.
There are also a pair of liches, each over 2,000 years old which were rivals in life, and continue their struggles to this day. After their attempts to forge kingdoms in the mainlands were foiled by heroes, they escaped into the Desert, and established fortresses and armies of the undead to serve them. Both have given up their dreams of conquest, at least for now, their primary drive now simply being to continue to survive, gripped in the paranoia of their vast lifespans. Each came close enough to death when they seized power to have divorced them from such ambitions for the time being. They quietly seek to prove the other the lesser mage now, continuing their studies and research and allowing their minions to protect them. Each has sufficient forces and power to hold off the Servants for the time being, though the fanatics are aware of both.
Population: Human 56%, Desert Elves 42%
Fairweather:
Fairweather has the distinction of being the only nation ruled and settled almost entirely by Halflings. While it occupies one of the best stretches of growing land in the southlands, they've held onto the land through a combination of persistence, alliances with the dwarves of the Shield Hills, and the fact that the land seems to respond to them as it does no one else. While its been occupied a handful of times, the land of Fairweather produces little in the way of crops or anything useful unless its actively farmed by the Halflings, who make for poor slaves in other locations. Occupiers have found it most prudent to simply let the Halflings be, and tax them heavily in crops. Eventually, regimes end, and the Halflings have found themselves back in control.
Under the tending of the natives, the land produces crop yields like nowhere else. No one has been able to figure out the difference, and there's no signs of magic that even the Druids can discern, but the results are obvious.
Fairweather is also the only stretch of coastal land east of Brelandia that doesn't suffer the heavy storms of the Stormsea. Protected by forested land to their east, and the Shield Hills to the west, Fairweather has almost perpetual calm skies, with the usual fury of the sea converted to frequent light rain.
The land has no single ruler. Each district is run by a Governor who gets reports from town mayors. When decisions need to be made for the entire country, the Governors send voting representatives to a council. The council normally meets twice a year, but can be quickly convened for emergencies. This decentralized government has made it difficult for the peaceful country to be entirely controlled by occupying outsiders in the past, and serves the many agrarian communities of Halflings well.
Population: Halflings 67%, Gnomes 24%, Hill Dwarves 5%
Ghost Hills:
The Ghost Hills are named for the sound the almost constant winds of the hills and plains of the region makes going through the foothills of the Drachensreaches. The huge number of caves and odd geographical features causes a mournful wailing noise. On calmer days it can't be heard from the plains of the south, and is only a faint murmur in the north, but most of the time, there's at least a background noise anywhere in the nation, and conversation to the north often has to be done nearly at shouting volumes or very close. (Listen checks in the Ghost Hills have a penalty from -1 to -8, depending on location and severity of weather) The Wolf Tribesmen of the land consider it to be the voices of their ancestors, who they believe haunt the land, and have been left disquieted by the shrinking of their territory and the encroachment of civilization. The howls of both the Wolf Tribesmen, and the animals they base their culture on and draw their name from can often be heard mixed with the wind --- a disturbing sound for many travelers. In the case of the Tribesmen in particular this is a means of long distance communication, and they have a simple language composed entirely of different types of howls that enables them to communicate over huge distances.
The hills are well populated by all manner of monsters, with trolls being an especial nuisance, along with the large populations of goblins, and many dire animals. The goblins of the region use the wolves, dire wolves and worgs of the area as mounts and labor. The Wolf Tribesmen consider the wolves to be totem animals --- the voices of their gods, and while they hunt with the wolves, and have many virtually domesticated, the wolves are always free to come and go, and no tribesman would ever consider riding a dire wolf. As such, they consider the goblins to be blasphemous creatures, and war on them at every opportunity to free their sacred animals.
Its unknown if the Wolf Tribesmen are related to the tribe of the same name from north of the mountains in the Hold of Three Tribes, but the two groups claim no kinship when they meet, and there are sufficient cultural differences to suggest that if they were ever the same tribe it was a long time ago.
The Wolf Tribesmen of the Ghost Hills have had a number of conflicts with Blackmar, mostly as the latter has tried to expand into the plains lands before, to be aggressively opposed by the barbarians. The fact that the Tribesmen had a long conflict with the Demon Kingdom, and sees little difference between one occupying power and another has not helped relations. On the other hand, they've established reasonable relations with Brelandia, which has recognized their borders, and has established trade with many of the different tribes. This has been the single conflict that has almost damaged the centuries long alliance between Blackmar and Brelandia, as Blackmar, for all its diplomatic strengths, does not recognize barbarian tribes as sovereign, nor does it recognize the borders the Wolf Tribesmen have set, but pressure from Brelandia has temporarily halted any attempts at expansion.
There are multiple tribes, all of which consider themselves Wolf Tribesmen, and many are allied with other tribes, but remain separate, sometimes due to religious differences in interpretations of the will of the gods or ancestors, but most often divided by hunting territories. When hunting is particularly plentiful or especially scarce, its not unknown for tribes to band together, or in the latter case, for a tribe to split with a number of tribesmen seeking new hunting territory for the season.
Most tribes have a chieftan and two shamans --- one to interpret the voices of the ancestors, and one to speak for the will of the gods. The chieftan is the day to day ruler and main diplomat for a tribe, while the shamans act as advisors, but can overrule the chieftan in cases his orders conflict with their interpretations of the desires of the tribe's gods or ancestors.
Population: Goblin 42%, Human 38%
Gnomefort:
One of the smallest but most important of the world's recognized nations. Gnomefort is a slender slice of fertile land that intentionally serves as a border between the Hill Dwarves of the Silver Valley and the adjoining foothills, and the Elven tribes of the Silverwood. Both the dwarves and the wood elves have excellent relations with the gnomes, but despise one another. The idea was proposed by the practical dwarves that a stretch of useful land be given to the gnomes for their exclusive settlement, as neither side would threaten the gnomes, thus preventing the conflict from escalating into further detrimental wars. The gnomes considered this an especially radical idea, seeing little value in owning land, and especially in dwelling strictly among gnomes when there was so many interesting cultures around them, but, ever helpful, an agreement was reached, and gnomefort was constructed in the form of a single long wall that extends from one edge of the country to the other, interrupted by walled gnomish cities. The Dwarves built much of the wall and most of the cities, while the Elves enchanted them with all manner of defensive magics. Both sides pay to support the needs of the gnomes, which comes as far less expensive than the conflicts and raids from the other side ever were.
The Gnomes welcome Halflings into the region, in part to at least have neighbors, but have kept to the original agreement, and allow no other settlers in Gnomefort. Due to the rare collaboration of Dwarves and Elves, Gnomefort is one of the world's most heavily protected nations, and serves an additional purpose of discouraging threats from the forest from getting into the hills, and vice versa, allowing each side to focus on their more known and traditional enemies.
The kobold civilizations of the surrounding regions have targeted Gnomefort a number of times, and consider it a blight upon the land, but the fact that both Elves and Dwarves, in reaction, posted significant bounties for kobold heads prevents this from being a regular concern.
Population: Gnomes 71%, Halflings 26%
Hold of Three Tribes:
Precisely what the name sounds like, the Hold is what remains of the barbarian lands north of the mountains. While barbaric tribes once claimed all of what is now the Ravenlands as well, with only the snow elves as competition, their territory shrunk thousands of years in the past as the Ravensi families settled and civilized many under their rule. The tribes moved further and further west, often warring as they came into each other's territories.
The three remaining great tribes have made a permanent peace treaty which has held for centuries, and share hunting territory and occasionally even living space. Each believes in the guidance of a particular spirit animal which guides their behavior and beliefs.
The Wolf Tribes are the most numerous, scattered over the northern portion of their holdings. They have established peaceful relations and some trade with the Snow Elves, and almost all half-snow elves have become Wolf Tribe, as they are not welcome among their own people. (Out of simple expedience. While they have little prejudice against half-breeds they meet beyond the normal bad attitude of snow elves, those with human blood are slower than full snow elves, and ability to travel quickly is essential to the elves' survival.) The Wolf Tribe has semi-domesticated numerous wolves and dire wolves which are essential to the tribesmens' way of life, acting as mounts in the case of the dire wolves, as well as guards and hunting companions. The tribesmen consider the wolves to be their brothers in spirit, and they pattern their social habits after the wolves. They remain in small numbers, whatever their individual stretches of hunting territory can support. There's a distinct ruling pair. The strongest hunters get the first share of food to maintain their strength for the good of all. In lean times, the sick and elderly often leave the tribe on a "last hunt", typically getting as far into the wastes as possible to feed the creatures there.
The Bear Tribesmen stick close to the rugged mountains, usually living in cave complexes, and hunting, scavenging or farming depending on the season. They rarely starve, as there's always plentiful bats, though they prefer a varied diet. They are the least nomadic of the tribesmen, with only the traders or diplomats typically getting further than fifteen miles from the cave they grew up in. On the other hand, they've often fortified their homes, and tribes will fight to the death of the last to defend their homes.
They often live near the dire bears of the mountains, and know the habits and paths of the bears well enough to avoid them. While the bears are nearing waking from hibernation, the tribesmen often leave gifts of food for the bears to help give them strength upon waking. In turn, they pray that the spirits of the bears will give them strength in times of need. Hunting bears is forbidden, and they will defend their spiritual brethren as fanatically as they defend their own homes. The only exception is when one of the bears is obviously sick, crazed, badly wounded or very old. At these times, a great prayer is held, lasting two days, at which point they go on a sacred hunt to try and send the bear on. When the hunt is over, the tribesmen send out scouts ladened with berries, jerky and other such things to try and lure a younger bear into the lair of the old one, helping assure the survival and vitality of the species.
Growing up among the bear tribesmen is almost a constant test of strength and toughness, both mental and physical. The young are often given increasingly difficult tasks to help them to become stronger and tougher, such as carrying the rocks for new fortified walls, or simply moving rocks, carrying large jugs of water great distances, standing tests of pain without making a noise, swimming during the winter and so on. The tribesmen value strength, resilience, and absolute loyalty to one's home and tribe above all else. (Bear Tribesmen who become Barbarians do not gain fast movement. They gain the toughness feat instead at 1st level.)
The Falcon Tribesmen live the closest to the Ravenlands. Fiercely individualistic, they live in family groups, typically no more than ten, and travel within set territories almost constantly. While most of the families live in the eastern portion of the country, many live among the wolf and bear tribes as well, as they usually hunt different prey. Each family raises predatory birds of some sort, though not all use falcons. Hawks, and occasionally owls are also common, but whatever type of bird they favor using to aid in their hunts for small game, the entire family will use the same. From very young, the children are taught how to raise, feed and train the birds, who the tribes believe are a gift from their gods, sent to teach the people how to scout and hunt. When Falcon tribesmen do leave their lands, the vast majority do so as well paid scouts, usually highly prized by almost any force. noted for their perception and their close bond with their companion animals. (Falcon Tribesmen who become scouts or barbarians undergo small changes. Barbarians do not gain the Rage ability. Instead, they gain a companion animal, always a predatory bird of some sort, as a Druid's animal companion. Scouts never gain bonus feats. Instead, they begin with a companion animal equivalent to a druid's, again, always a predatory bird, which advances like a Ranger's companion animal thereafter. Falcon tribe Rangers start with their companion animal at 1st level, a 1 HD falcon, hawk or owl, which advances as a Ranger's companion thereafter. In all cases, when working with their companion animal using a trick it knows, whether hunting, tracking or attacking on concert, the Falcon Tribesman and the companion animal gain a +2 bonus to their skill rolls or attack rolls. However, all animal companions must always be predatory birds, no other types are permitted.)
Population: Human 74%, Snow Elves 9%, Wood Elves 7%, Half Elves 6%
Hurricane Plains:
The last stretch of civilized land before the expanses of the Endless Desert, the Hurricane Plains are essential to trade with the Jeweled City and its considerable wealth. The vast, flat plains are easy to traverse, certainly much more so than the Silverwood. The Grey Elves have reported a vast sea to the Eastern border of the Silverwood, but that border is deep in Wild Elven territory, and they do not take visitors lightly. As such, the area goes largely unexplored, and there are no roads through to that edge of the wood.
The Hurricane Plains would be excellent territory for settlement, save that the Stormsea is roughest in this area, giving the region its name. Most trade is done during the calm season, and even then windstorms at sea are common.
All attempts to build have been destroyed by the weather, regardless how sturdy the construction, and farmsteads have to be abandoned frequently. The only permanent residents of this region are the Hurricane Riders, nomadic people who set their travel by the weather, settling into farmsteads in the richest land during the calm season, as well as conducting and guiding trade. As the weather gets worse, everything is collapsed and carried, sometimes very rapidly, into territory out of the storm's path. They've become experts at reading the storms, and an entire village can be taken down in an hour, leaving scant trace of their existence. Their camps are even more easily collapsed, as during the storm season which accounts for just over half the year, groups of Hurricane Riders may need to relocate multiple times a day. Their druids afford them some protection, but against the magical nature of the Stormsea, only those storms which come in far from shore can be entirely negated.
The culture is dependent on its horses. All hurricane Riders learn to handle light riding or light warhorses, and most groups have expert breeders considered among the world's finest. They do not trade or sell these horses. the only way to obtain them (other than horse theft, which is punishable by death) is to do a great service for the Hurricane Riders. Only a handful of people have ever obtained them, and breeding pairs outside of the Plains are exceedingly rare. The horses are very well treated, and many Riders will starve before allowing their horses to go hungry. As they would say, the horses are needed for the survival of all. People are just more mouths to feed. While groups will occasionally accept new members, only those who prove themselves exceptionally proficient with a light horse need inquire. No other type of mount is permitted, even heavier horses are simply considered too slow.
All Riders are trained to take part in militias. they have no standing army, but almost every rider is trained in horseback archery and quick ride-by attack techniques. Due to the frequent winds of their homes, they do not particularly train in, or value, long range accuracy. Rather, their competition and military focus is rapidly firing many arrows at close ranges. They hunt in much the same fashion, following the herds, staying out of reach of the dangerous creatures as they fill them with arrows. Each year at the height of the calm season, all the groups in a region come together to hold a celebration. The highest competition at these festivals involves giving riders a single pass, 25 yards from a target. The competitors ride at a full run, firing at a 2' diameter target which is shielded from both sides, allowing very narrow angles of fire. The competitor who can get the most arrows into the target during their pass is awarded a great deal of status by all Riders present, and typically some great prize as well.
Given their nature and society, most Riders just move to a new area if they become aware of a significant threat. Despite this, several units of Hurricane Riders were essential to the victory over the Demon Kingdom. This aid is still well remembered, and has kept tensions between the plains and Blackmar limited, though some ill will remains over repeated attempts by horse breeders in Blackmar to acquire Hurricane Rider steeds. Blackmar also still classifies the Riders as a barbarian people, in part due to their refusal to trade their most valuable asset. Attempts to build settlements in land the people of Blackmar deemed as not being used have likewise gone poorly, though the weather tended to settle these disputes. Relations current day are cordial, but occasionally strained by perceptions on both sides.
Population: Humans 76%, Wood Elves 13%, Half Elves 5%
Midnight Gorge:
While technically within the borders of Blackmar, indeed, near the center of the country, both those within Blackmar, and below it, consider the region something else entirely. Deep beneath the surface of Blackmar lies one of the most densely populated stretches of the Underdark. Dominant through much of this region are the Drow. The largest Drow city exists only a little north of the Gorge, but far below. The Gorge itself is deep enough that most from the overworld simply consider it to be bottomless, a vent extending all the way into the reaches of the Underdark.
Many tunnels extend into the sides of the gorge, and there's literally thousands of tunnel complexes spidering out from the sides of the gorge. These are used by Drow, Svirfneblin, Illithid, Duergar and many monsters from below the surface. Provided with the ability to scale the walls, the Gorge is easily large enough to move massive numbers of troops into or out of the Underdark. The Drow are the only ones who have done so on any significant scale. Even they have ceased doing so as both the Drow and the armies of Blackmar now monitor the Gorge constantly for any signs of large incursions. Scouting parties and adventuring groups from both sides slip in and out frequently, as the Gorge is much too large to monitor entirely, and the tunnels are too heavily contested for anyone to hold many watchposts, but large scale movement has not come from either side in over a century. Even so, after the border with the Scar, the second biggest deployment of Blackmar's forces is stationed here.
The Suntouched Drow of Blackmar emerged from the Gorge, and worshippers of Elistraee continue to escape the depths to join their cousins on the surface. These are welcomed to Blackmar, but the Dancers in the Dark place many priestesses among the forces here to rigorously test new arrivals for signs of deception. Even after passing the tests, new arrivals claiming to wish asylum can count on close monitoring for quite some time after being accepted.
At one time, the Drow were allies of the Demon Kingdom above them, which gave Llolth at least token credit in their rituals to maintain the favor of the Drow. They severed relations with their single ally on the surface, and the wide acceptance of the worshippers of Elistraee has aroused the ire of the Drow of the undercity like no one and nothing else, and they have sworn to be the cause of Blackmar's eventual fall. While incursions and magic so far have failed to advance their goals to any great degree, and cost many lives, the Drow continue to plot, and those which can cause great harm to Blackmar are assured of gains in status in the cutthroat competition of houses.
The Drow here do not acknowledge the Drow of the Drachensreaches as "true" Drow, though their civilizations are similar, and there is a handful of long tunnels that connect them, though these routes are intentionally kept extremely dangerous to travel by both sides.
While there are other civilizations in the depths here, the Drow have little true competition. They fear the many roving Umber Hulks far more than any other threat, including the Illithid. The Umber Hulks rarely come anywhere near the surface, but exist in vast numbers in the depths, and fear absolutely no one and nothing. They do not have any kind of civilization, but the elusiveness of prey, and the great numbers existing in a relatively small space has led to more of a pack mentality than many Umber Hulks elsewhere possess, and adventurers using the common knowledge of them expecting and prepared for one or two of the creatures can be quickly surprised by groups of six to eight fully grown Hulks and their young working as a group in the deeper portions of the gorge and into the Underdark. While there are many riches to be found, including numerous areas of ruined cities in the Underdark here, adventuring quickly becomes extremely perilous.
Raven's Reach:
Northernmost of the Ravenlands, and the last point that most people consider civilization. Raven's Reach was once the furthest expanses of the Ravensi into the Wastes, and through extensive work and magical aid, was transformed into useful growing land, as well as a heavily fortified area to protect them gem of their civilization to the south. All the preparation did little good against the tactics of Jakob Ravensi, who first reached this point after his journey into, and then back south through the wastes, leading an army. The region's original name was lost to history, but the entire country was eventually named after the first city taken in the military campaign, which was renamed to commemorate the first of his native lands reached by Jakob after his long exile.
As the Ravensi and their allies retreated, many of the Northmen settled in this area, often the wounded. Settling among the peasants of the region who were left behind, this area still shows their influence. Natives are often over 6' tall, and possessed of fairer hair and lighter eyes than most of the peoples of the south.
Because of disagreements in policy and fashion of governance between Ravensi and these settlers, he gifted this land to his closest allies, at least those who chose not to journey back home. Raven's Reach remains on excellent diplomatic terms with Ravenshold, though they remain very different countries.
While Ravenshold adopted some traits recognizeable to the north, Raven's Reach has blended some of the southern traditions native to the land into what is mainly a northman style of rulership. Decisions regarding war, protection of the country, and hunting are made by a Jarl, who takes who he wishes as advisors. Women make most of the remaining laws, and own most of the property. Names are passed on matrilinearly. Women are educated from a very early age, while men are primarily taught the arts of war and hunting, and a trade skill. Disputes between men are often settled with tests of prowess or strength rather than taking the disputes before the council of wives or the Jarl for settlement.
At age 13, girls may choose what life path to follow --- whether to continue their education and learn the law or medicine, whether to focus on a trade or art, and be promised in marriage to a boy who has taken the same craft as his focus, or whether to take up the way of war. Once the decision is made, she may never change her mind.
Boys do not have the option to study law or medicine, but otherwise gain the same choice. should they choose to focus on a trade, they have almost no say in any matter of law other than that where their trade is directly impacted, but they also are guaranteed food, water, protection and the right to the main share of the proceeds from trade of their goods, or to charge for their services. They are also guaranteed not to be sent to war should a conflict arise.
Hunting and war are dangerous trades from Raven's Reach, given that many of the things to be hunted would be classified as monsters. And in battle, they're expected to show no fear, and that those who follow the warrior's way will only reach any kind of afterlife if they die well. Those with any real fear of a grisly death are often urged to follow a craftsman's life, and there's no shame in doing so, its simply another path, and it keeps such fears and qualms from taking hold among the warriors.
Raven's Rest:
The smallest of the Ravenlands, this small country was once part of the Ravensi holdings, segregated from the rest of their countries by the fact that it was built over natural hot springs, and essentially turned into the capital, around which was built a resort city of sorts, populated almost entirely by the rulers themselves, and the vast numbers of servants, the wealthiest merchants --- who were made responsible for bringing in food, potable water and luxury goods. The highly acidic nature of the water makes the soil worthless for growing anything, and almost all necessities need to be brought in.
The waters are said to have healing properties, and in the past, those with the resources from other nations have paid great sums to come to the region to recuperate.
Under Ravensi, the town remained much as it was, a place of rest and recovery for those with the resources to afford it, but he made two significant changes. It also became a military hub where officers could make plans, and wounded soldiers could recover. The proceeds from visitors above and beyond those needed for upkeep and importing necessities went to first the servant families to better their lot, and then to rebuild the infrastructure of the rest of the Ravenlands, damaged from the war with his family. This did a great deal to gain the backing of the peasants of those lands, and restored many fields and ranches, necessary for the ongoing war.
This structure holds today --- the servant families of Raven's Rest are some of the most loyal and long-serving, often able to trace their lineage back several centuries. They're well paid for their work. Indeed, they serve a double purpose. In addition to much of the needed work to maintain the resort cities, many are also some of the world's most knowledgeable people about the royalty, the diplomatic corps, and the wealthy of other nations, and keep their lords well appraised of what they know.
Raven's Rest has little true government of its own. It is now considered an independent country which relies upon the other Ravenlands for its military, its food and water, and virtually every other need. Its taxes go to maintain and expand the infrastructure of its neighbors. Most local decisions are made by governors over each resort town within the greater country. These are almost all ex-military officers, noted for their loyalty and competence, rewarded for their service and loyalty by being given the extremely comfortable jobs as regional governors.
Population: Humans: 82%, Halflings 7%, Gnomes 5%
Ravenshold:
Until Blackmar became a stable nation, Ravenshold was the most powerful of the nations opposed to the Demon Kingdom. While no longer holding quite the esteem as a center of civilization it once did, it remains a powerful country, and a center of trade and commerce for the nations north of the Drachensreaches and those willing to brave the trip through the mountains.
Though the country, with roughly similar borders has existed for thousands of years, formerly under a well established aristocracy, its former state and history have been mostly lost. It took its current leadership and structure 3,800 years ago when exile Jakob Ravensi led an army of Northmen and Snow Elves into the nation of his birth, taking over the rulership of Ravenshold and the surrounding nations. They ceased expansion into barbarian lands, and became staging areas for Ravensi's further push into the lands of the south. The communities he would isolate became the foundation of the Bandit Kingdoms, and while he ultimately failed to take the Demon Kingdom, the first resistance movements rallied around his banner, and the Order of Ash was founded after Ravensi's death to carry on the fight --- a movement which eventually spread throughout the world to aid the peasantry of all lands.
Ravensi broke apart much of the aristocracy's stranglehold on power, improved the lot of the peasants whom he had formerly tried to lead in revolt, and shifted the power structure to somewhat more resemble the governance of the Northmen, with a single high ruler, but also allowing for advisors from various trades to help shape policy in areas of expertise, and a council composed of elders, the priesthood, regional representatives and the most educated with some ability to counteract the power of the ruler. The nation also gained an infusion of new blood from the Northerners who chose to settle in the region rather than returning to the harsh north, and relations with the Snow Elves improved drastically. The Ravenlands remain the only nation with any real trade with the far north, and indeed, most of the world considers the Northmen to be little more than myth, given that the wastelands are already hostile enough to most life.
Long tradition, and a large population has kept Ravenshold the least democratic of the allied Ravenlands. It is also the northern nation with the most power, wealth and influence, with several cities. The majority of the forces that eventually freed the Demon Kingdom came from the Ravenlands, who had long been hostile to the empire to the south. Due to this assistance, Ravenshold maintains decent relations with Blackmar, but the hazards of the mountains prevent the two from developing any strong ties. Despite close proximity to a number of Karaks, Ravenshold does not have strong ties with most of the mountain dwarves, due to the Dwarves' perceptions of Ravenshold as a city founded by barbarians in rebellion against a stratified society. Long Dwarven memories of alliances with the original Ravensi keep them reserved about forming too strong of ties with the "new" order, though both lend the other some military support in times of great need, and conduct trade, with frequent disputes on both sides about how the other is trying to take advantage.
The single most distinctive feature of the region would be the people of Ravensi blood. The original aristocracy, including Jakob, were known for striking features, strong, clear voices, and a commanding mien that often seemed as much genetic as taught. There have been numerous theories on this, but none have been proven through historical research or study. While diminished by the break-up of the somewhat incestuous former order and infusion of Northern blood, some people still show the Ravensi traits to this day. Many of them rise to some leadership position with surprising ease as they come of age.
The strongest Thieves guilds in the world are also based out of Ravenshold, taking advantage of its cities and sizeable segregated populations, making blending in easier than it is in many ntions to the south. Rumor has it that the infamous Midnight Children are also based in the region, but no proof has surfaced yet. While there is more known activity by the Children in the region, they seem to be able to travel, even through the Bandit Kingdoms or the Slavers’ Valley with surprising ease.
Population: Humans 59%, Hill Dwarves 11%, Mountain Dwarves 8%, Snow Elves 8%, Half-Orcs 6%, Wood Elves 5%
The Scar:
As far as anyone can tell, the hobgoblins once ruled a vast and far reaching empire. that time passed long ago, though no one is quite sure what brought them down. Their last holdings exist in the sprawling, hostile lands of the Scar, so called by most nations of the world, comparing the wide expanses of swamps, barren rocky soil and dry grasslands to the lush forests of Brelandia, or the rolling grasslands of Blackmar.
Much of the devastation to the land is due to Orcish mismanagement. While the Hobgoblins are theoretically the rulers, when it comes to the other humanoid tribes, their rule often extends little beyond their reach, and the orcs and goblins far outnumber anyone else.
Out of necessity, most tribes are hunters or herders, having found and bred creatures which can survive and even thrive on the dry grasses, or in the swamplands. Most other resources have long since been overfarmed, overhunted or used up, the lessons of sustainable living learned only out of absolute necessity. The Hobgoblins maintain stretches of more fertile ground along their walled cities, and jealously guard this resource, or use stores of food to bribe tribal leaders into serving their will when they require organization and don't want to have to fight lesser foes, reducing their strength against outsiders.
Central government is generally lacking. The hobgoblins demand respect when they travel, but different tribes hold different southern cities, and rule in different fashions with little unity, though the Crimson Skulls are unquestionably the strongest of the tribes, and their Red Guard the single most powerful force in the nation. Most of the others pay tribute to the Skulls in order to maintain their autonomy, and the orcs that each tribe can control in turn pays tribute to their leaders, while the orcs bully submission out of most of the goblin tribes.
The generally chaotic nature of this arrangement is reinforced by Brelandia, the Scar's most hated foe, as nearly every time a strong leader begins uniting tribes, an army appears to assassinate them, and every time infrastructure begins to grow in the orcish lands, its sabotaged . On the other hand, amazing acts of organization occur at times when groups are driven by their mutual hatred of their neighbor. The constant war and the tactics of the Wild Packs do keep the humanoid population down --- sometimes something of a service, given the rapid orcish birthrate, but it also ensures that most of the orcs, goblins and other raiders that survive are extremely hearty compared to less tested populations.
The Hobgoblins live in a militaristic, orderly society. They strictly ration their resources, and store away what they can, given the volatility of growning anything near the Stormsea. The Hobgoblins keep the only areas that can truly be called cities, massive expanses of ancient buildings kept in good repair through constant and diligent effort and a mix of clerical and sorcerous magic. Every hobgoblin serves the military in some fashion. Most serve at least a term in the actual infantry or cavalry regiments. Those who don't wish to serve, or are physically unable may opt instead to dedicate themselves to growing food, creating arms and armor, reinforcing and repairing military use buildings, or other services directly tied to aiding the military. Their army gets the best of everything --- the first rations, the bulk of magical resources, the finest housing and so on. This is simply expected fact in Hobgoblin lands. In addition to military might, particularly within their cities, the Hobgoblins are fanatics about keeping strict order. Everything is at least clean and kept in functional condition. Punishment for vandalism and even littering is draconian. Most hobgoblins grow up learning to maintain their parents tools, arms and armor, and in the field, hobgoblins spend a great deal of time maintaining their equipment. Obedience to anyone superior in station is expected to be immediate and unquestioned. While occasionally abused, this privilege for the powerful does have some oversight, and those found to be consistently wasting resources that might come in handy, including injuring farmers or craftsmen unnecessarily often results in tough and ironic justice. A common punishment is being given as a slave to the injured party for five years. Orcs, goblins and even hill giants tend to be highly reluctant to enter hobgoblin cities, as the rules are assumed to apply to anyone entering hobgoblin territory. The hobgoblins also control the only major export of the Scar --- mercenaries. The Red Guard all hire themselves out all over the world (except to Brelandia), maintaining security, guarding items of value or power, supplementing military forces, taking or rescuing prisoners, building fortifications and so on. The units are trained to have specialists in almost any military endeavor. As a whole, other than in Brelandia, Red Guardsmen are regarded as the most loyal and elite possible mercenaries. With rare exceptions through history, they can't be bribed or reasoned with, and they take absolute pride in performing the tasks they were hired for. Due to the travel costs incurred, and their reputation, the cost is often quite high compared to other mercenaries, but the quality and loyalty factors often outweigh additional expense for those who can afford it. When a mission is finished, Red Guardsmen usually either seek another job in the area, or return home, giving a cut of their pay to their rulers, which is then used to maintain the Guard and further the war effort.
The central and northern sections of the country are ruled by the orcs. Recognized tribes pay tribute to the hobgoblins (those who don't pay don't have their lands recognized, and are fair game for anyone who can take them). So long as tribute is paid, the orcs are largely autonomous, with most tribes ruled by either the strongest chieftan, or the clerics of Gruumsh. Most tribes survive by hunting, fishing, herding and raiding, not necessarily in that order. Their high birth rate and overall vitality help survival generation to generation, as individuals rarely have a long life expectancy. Orcs are also the primary cannon fodder for the Endless War, and enthusiastic participants, which doesn't help that expectancy any. Most orcs are uneducated other than the priesthood, which often uses this advantage to dominate their brethren whether they're technically in charge or not. This also means that most orcs of the Scar are devoutly religious… or else. The three most popular deities of the tribes are Gruumsh, the head deity of their pantheon, Baghtru, the god of strength and soldiers, and Vaprak --- primarily an ogrish and trollish god who has found favor among many of the more savage tribes. The latter are especially feared by many, especially within the scar itself, with many tales abounding of entire tribes of mixed orcs, ogres and trolls attacking without regard to their lives, whipped into a frothing frenzy by the priests of the Destroyer.
The goblins, in general, have a rough lot. They exist in perhaps higher numbers than any other single race, but they're less organized than the hobgoblins or orcs, and far less powerful than the ogres, trolls or giants. In areas where they mingle, goblins are most often little more than slaves. They exist in huge numbers in the hobgoblin lands as menial laborers, dirt farmers, herders and cleaners. The latter goes especially against their natural tendencies, but the harsh laws of their patrons ensures obedience in most cases.
The orcs aren't a lot better, bullying their smaller cousins, using them for the most unpleasant labors, and using them to run in front of orcish hordes as a means of trap detection.
The only area where goblins are mostly autonomous is in the aptly named Goblindrowns --- a sprawling mass of treacherous marshes and swampland full of monsters, vermin, and particularly the sinkholes from which they draw their name. The goblins are the only creatures desperate enough to inhabit the swamps in any large numbers, aside from a couple tribes of Scrags. Goblins who venture out of the Goblindrowns can often make a small fortune as guides through the marshes for those who need to venture within, or as scouts for larger forces, given the paranoid awareness those who have survived the deep swamps have to have, as well as their ability to notice and work around natural traps.
The hill giants, ogres and trolls live where they will, though far more tend to live either among the orcish tribes, or in their own groups than live anywhere near the hobgoblins. Through most of the country they're largely left to their own devices, or used as prized troops by orcish warleaders. Among the hobgoblins, the powerhouses are pout to work, just like anyone else. But they also tend to be well fed and treated for their service.
The continual raiding and sabotage from Brelandia has kept the Scar at a tribal level over the centuries, though the hobgoblins in particular do have a good grasp of technology, architecture and engineering, and access to good materials through their active trade and the large number of mercenaries sent out from the country.
Primary Races: Goblins 27%, Orcs 20%, Hobgoblins 14%, Humans 11%, Gnolls 7%, Half-Orcs 6%, Bugbears 5%, Ogres 5%
Shield Hills:
The Shield Hills represent the single largest Dwarven population in the known world. At first glance, the country appears almost entirely lifeless, save a few small towns along the northern border or amidst thick hills. Most of the nation, indeed, is uninhabitable for about half of the year due to near constant violent windstorms. The dwarves live almost entirely underground, with carefully shielded routes for travel. They emerge to take advantage of the short growing season, to handle trade, and to repair their fortifications and small towns in the most protected regions. The rest of the time, while the surface seems deserted, there's a thriving population beneath the hills.
The dense hills do serve to protect much of the mainland, and their neighbors, from the ravages of the Stormsea's violent weather, and the large dwarven population helps act as a buffer between much of the east and the Scar. The dwarves' martial skills and hostile terrain permitted them to remain one of the world's truly sovereign populations during the reign of the Demon Kingdom, and their forces were instrumental in helping overthrow the former rulers. As such, they became strong early allies of Blackmar, and remain on good terms today. The hills are also a large source of minerals and ore, which they trade with Blackmar in exchange for food and magical goods.
While technically almost always at war with many residents of the Scar, in reality the war is almost all border skirmishes and battles along the borders over mining taking place underground. The difficult weather makes any kind of prolonged campaigns on either side difficult at best. The dwarves have the borders well fortified, and there hasn’t been any significant shifting of borders or mining territory in centuries.
Population: Hill Dwarves 71%, Gnomes 12%, Halflings 7%, Goblins 5%
Silver Valley:
While technically part of the Drachensreach Mountains, the Valley very much has its own culture. Considered by many to be the cradle of Elven civilization as it currently exists, the Valley was the place where the Grey Elves first came under the protection of Gleam and Starstreak, a particularly aggressive Wyrm silver dragon and her mate of several centuries many thousands of years ago. The elves were fleeing the barbaric tribes north of the mountains, and especially the red dragons of the Drachensreaches. None of the Reds of the region dared challenge the intensely loyal pair of Silvers or their brood that had settled in the region, and the dragons offered the elves a place of relative safety. At the mouth of the valley, the Greys built the Great Library, a masterwork construction which has since become an entire city ringed around the high spire of the central library, the true center, figuratively and literally, of Grey Elven life. The alliance between the silver dragons and the Grey Elves continues to this day, and proved to be a potent force in all three of the Dragonwars. None of Gleam's descendents has reached the advanced age of their ancestor, but even so, many of the world's most powerful known metallic dragons exist in this region, using cooperation and the aid of their allies to find enough food to sustain the population in a relatively densely populated area, and to fend off the larger reds of the mountains.
The Hill Dwarves are not as closely aligned with either the elves or the dragons, but likewise continue to exist in this region in large numbers. The dragons, while not particularly closely allied with the industrious dwarves, have not taken sides in the past conflicts between elves and dwarves, and have been instrumental in negotiating many of the settlements between them.
Just south of the Great Library's borders lies the monastery of the Order of the Serpentine. In the times when Yuan-Ti predation was still a great threat in the forested regions south of the valley, a mixture of humans and elves sought to take some portion of the Yuan-Ti's power, purifying it, and turning it back against them. Unbeknownst to all but the highest monks of the order, the leader of the monastery is a Wyrm Gold Dragon, who has used his own blood, mixed with that of Yuan-Ti, and a potent mixture of mundane and magical herbs and powders to create the sacred elixir that is imbibed in increasingly potent doses by monks as they pass the tests of their order. The dragon is the oldest known Gold in the world, but he has not taken draconic form in centuries, preferring the shape of a mixture of serpentine and human features, similar to a full Yuan-Ti, but with gleaming onyx scales. This being is believed by most to be the highest monk of the order who has attained a level of enlightenment great enough to be virtually immortal, when combined with imbibing the sacred elixir.
The monks remain dedicated to the cause of protecting their homeland, studying ancient texts, and finding harmony with the natural world. They do continue to venture into the world in search of more books and other knowledge, and to hunt the increasingly scarce Yuan-Ti. As the monks advance, the elixir mutates them to become more and more snakelike, beginning with losing their hair, shrinking ears, oddly shaped eyes and so on, and becoming increasingly obvious as they advance. Within the region, most of the elves, dwarves and gnomes consider them to be allies, and recognize them without hostility. A number are even allowed access to the low and intermediate levels of the Great Library, an honor the Grey Elves bestow on almost no one else. Outside this region the monks are an odd sight, and are frequently mistaken for Yuan-Ti or other monsters.
The Aerdrie Elves are incredibly rare compared to nearly any other race, and are only found in any numbers in the middle of the Silver Valley, situated between the lairs of some of the more powerful dragons. They believe themselves to be an offshoot of the Grey Elves, and maintain decent relations with their cousins. The winged elves try to stay out of most warfare, given their extremely fragile builds, preferring to cast spells from afar to aid their allies instead. The greatest fear of the Aerdrie is the Red Dragons of the Drachensreaches, which keeps most Aerdrie safely close to home. If there is rumor of a powerful red in the region, they will often disappear entirely for a time, depending on their high number of priests and priestesses to take care of their needs for food and water.
Outside of the red dragons, the greatest fear of almost all within the valley is the Green Wyrm, Blight. Powerful enough to have taken over a large swath of the adjoining Silverwood for many years, the dragon has disappeared, and none claim to have killed him. Blight is known to have studied sorcery well beyond the abilities of most of his kind, and many suspect he may have managed to kill a powerful Grey Elf and has infiltrated the library. As of yet, no amount of tests or magical securities and divinations have located him.
Aside from the Silver Dragons, the true reason for the name of the Velley is the existence of abundant silver mines, primarily held by the Hill Dwarves of the region. The mines produce fully 40% of the world's supply of silver, and has made the Dwarven civilizations of the area quite wealthy by almost any standards. Even their relatively modest mines have permitted much of the construction the Grey Elves have done on the Library-City, and allows the Grey Elves to continue to be as reclusive as they are, and enabled them to focus a great percentage of their population on scholarly research.
Other than the monks, almost no humans exist in this region. A couple of mining communities provide the exceptions.
The Silver Valley is also the second safest route to get to the Ravenlands, and a significant amount of trade is done through this route. Many of the early human tales of abundant silver resources of the north that brought on the search for trade routes was actually brought about by silver mined from the southern end of the valley.
Population: Grey Elves: 72%, Gnomes 8%, Aerdrie Elves 7%, Wood Elves 6%, Humans 5%
Silverwood:
Adjoining the Silver Valley, and named for this proximity (the Wood and Wild Elven residents had another name for their home, but the civilizations of the rest of the world first reached the Great Library, and the Grey Elven name became what the woodlands were known as through the rest of the world), the Silverwood is the largest stretch of forested land outside of Brelandia, and is the stronghold of much of Elven society, though not as much now as it was during the times of the Demon Kingdom.
Most of the High Elves have returned to their older hereditary homes in Blackmar, leaving much of this region in the hands of the Wood and Wild Elves.
Both societies are relatively primitive by most standards, and each time there has been a unified effort to build or unite tribes, disaster has struck that forced the elves back into their more traditional ways of life. The most recent was the war with the Green Wyrm, Blight, and his fanatical followers. While the elves won, they took heavy losses, just as they have in the previous Dragonwars, wars with the dwarves, raids by the Yuan-Ti, and other threats. Despite this, the elves of the wilderness are exceedingly proud of their successes, and the fact that they were most often the decisive force that ended the Dragonwars, or defeated some great threat. Few wood or wild elves have a family history that isn't filled with tales of heroism and bravery. Of course, these same tales, and lack of development keeps the Grey Elves convinced that their cousins are too militant and not advanced enough to be given back the treasures of the days before the first Dragonwar. The hostility the residents of the Silverwood feel for their cousins over this attitude and perceived deception and thievery doesn’t help relations in the least.
The wood elves in particular also have generally poor relations with the Hill Dwarves of the foothills of the Drachensreaches, and the Silver Valley. That war has not broken out in centuries is a tribute to the gnomes of Gnomefort.
The woods have few other residents other than the elves. Once, Yuan-Ti were numerous, and some still exist in ruins deep in the southern portions of the woods far away from the Serpentine Order. None are quite certain where the Yuan-Ti originated, though with the trade from the Southern Continent growing, many are beginning to suspect the Yuan-Ti originally came from that strange land. Regardless, the elves hunt the serpents down at any chance, and tales remain of the days when Yuan-Ti would hunt and capture elves in order to perform dark rituals over them to try and steal the secret of the Elves' longevity.
With Blight gone, the Wild Elf population in particular is beginning to recover after flirting with extinction a couple times, their aggressive ways not serving them well during conflict with the powerful dragon and his many followers. This has also encouraged their reputation for xenophobia, and only the wood elves can approach their cousins without at least some worry of being attacked. While the rumors are untrue, many of the human and Halfling civilizations at the edges of the Silverwood tell stories of cannibalistic Wild Elves --- the elves do nothing to dispel these rumors.
Slaver Lands
Covering a fairly wide stretch of valleys and caves in the Drachensreach Mountains north of Blackmar, the lands of the slavers generally wouldn't be recognized as any kind of united front or country so much as a region unified by the dominant population. The people of the land are primarily humans and orcs, with easily the largest number of half-orcs found anywhere in the world, and significant populations of kobolds. The groups within range from virtually modern towns run by slaver kings to barbarian tribes nestled deep in valley reaches or in the cave networks.
Despite numerous attempts, the lack of unification, sheer numbers, and the inaccessibility of the lands has kept Blackmar and its allies in the Dwarven kingdoms from wiping out the slavers. the Blackmar cavalry, so effective in the open lands of Blackmar, prove terribly ineffective in the mountainous regions.
The slaver bands raid into northern Blackmar, into the Dwarven kingdoms, and also prey on all the peoples of the mountains save the Illithid, who are deemed impossible to keep as slaves. They sell their captives to the Drow, to the Demon Valley, to the Fire Giants and to the less civilized lands of the north where slavery remains legal. In turn, they gain political favors, food and gold.
The slavers have become particularly famed for the spread of an odd combat technique using a whip in their off-hand, and a shorter blade of some type in their primary hand, using the whip to entangle foes, make up for the reach of lances and other Blackmar cavalry weapons, and to pull opponents off-guard and into thrusts from shortswords or shortspears, while using the short thrusting weapons to keep opponents from being able to step in to take advantage of a whip's wind-up.
The religion of the people is widely varied. Many follow the brutal gods of the orcs, while others prefer some of Zeus' less savory aspects. The worship of Hades, long unpopular in most of the land since the invasion many centuries ago has remains firmly rooted here in many places as well.
There is no real political structure, each band looks out for its own, collects its own slaves and makes its own arrangements with neighbors. When targeted with sufficient force, individual bands are often easy to wipe out if they can be reached with any force. But a new band is always ready to step into its place. Small skirmishes between bands are relatively common, as are loose alliances, while outright wars, or very close pacts occur but only rarely.
Southern Continent:
The Southern Continent has its own divisions, countries, leaders and history. But so far as those of the Northern Continent truly know, its one country with two major regions --- the Bright Lands and the Dark.
The Bright Lands exist along the northern shore of the continent. Primitive by the standards of most in the north, trade with Brelandia has advanced their skills with metalcraft and understanding of sciences such as architecture and basic engineering a great deal. Those of the western reaches tend to follow traditions of ancestor worship with large pockets that follow strange beings that seem to fall somewhere between gods and spirits. The eastern regions follow variations of the Heliopolis Pantheon, suggesting some ancient tie to the Desert realms of the north. that has long since been lost. The Bright Lands are primarily human dominated, only a few elven tribes have abandoned their typical ways to move out of the Dark.
The only contact most of the Bright Lands have with the North is through the traders from Brelandia, whose belief in druidic traditions is close enough to their beliefs to have encouraged good relations after a few early missteps. The traders and diplomats from other nations who have come south on Brelandish ships have met with far less favor. In particular, attempts by Olympian Pantheistic priests and priestesses to convert some of the locals met with ill favor, and nearly caused war. Since then, Brelandish ships have forbidden most clerics and other outspoken followers of northern religions on their ships other than druids. Combined with other factors, this has led to a good deal of grumbling from other nations directed at Brelandia, but there's little to be done, no one questions who holds naval dominance.
So far, other than in terms of religious studies, which the people of the Bright Lands show no interest in outside their own beliefs, the people have proven quite intelligent and eager to learn. Books from the north have become a popular trade item, particularly scholarly journals and gnomish writings. While most regions have a ruler with almost absolute power, and any kind of democratic leanings are unheard of, the respect that even the mightiest hold for the elderly and the necessity to listen to the will of the gods as passed on through the various priesthoods tempers this somewhat, allowing at least some voice from the people to their rulers. In the east, the rulers are seen as descendants of the sun god themselves, and tend to hold more absolute power than those of the west. Some parts of the east still traffic in slaves, while others have put slavery behind them. Brelandia's refusal to deal with slave-owning nations has begun to put some disfavor on the practice, as those that will trade with Brelandia now have better weapons, knowledge of how to build both better structures and siege engines, and have begun studies into arcane magics largely unknown in the south --- enough of an incentive for many to begin freeing their slaves in order to open trade negotiations.
Superstitions rule the peoples of most of these lands. Most believe in all manner of spirits inhabiting everything. Whether the people worship them or not, most believe that those who did not receive proper death rites remain as spirits. If specific rituals are not followed, most believe evil or mischevious spirits will inhabit their home. Most people in the west use at least a dozen different signs to ward off evil, and good luck charms and blessed jewelry is a constant trade. The people of the east are less superstitious, but equally religious, following all manner of rituals and daily rites to show their devotion and piety.
Past the shores and northern savannahs lies the beginnings of the Dark --- a vast tangled jungle which most from the Bright Lands refuse to enter. They maintain the edges of the jungle, for without controlled burns and cutting, the jungle can encroach a few feet a day into the villages and towns along its edge. Everyone in these towns knows where the Dark begins, however, and refuse to cut an inch past these invisible boundaries. Every child is raised being told a thousand stories of the horrors of the Dark, and hiring a knowledgeable guide into the jungle can cost exhorbitant amounts. Most people consider such guides to be entirely insane, to the point that in many villages, people will make symbols to ward off evil when such people pass near.
The Dark itself is a matter of great superstition. Ask a hundred people in the Bright Lands what lies in the Dark, one will get a couple hundred stories back. Even a few steps past the edges of the jungle, the light fades significantly. Getting lost can be a matter of a few minutes walk for those without extensive survival skills. Even Brelandish explorers have frequently disappeared without a trace.
Beyond the supersticions, there are all manner of strange monsters that inhabit the thick jungles. Few have the sheer size of dragons or any such familiar beasts, the thickness of the jungle doesn't allow for it, but that doesn't lessen the dangers in the least. Most rely more on stealth and speed than raw power, but there's exceptions.
Three civilizations also exist within the Dark, each as mysterious as the last. The deep reaches house the Pygmies, small people of human stock that seem to navigate the jungle and avoid its dangers with unmatched ease. Those few Brightlanders who know of them attribute them with all manner of mystical powers that let them hear the jungle whispering to them. The pygmies are stealthy hunters primarily, though some of the more advanced tribes have taken to agriculture, using constant vigilance to keep the jungle back from the fertile stretches of land they farm. They also make extensive use of poisons both for hunting and defense, and most learn to use blowguns and poison-tipped spears. A couple of experts in every village raise brightly colored frogs or keep some manner of beetles, and harvest poisons from these tiny creatures regularly to supply the village. Such poisons range from paralytic and terribly painful to deadly, depending on the village and what the poisons are intended for. They almost always use quick-acting, deadly poisons for hunting, trying to finish their prey off quickly, and then typically hold ceremonies to apologize to the animal's spirit before its body is touched. The more painful, slower acting poisons are almost always utilized for use against monsters and invaders. When fighting a group of creatures, pygmies almost never kill whole groups, preferring to leave one or two survivors paralyzed for hours and writhing in pain, to either be consumed by the jungle, or to return home with dire warnings and no desire to return. In any case, the bodies of anything they don't intend to use for food are never brought into pygmy villages, as they believe that the vengeful spirits of these beings might then visit them. Instead, they're left near some monster's lair, in hopes that it will consume the invader and be satiated and leave the pygmies alone. This also has had the side effect of making sure other explorers don't find pygmy villages while using magics to scry on their companions.
The Jungle Elves are more aggressive, and are the only other race that typically gets along with pygmy tribes. Jungle Elves live in tribal societies, rejecting all the trappings of civilization, even those who become aware of such things. Most tribes believe that they once built a great empire in the jungle, and that they were punished by their gods for their pride in what they had accomplished. Seeking to prove themselves worthy again, they now refuse to build beyond the level of villages, and use only what they can make from the jungle. They travel mostly arboreally, avoiding many of the dangers of the jungle floor by staying in the trees. While hunters often have to drop to the floor to skin and dress kills, and warriors likewise often must come to the ground, many other jungle elves live their entire lives without touching the ground. Their villages are built in the trees, but hunting parties often range many days out from their village to avoid overly taxing the resources of any one area. While most jungle elves are capable of hunting birds and monkeys to help sustain day to day life, the hunters are trained to bring down bigger prey to help feed the entire village. They double as scouts and a first line of warriors should there be need. The jungle elves also farm fruits and nuts which actually form the majority of their diet for most tribes.
The fabled warriors of the Jungle Elves are treated with a similar religious awe that paladins gather elsewhere. The Jungle Elves do not usually believe that warriors can be trained, one is born to it. Shamans watch for signs at a child's birth that the child is destined for war. If enough signs show up, the child is given a tattoo shortly after birth. The parents raise the child until they're four years old, after which time they're given over to the warriors' lodge for training. Even in times of peace, the warriors are given no other responsibilities save to prepare, unless more food gatherers are desperately needed. They train for speed and durability, but also learn how to open themselves up to the guidance of their ancestors, learning the deadly art of dancing the raindrops. The name, used by most tribes, speaks of the divine state in which a warrior moves so fast, they can move between the raindrops during a storm, and cover a hundred yards without getting wet. While none today have supposedly been able to fully achieve this feat, the name remains, and the awestruck tales of those who've visited from the outside suggests that some are close enough.
The final great civilization of the Dark are the Yuan-Ti. While they have been almost exterminated in the northern continent, in the Dark they thrive. Most exist in ancient ruins of an empire which the Jungle Elves claim was once theirs, but which has long since been abandoned. Few others even know these places exist, and the Yuan-Ti ensure that there are few paths to them, and those are kept well hidden. From these hidden reaches, they worship their dark masters, kidnap victims for slaves, breeding stock, food and evil rituals. Their tales speak of a time of war long past in which they battled golden serpents and rainbow feathered snakes. Though the Yuan-Ti believe their civilization was almost wiped out by these monsters and their allies, they also believe that the serpents were driven off, and the feathered serpents put to extinction or nearly so. Regardless, none have seen sign of either one outside of their stories. The Yuan-Ti hate the Jungle Elves and Pygmies, and, like almost everyone else, fear the latter to a degree. Most believe that another war will come, and seek to prepare themselves for it.
The Yuan-Ti also hold the secrets of the two Black Dragons which exist within the depths of the jungle. The older one, Viletooth, was crippled over a thousand years ago by the same gold dragon that slew her mate. She has grown to Wyrm status, given worship, food and treasure by the Yuan-Ti, and in her pain and insanity, has begun to believe their tales that she is an avatar of one of their demon lords. She's unable to move much, long missing a wing and a leg, with another healed as a twisted stump. The younger and more vital is her child, Nightgrim. The young adult is utterly devoted to his mother. He's had his wings voluntarily removed so he can slip through the jungle. An exceptional spellcaster, he's learned to silence himself, and to fly magically for short periods of time. The jungle Elves fear the "Midnight Serpent" like none other, but as of yet, no one has made the connection to place any dragons remaining in the Jungle. In recent times, predicting the war coming soon, the Yuan-Ti have begun summoning demonesses to mate with the young dragon, with the demons and the Yuan-Ti each getting to raise half of the half-dragon children, with the Yuan-Ti intending to use the abominations as their shock troops. Again, as yet, no one is aware of this state of affairs.
Finally, while not a true civilization, the undead are populous in the Dark, as are an odd race not seen anywhere else. Probably the results of failed necromantic experiments, or some sort of attempts to cure the drains of the numerous vampiric types of undead present after necromantic rituals of the past, there are entire villages of living people who possess many of the traits of the undead, both strengths and weaknesses, being most similar to living zombies, though intelligent. These cursed creatures are rarely accepted in the Bright Lands, but breed true by normal means, and the innate toughness of the M’inah Zvema (literally translated as halfway dead) has let them survive in the harsh jungles in fair numbers. Along with these creatures, the jungle teems with ghosts, spirits, poltergeists, and especially numerous variations on zombies, most of which claim no master now, just roaming what they deem their territory, slaying those who venture too close until killed themselves.
Stormseas:
No other single factor affects the lands of the known world as much as the Stormseas. Aptly named, the seas rage with violent windstorms, ranging from merely whipping the waves into tidal furies to full hurricanes, with the storm season lasting for more than half the year along most of the coast. Even in the calm season, the waters are notoriously violent. Druidic magic has been able to calm them somewhat, but never fully abate their fury.
Fairweather is shielded by the lay of the land, and the Shield Hills to one border, and enjoy calm seas most of the year, though not far from their shores the weather worsens again. The panhandle of Brelandia also gains shielding to its ports from the heavy forestation. Enough so that with a great deal of Druidic magic, Brelandia has been able to construct a small navy, and has managed a merchant fleet which travels back and forth from the southern continent. Even with knowledge of the seasons and druidic influence, this sailing is a dangerous endeavor, but as the Brelandish people put more and more time into learning the ways of the seas, the more successful they've become.
Other than this stark exception, the Stormseas defy all attempts to magically control or calm them, and resist study. There is clearly magic at work on them, this much sages know quite well, but no one has ever discovered the source, or been able to place any kind of name to the type of magic used. Its proved well past the attempts of even the collective power of the Silver Library's high council to dispel or trace, and no priesthood puts its deities' name to it, though those who do fish during the calm seasons often pray extensively to Poseidon.
The storms have made the Hurricane Plains surviveable only by constant movement and expertise in predicting the coming and the paths of storms. Southern Blackmar has invested extensively in magical and mundane means to blunt the fury of the weather to allow settlements. The Shield Hills are almost uninhabitable on the surface for much of the year. Thanks to the hills, the Hobgoblins of the Scar have reasonable protection, and do manage to fish the seas, and maintain their fortress-cities. Indeed, they benefit from the seas and knowing their ways, able to shut themselves in against sieges from the orcs or other powers, and just wait for the stormy season to drive off invasion on any scale, wiping out remnants and survivors when bad storms pass. Brelandia's eastern shore has relatively calm waters compared to the rest of the world, but the west coast's cliffs are constantly battered by strong winds and crashing waves. The high cliffs and heavy forestation protects the rest of the country from this assault. the huge numbers of druids in the country have also collectively proven able to limit its effects, justifying this effect by pointing out that the fury of the seas is definitely not entirely natural.
Attempts to fly over the seas for any great distance have always failed. Once beyond sight of land, those who have used flying devices or spells lose contact with anyone back on land and are never heard from again. There are ancient tales of exceptions, but none truly reliable. The only sea route anyone has consistently made is the trip from Brelandia to the Bright Lands of the Southern Continent, and that only during the calm season.
For some reason, once well out to sea, the Stormsea abates, and nearing the Southern Continent, the weather follows calmer patterns, and storms are far less frequent. The druidic efforts and studies here have indicated that these patterns are more natural than the ways of the waters to the north.
While the storms themselves are the most deadly effects of the seas, there are plenty of other hazards. the shores teem with Scrags (marine trolls) who thrive along the violent coastlines. Every nation with permanent settlements by the sea also maintains specialty guardians against incursions by the savage trolls, who, thankfully, have proven entirely impossible for even the Hobgoblins to reason with and organize on any scale. Stupid and savage even by trollish standards, the scrags of the shorelines rarely come ashore except when starving.
Deeper out into the waters, there are two great civilizations beneath the waves. The Stormsea elves hold that they were once Wild Elves, but they disagreed with their brethren, and were given the gift of water breathing and webbed fingers and toes by their goddess, and given the lands of the deep. They range across the seas in many bands, some in groups large enough to consider to be cities, while others are much more tribal in numbers and demeanor. Some inhabit sunken kingdoms which few are aware of, and none know the origins of, while others have made homes amidst coral reefs, sunken ships or their own constructions. All of them promote close relations with pods of dolphins and porpoises, using the creatures as mounts, hunting companions and friends, much the same way Halflings use dogs. Killing dolphins or porpoises is expressly forbidden.
The scrags prevent a lot of contact with any other nation, but Brelandish sailors have made contact with the Stormsea elves, and relations are good enough to occasionally gain guarded passage through their territories in exchange for goods that are usable underwater, and tales of the surface. Few ships leave Brelandish ports without gifts for the sea elves. They are particularly interested by the notion of a Wild elf co-ruling an entire country, and a few have made the trip to visit the Brelandish court, either braving the scrags, or on board Brelandish ships.
The eternal foe of the Stormsea elves are the Sahuagin. The devil worshipping beings are voracious hunters, and ally with all manner of sharks, believing them, especially the giant dire sharks of the deep Stormseas to be avatars of their primary deity, Sekolah, the Hunter in the Depths. Their worship is bloody, requiring frequent hunts and ritual slayings, and most communities of Sahuagin are religious fanatics, believing that they can fall out of favor with their god quite easily if they aren't fanatical enough in their rituals, and do not offer their companions enough blood. Fish, of course, are the most common sacrifice, but sometimes only intelligent prey will do. While they favor Stormsea Elves for these rituals, when they cannot capture an elf, another Sahuagin from another tribe, or even their own, should any hunter prove weak or cowardly will do just as well. Indeed, the priests of Sekolah are given a great deal of freedom in proposing tests of courage and prowess on a regular basis at their whim, and offering up any who are not fervent enough to be torn apart by the community's sharks. As such, most Sahuagin are eager to prove their courage and fervor on a regular basis, in hopes of growing a reputation great enough to not be singled out for testing. Such is the power of the priesthood that even the kings of their civilizations are not immune to being tested, should one show signs of hesitation or lack of faith.
This civilization has ensured that typically only the strongest and bravest advance, but it also limits their numbers, and has done a good deal to get rid of pockets of common sense or tactical thinking in favor of fanaticism. Though the Stormsea Elf populations are smaller, the fact that Sahuagin tactics never change, nor do the times of their great rituals, has allowed the elves to prepare and protect themselves. Sahuagin raids often kill far more Sahuagin than elves. To the sahuagin, this just proves that the elves are cowardly. To them, and their companions, all of the dead are food, and all the sahuagin that are wounded too badly to fight or hunt are sure to fail the next time they're tested. Only an extremely high birth rate, and the general toughness of the race, along with some sense among the clergy, keeps them from wiping themselves out. Instead, they return generation after generation in the same fashion as those who came before.
The Wastes:
The Wastes are the last settled lands anyone really knows of in the southlands. The growing season is almost non-existent, it has few resources to speak of, and the winter is long and severe. While a few rugged barbarian civilizations exist in this region, only two peoples truly call it home. The Snow Elves and the Hordelings.
No one is quite sure where the hunters of the wastes really came from, their own legends are so exaggerated as to be useless to scholars. What is known is that they're well suited to life in the harsh climes. Most stand over 7' tall, and their long, rapid strides allow them to move quickly over the land, even after heavy snows, and their aptitude with their overlong, awkward spears is well known. The elves are primarily hunters, using their quickness and their unique weapons to hunt down the many creatures native to the region, using long reach and group tactics to hold things out of reach while others close in. The Snow Elves also trade. They don't seem to mine or otherwise produce much themselves, but serve as traders from the Northmen to the south. Their terse demeanors and self-centered views ensure few enjoy doing business with them, and they seem to dislike other cultures just as much, but the apparent wealth in ore and weaponmaking skill of the north also makes sure they always have trading partners.
Centuries before the Demon Kingdom was liberated, another infernal invasion occurred as followers of Hades began an invasion. After heroes and armies pushed most of the invading hordes north, while the forces gathered at Raven's Reach were holding off renewed pushes, the final battle took place, unseen by most, in the far north. After the defeat of Hades' avatar, the forces in the south scattered into the wastes, while those in the north that did not escape back to the netherworld fled the forces of the dwarves and Northmen. Most of the land has recovered, and the war is mostly considered ancient history now. In the Wastes, however, signs of it still show, as many twisted mockeries of humanoid forms still wander freely, occasionally gathering in poorly built temples to their lord. The Snow Elves are well educated in dealing with these creatures, though even they avoid them when possible. While they haven't managed any kind of mass assault without the guidance of Hades, civilizations in the north still fear that they will eventually come under a new strong leader. Until then, they remain a scattered danger to all who would travel the wastes, and occasionally to outlying villages in the north.
The land itself is precisely what its name implies. While actually quite filled with life, most of this is monstrous in some variety, and the weather is typically brutal, growing worse as one travels north.
Population: Snow Elves 72%, Horde-Blooded (Humans) 8%, Humans 5%, Orcs 5%