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Empire of Morad
The Empire of Morad is one of Ethica's most famed and powerful human dominant nation on the western continent, it's people are descended from a strong and militant history. The current ruler Emperor Necarson Obarskyr has had the experienced Imperial Legions and War Magi at his disposal in his rain and their presence has surely kept order throughout the empire. Adventuring is frowned upon without an official license, but adventurers could likely lend a tremendous amount of aid to the Imperial military. Emperor Obarskyr is known to offer land in exchange for services rendered to his country, so this is a place adventurers wanting to make a name for themselves tended to flock to. A realm with a large population of human and elves, the latter who keep to their forest homes to the north. The Empire has earned a strong reputation as a peaceful and rich land. Recent times also reveal an increased military presence to their northern broader with Styiga.
Region language: Mordish
Nation of Gybahdin
The desert kingdom in the lands of Gybahdin, also known far and wide as Stygia, possibly the most infamous nation in the Western mainland, is the birthplace, home, and wellspring of the Priesthood of Set the serpent god of darkness. Stygia is a dark and forbidding land of windswept mountains and badlands. Stygia has the largest population of undead in all Ethica. The entire kingdom is ruled by the clergy, with the closest devotee or disciple of Set having the single most influential hand throughout the Stygian territory. From the coast of the Eastern Sea to the shores of the great lake of Styx, the power of Set’s snake-worshiping acolytes is supreme. Although bordered by the dark-fured Gnolls and the cannibal Darfari to the west, and to the north by the influential merchant-traders of Dhamaaur, Stygia does not show fear of its neighbors. So ironclad is their belief in Set that they look upon all outsiders as infidel lower creatures who have not yet discovered the truth in Set's darkness. Outsiders are less than they are, and only a shackle's clasp away from being a slave. Dominated by a ruthless theocracy dedicated to the worship of the serpent-god Set, the Stygians are masters of occult secrets, dark magic, and diabolic lore. The scholarship is legendary and their mastery of the magical arts is without equal anywhere in the known world. Unlike the other kingdoms the Stygians care little for what goes on beyond their borders; while the Morad Imperials and the Serendins measure their worth in castles and glittering armies, the scholar-priests of Stygia care nothing for such trifles. They learned long ago that true power lies in knowledge and in pacts with dark powers older than the cosmos itself. A dark shadow has been cast across Stygia for centuries, taking many shapes as time progresses. Rulers, warlords, beasts and demons have risen up between the dunes to make Stygia their rightful home. While the faithful control and master where the walls built by slaves will keep the wilderness at bay, there are countless stretching miles of sandy wastes that give Stygia a thousand and one places to hide treachery, death, and-for the bravest of souls-adventure!
Region language: Stygian
Serendin
Serendin is nestled west of the savage Gnoll wilderness to it's east, north of the militant Famieras Dum, and south of the wild Dagraba isle. It has pleasant weather and rich, arable farmable lands interwoven and fed by some of the largest rivers in the world, The lands of Serendin are frequently described as appearing like "seas of grass", and are therefore perfect for horses (the word roch, in Serena, means horse). Game hunting is common and plentiful, and wilderness paths and civilized roads are patrolled by Serendin knight forces, most of it's populous are human with a growing number of beastfolk, most cast offs of Gybahdin. At first glance, it is a peaceful kingdom of plenty built on a very pleasant stretch of Ethica land, with a strong code of laws and honor. Alas, it cannot be so. Although the King Sikakia of Dhamaaur has taken great lengths to keep his kingdom safe from outside threats and domestic squabbles, Serendin sees its share of unrest. Serendin has become a kaleidoscope of intrigue and hand-on-hilt politics. There are many people who call this land home, carving several invisible borders within the kingdom itself. Bossonians, Poitanians, Gundermen, and dukesof prestige all lay claim to lands that now all exist under wise King Sikakia's rule. It is due to this hot bed of politics, Serendin would much rather stay at peace with it's many neighbors as much as possible. The armies of Serendin are largely horsemen, divided into irregular units termed éoreds (Old English for cavalry, troops), which could include up to 2,000 riders. There are also companies of infantry and archers, as seen in the Battle of the Fords of Isen. Serendin's armies were more of a very well trained militia called upon in times of war, with the actual standing army relatively small. They are described as armed with long spears, swords, axes, light helms, round wooden shields, and mail armour. The greatest Serendin knights were the King's Riders, the personal bodyguard of the King of Serendin. The horsemen of Serendin are acclaimed as some of the greatest riders in all of Eithca.
Region language: Serena
Famieras Dum
Famieras Dum, a nation born of an alliance between men and dwarf, is long time ally of Morad, the rival nation of Serendin and the underground Kingdom of the Drow and depends on dwarven mercenaries for their defense. Famieras Dum lies south of Serendin and west of Morad in the magical realm of Eithca. The Famieras people both human and dwarf alike are strong followers of the god Tyr. They've sent out numerous missionaries to other regions of Ethica to spread the teachings of Tyr. Although they had almost given up on some of the more savage humanoids, towards the end of the White age one priest ventured to teach one of the most savage races about their God.
Perhaps thee most location land mark in Famieras Dum is Mithral Hall is a dwarven stronghold beneath Endless Mountain north of Famueras Dum, and home to some of the most powerful blast furnaces in the world. It is one of the best known dwarven strongholds in Ethica. Originally a mithral mine belonging to Clan Battlehammer, this underground town became a safe haven for various dwarf families and even some persons of other races. Mithral Hall has a long history of tragedy and triumph, and is the making and breaking of countless individuals.
Region language: Famish
Reinos Unidos Radhale
Reinos Unidos Radhal's people are a model of duality, with a large population of gnomes and a smaller ruling class of powerful elven arcanist. Split between rugged hard working agriculturalists and learned, bookish individuals the "typical" Radhalarian is anything but. Metropolises bustle with activity as two major dragonmarked house enclaves and two centers of learning draw heavy business, while solitary monasteries dot the landscape where monks live in almost complete solitude, rarely venturing from their homes. Radhal's temperate climate and fertile soil make it a haven for good farmland and Aundair's wine is especially well known across Ethica. Two great centers of learning reside in Radhal, The University of Wynarn and the floating city of arcane study Arcanix. High elven Radhalarain's are known for their somewhat arrogant attitudes. Although arrogance is hardly a trait unique among most elves, the Radhalarians learn at a young age the results of a strong will in competition with others. That is not to say that every Radhalarian is stubborn, or thick-headed, but that they will not easily concede a point they believe to be right, and indeed public arcane and martial duels have become a staple of Radhalarian society; so much that many Radhalarians have adopted names for specific maneuvers, spell combinations, and styles used in duels.
Reinos Unidos Radhal is also the birth place of the militant sentient constructs known as Warforge. They are the only nation to have mastered the art of building and giving birth to these wonderful creatures of science and magic.
Region language: Radlein
Dhamaaur
Dhamaaur, also known as the Merchant's Domain, is a tremendously wealthy nation in North of Gybahdin. The country's natural resources and wealth, combined with its mercantile nature has led Amn to become one of the most important and influential trading centers throughout Ethica. Geographically, Amn is a fairly small state, though its size is impressive compared with its neighbor and frequent rival, Bradholm. Money flows in and out of Amn like no other country. It receives a lot of goods from Reinos Unidos Radhale and Serendin to the east and west respectively by sea, on their way to east end of the Continent or west. It is rivals with Gybahdin and Bradholm. While most often drawing merchants and businessmen, it also attracts adventurers from many lands, even from outside the West continent. Thanks to its vast wealth and the amount of importance that is placed upon smooth and efficient trade, merchant companies, often run by wealthy families or "houses," hold a great deal of the power in Dhamaaur, so much so that they can compete with more traditional political forces in the country. Since its unification under Thayze Selemchant Dhamaaur was ruled by the Council of Six, who resided in Athkatla. Their main duties are to maintain trade within and outside of Dhamaaur, controlling nearly every aspect regarding the economy of the nation. Around a sixth of the population of Dhamaaur lives within its cities and major towns, with the rest living in villages and rural farmlands. Two thirds of the population lives west of Mar De Dagsan sea. Around the Year of Wild Magic roughly 74% of inhabitants are human and the remaining percent split between halfling and dwarf.
Region language: Dhamadein
Bradholm
The most powerful sea raiders next to their Khrodir rivals, the Bradholm are active supporters of the Dagraba buccaneers (pirates by any other name). Bradholm is a proud, rich and sometimes wild land, though often torn by civil strife and bitter feuds between powerful members of its nobility. Bradholm is one of the greatest commercial nations of Ethica, second only to their southern neighbors Dhamaaur, renowned for its maritime industry, master seamen, and short, stocky sailors (reputedly the best in all the world). Dhamaaur and Stygia are its major sea-faring rivals, but Bradholm dominates over even them in most coastwise trade. Its own coast is a glittering array of cosmopolitan cities and teeming ports from which merchant ships sail south to Famieras Dum and the the Empire of Morad. The largest and richest port city of all is Messantia. Here begins the Road of Kings, a major highway running northward to Khrodir, an endless flow of river traffic from Dhamaaur, Gybahdin, and Khrodir traveling on its winding lengths.
The population supports many beastfolk as well as humans who hold the greater influence. Men here are dark-skinned, with thick, curly dark hair and short, stocky bodies. Bradholm' judges are appointed by the Human nobility. The courts are well known for siding with the wealthiest party in civil cases. They have no compunction about imprisonment or torture for witnesses who refuse to testify. The Bradholmains are primarily Selūne worshipers, although Shar, often praised as a Goddess of Thieves, is worshiped by many Bradholmains freebooters. Other religions are tolerated, although worship of Set, the Stygian serpent-god, is viewed with considerable suspicion. Thieves and raiders are more prevalent in Bradholm then almost anywhere else in the world.
Region language: Bradish
Khrodir
Khrodir is a magocratic gynarchy in the far northeast of Ethica. The northern part of the country is barren and wreaked by strong, harsh winds while the south is cool but not nearly as bad. Surrounded by great almost barren plains and numerous rivers, the built up area of Khrodir is not very defensible. The people of Khrodir are called Khodi. Khrodir is more closely connected to the Feywild than any other location in Ethica. The smoky sjorl cheese originated in Khrodir, although foreigners often found it unpleasant. Jhuild, also known as firewine, was made in and exported from Khrodir, a tall glass of it might cost around 15 gold pieces in other parts of Ethica. Khrodir is a wealthy and powerful province; the city hold of Solitude has always been one of the richest and most influential regions. Recently, Solitude has grown ever more powerful, controlling much of the northern coastline following King Thian's alliance by marriage with Macalla, daughter of one of Khrodir most powerful tribes.
Region language: Khroda
Dagraba is located on an island in the northern part of the Mar De Tormentas Sea, off the coast of Khrodir. It is a mountainous jungle of savage beasts, hulking dinosaurs, and disease-ridden swamps. Savage human tribes, goblins, and above all lizrdfolk of all kind and even stranger monstrous folk haunt the thick jungles. Nevertheless, Dagraba draws adventurers who search for its legendary riches. The god Cazic Thule is almost exclusively revered in the land, for the divine powers of Ethica awarded Cazic Thule the dominion over the land of Dagraba in exchange for the deity's vigilance over the threat from under the Peaks of Flame.