Athania

The continent of Athania currently has the most technologically advanced cultures on the world. The continent is comprised of several geographic regions each divided into domains of rulership. The western continent includes human kingdoms of The Great Dale, Parsimony and Corinthia, plus the Dwarven nation of the Kvass, the Pirate Isles and the Island nation of Ath’ia. The Elven Alliance stretches through most of the northern reaches from east to west.  The Black lands of Vassa hug the upper most north reaches of Athania while The Baron Kingdoms and the fledgling lands of Nodica comprise most of the north and central eastern reaches of the continent. The Southeastern lands are comprised of the nation of Deomir, the Nation-State of Aman, the kingdoms of Azaania, the city states of Athzaania, the isle nations of Prahas and the corresponding Corsair islands.

The Dwarven Nation is a large conglomerate of Southern Dwarven holds and mines.  The Dwarves have included into their nation many gnomish city states and several halfling shires.  The Dwarven Rail System interconnects the Kvass to many other nations of Athania, bringing vast trade and wealth to the nation.  The Dwarven nation is also the most technologically advanced society on the planet.

The Black Land of Vassa is a snow covered swamp and tundra in the northern reaches of Athania. It is openly ruled by the Lich Lord Mimner “The Malignant”.  It is an evil land filled with trolls and undead, and the home of the Black Tower; The Order of Wizards and Magi school of Necromancy. The nation of Vassa is comprised of 3 states; Vassa, the old holdings of Mimner and his undead legions occupy the central portion of the lands. Trollheim, the land of Trolls and troll-kin, occupy the western reaches and Kaaraakgard the Orc realm occupies the eastern reaches of Vaasa.

The Great Dale is a Militaristic Nation state dedicated to The Sentinel, God of Military Strategy.  They are ruled by the nobles of The Knights of the Dragon Watch, with their King ennobled as The Dragon-King.

South of the Great Dale is a dead land known as The Kingdom of Lost Souls. Once a part of the Great Kingdom, it was the ancient burial grounds of their kings. Now it is a land now barren and near lifeless due to hundreds of wars over the centuries for control of the treasures and secrets it holds. Bandits, treasure seekers and refugees dot the landscape in what few hidden holes that exist in this wasteland.

South of The kingdom of Lost Souls is the verdant lands of Parsimony. Parsimony is a Theocratic State under the rule of the Holy family Bastrayne, Warrior-Priests of the sun god Solarian. Parsimony is the only nation to openly accept Sorcerers as practitioners of magic.  While this is not necessarily a popular view it is upheld by King’s law.

To the east of the Great Dale and Parsimony lies the Kingdom of Corinthia. 100 years ago they won 2 major wars; one with their neighboring state, Kelsaria a merchant state with close ties to the church of Kuvern, the merchant god. The second war was a smaller war with the city-state of Tursan, deep within the Black Mountains.  Corinth swallowed up Kelsaria and Tursan and folded them into its own country, creating a vast new land. They are an economic powerhouse of a nation and home to the Emerald Conclave of the Order of Wizards and Magi (See groups and organizations). These events have caused some Political and economic chaos in Western Athania as Corinthia has flexed its muscles politically.

South of the Crater Lakes is the nation state of Deomir in the vast southern swamp lands.  They are ruled by the Priest-Lords of H’Draas, God of the Cleansing-Fire.  The Lords hold sway over all matters, and they are ruled by the Lord of Flames Dirgas-al-Samir.  Their swamplands are infested with horrible monsters to keep invaders at bay.  Deomir has been known to support piracy, terrorism and slavery to maintain its power and control in the lands.

Ath’ia is an equatorial island nation of seafarers. Its capital is Alali on the isle of Al’eo’Faan. It is matriarchal by nature, where women have most of the power in the ruling body of the senate.  They are a proud nation of seafaring peoples aided by the elemental sorcerers of air and water.  It was once primarily a Human nation  but over the past few centuries the nation as become allied with the Elven Anation and now there are a great number of Elves and Half-Elves residing on the tropical oasis. They are a major naval power, second only to the Elven Federation.

Nordica, is a collection of independent clan families homesteading on the eastern lands of Athania.  They were granted land rights by the Elves over 300 years ago, and they have made a good foot hold for themselves during that time. Recently they have suffered setbacks by being overrun by the legions during the HELG wars and now with the expansion of the Vaasan orcs of Kaaraakgard. Some have fled back to Nordria others have fled south to the baron kingdoms. The future is tenative for these people.

The Nordicans originally come from the island of Nordria in the Northern Ice Sea.  It is a feudal kingdom of Barbarians, Vikings and witches with most of the power held by the barons or cousins of the King. This land is cold and inhospitable and their people are equally fierce in battle and on the high seas.

The Border Kingdoms are not really kingdoms, but independent baronies.  Some are allied with others or possibly with larger nations, but always in conflict either from within their own land, or from threats outside their lands.

ThornHold: The largest of the Arch-Baronies. It is situated on the shadow mouth mountains on the Thrane River, between The Great Dale and Corinthia.  The Arch-Baron is Lord Duke Wellington, a Foppish Man with uncanny business sense. The most notable aspect of this Arch-Barrony is the presence of Shadow-Keep, the Order’s academy of illusion and shadow magic, which is ruled by none other than Belodrim “The Bombastic” Willomere, ShadowLord. Thornhold is a mjor trading point between the eastern and western portions of western Athania and has become economically powerful for such a small independant Baron kingdom.

Adelphia: This metropolitan coastal port city on the Crater Lake is famous for its wine & olives.  It is ruled by the Philosopher-King Polyarcrates, whis is heralded as the wisest man in the world.  He has kept his city-state free from war and annexation with the larger and more powerful countries of Athamia.  Many suspect that he consults regularly with “the Oracle of Delhi” deep within the Black Mountains.

The Baron Kingdom of Pryam is a hold over from a midieval time. The Barony is situated between the easternportion of the elven alliance and the southern lands of Azaania and Deomiir. It survived mostly intact during the HELG wars but now with the refugees it is overrun with bandits. The Red Knights, the holy warriors of the Sentinal guard king and country on exotic warbeasts that are often trade out of the desert lands.

Mercia is a small barony situated in central eastern Athania. Mercia was hit very hard during the HELG wars, losing more than half its populace. Since the end of the war there has been much turmoil and clashing between rival forces to gain control of the land. The most powerful faction is former magistrate Lady Vanderbilt. She commands nearly a brigad of loyal followers ans she is seen as a wise-woman, but many outside her camps suspect her of being a “sorceress”.

South of Nordica is The Black Barony of Barakus. It is a bleak and war torn land that is plagued with bigands and warlords. It was hit the hardest during the HELG wars and destroyed all central government. Various factions raid the land for precious resources, killing or taking slaves as they please. Orc raids from the north are continous and many have fled south as refugees seeking sanctuary from The Evil of the North.

The southern lands of Athania are comprised of several different states and nations. The lands of Aman are home to several allied city states and nomadic Tun’De’Van-Desh. Aman is known as the Fertile-Belt, a collection of city states that are ruled by a familial dynasty that is prone to in-fighting for control of the desert lands.

The 7 tribes of the Tun’De’Van-Desh Nomads wander the high desert of Azaania and between the city states trading their wares and skills for the highest price possible. They are ruled by Sayed Al-Haleem, a king above men who hold his court at the Azaanian Embasy in Fortress Jotunheim in the Baron Kingdom of Pryam.

The Lural-Az, also known as the Corsair Islands, is the island chain off the coast of Aman. These islands range in size, and some are under independent control, while some are controlled by corsairs. Yet the Sorcerer-Kings of Aman claim control of all the Lural-Az.

Prahas: Largest island under the control of the Mad Vizir: Samik-Ibn-Assam. Prahas has few visitors but trades with Aman, Deomiir and the Kvass.

Korzar: Corsair controlled island.

Anorac: small Tropical Island known for the harvesting of golden coconuts.

Sahu: The dread Isle of the Necromancer-Queen Kazaberet.

The Pirate Islands, or the Pirate Kingdom as it also known, is a collection of volcanic islands off the southwest coast of Athania; between Parsimony, The Kvass and Ath’ia.  It is a loose confederation of independent pirate captains under the rule and protection of the Pirate King.  No piracy is done without the approval of ‘The King’. Those caught pirating with out the protection of the King are subject to having their vessel impounded with all goods, the crew sold into slavery and the officers hung or beheaded in front of the crew.  The strait between the Islands and the mainland is known as The Griffin’s-Run.  It was once the largest nesting habitat of Griffin’s in Athania.  Now they have been reduced to only a few families, due to the rare magical properties of the organs and the tastiness of their meat.

 

 

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