Location: Eastern and central Northern Continent
Capital: Backlund
Government: Constitutional monarchy ruled by the Augustus dynasty
Primary Faiths: Evernight Goddess, Lord of Storms, God of Steam and Machinery
Loen is the most industrialized and militarily powerful nation at the opening of the story. Railways, steamships, factories, telegraphs, newspapers, universities, and enormous financial institutions bind its counties together. Behind this modern image, aristocratic families still control land, wealth, military appointments, and political influence.
Loen’s society is sharply divided. Nobles and industrial magnates inhabit immense estates and fashionable city districts, while laborers endure polluted factories, overcrowded housing, and unstable wages. Parliament provides some restraint on the monarchy, but the royal family, military, Churches, and old families remain the true centers of power.
The kingdom’s three orthodox Churches maintain separate official Beyonder organizations. They investigate supernatural incidents, suppress cults, manage Sealed Artifacts, and quietly compete for influence. Loen also possesses extensive colonies and naval interests across the Sonia Sea and Southern Continent.
Story Identity: Industrial ambition, class inequality, concealed horror, imperial confidence, and respectable institutions hiding supernatural wars.
Location: Western-central Northern Continent
Capital: Trier
Government: Parliamentary republic
Primary Faiths: Eternal Blazing Sun and God of Steam and Machinery
Intis was once ruled by the Sauron dynasty before Roselle Gustav transformed the kingdom, became emperor, and accelerated its industrial and cultural development. After Roselle’s death and several political upheavals, Intis ultimately stabilized as a republic governed through parliament.
The country is famous for art, fashion, cuisine, literature, engineering, philosophy, public debate, and revolutionary politics. Trier is its cultural heart: brilliant, crowded, pleasure-loving, politically restless, and built over layers of dangerous ancient history. Industrial districts and technical institutions show the influence of the God of Steam and Machinery, while the Eternal Blazing Sun remains the dominant orthodox faith.
Intis is Loen’s greatest continental rival. The two compete economically, militarily, colonially, and culturally. Intisian politics are full of parliamentary factions, wealthy industrialists, old noble families, revolutionary movements, religious interests, and secret societies seeking to shape the republic from within.
Story Identity: Beauty over buried corruption, revolutionary ideals, political volatility, artistic excess, technological confidence, and old imperial sins.
Location: Northern and northeastern Northern Continent
Capital: Saint Millom
Government: Hereditary empire ruled by the Einhorn dynasty
Primary Faith: God of Combat
Feysac is a cold, militarized empire whose citizens traditionally claim descent from Giants. Its culture places great value on physical strength, military service, discipline, honor, endurance, and obedience to established hierarchy. The empire’s most influential supernatural traditions are associated with the Twilight Giant and Red Priest pathways.
The Einhorn dynasty rules from Aurmir Palace and maintains a powerful army supported by the Church of the God of Combat. Feysac’s colder territories contain mountain ranges, coastal cities, military estates, and regions where winter arrives early and remains severe. Its imperial identity encourages expansion, territorial claims, and the belief that strength grants legitimacy.
Feysac competes with Loen over borders, colonies, Sonia Island, sea routes, and East Balam. Its government has also used foreign resistance movements and colonial unrest to weaken rival powers. While formidable, its rigid military culture can produce extremist factions, succession conflicts, and officers willing to transform political disputes into open war.
Story Identity: Winter, Giants, military tradition, imperial pride, aggressive expansion, and a society where strength is both virtue and political language.
Location: Southern Northern Continent
Government: Monarchy ruled by the Castiya dynasty
Primary Faith: Earth Mother
Feynapotter is one of the four major powers of the Northern Continent. It occupies warmer southern lands and is strongly associated with agriculture, fertility, livestock, food production, medicinal plants, and rural estates. The Church of the Earth Mother is its sole dominant orthodox religion.
The kingdom was once religiously divided between the Earth Mother and the God of Knowledge and Wisdom. The Battle of the Violated Oath ended with Lenburg, Masin, and Segar breaking away, leaving Feynapotter more religiously unified but permanently surrounded by former territories with competing loyalties.
Feynapotter’s power rests on its agricultural wealth, population, noble estates, Church influence, and strategic access to southern waters. Its relationship with neighboring minor states remains tense, and its rulers often act to restore influence lost during earlier religious and territorial conflicts.
Story Identity: Fertile country hiding ancient bloodlines, maternal religion, noble estates, medicinal knowledge, political patience, and faith expressed through life, land, and inheritance.
Location: Southern Northern Continent, between the major powers
Capital: Azshara
Government: Church-dominated state without a royal family
Primary Faith: God of Knowledge and Wisdom
Lenburg is the most prominent of the three small states that separated from Feynapotter after the Battle of the Violated Oath. The Church of the God of Knowledge and Wisdom exercises enormous authority over education, government, scholarship, and daily life.
Knowledge is treated as the nation’s highest social value. Citizens face examinations and evaluations throughout their lives, and intellectual ability can determine occupation, prestige, and access to authority. Schools, academies, libraries, laboratories, observatories, and theological institutions form the foundations of Lenburg’s identity.
Its small size makes Lenburg vulnerable to pressure from larger neighbors, but its scholars, researchers, and Beyonders grant it influence far beyond its territory. Lenburg prefers preparation, information, technical expertise, and calculated alliances over direct displays of force.
Story Identity: Academic discipline, examinations, rational faith, forbidden research, intellectual elitism, and a nation protected by what it knows.
Location: Southern Northern Continent, south of Intis
Government: Small independent state
Primary Faith: God of Knowledge and Wisdom
Masin gained independence from Feynapotter alongside Lenburg and Segar. Canon provides relatively little detail about its internal government and culture, but its religious alignment places it firmly within the political and intellectual sphere of the Church of Knowledge and Wisdom.
Masin is smaller and less influential than the four major nations. Its survival depends on diplomacy, defensive alliances, religious protection, and balancing the interests of Intis, Feynapotter, and nearby states. It likely serves as an important corridor for continental trade and military movement due to its position between stronger powers.
For storytelling, Masin should not simply duplicate Lenburg. It can be presented as the more practical and commercially oriented member of the three knowledge-aligned states, valuing administrators, engineers, merchants, translators, and applied scholarship.
Story Identity: A vulnerable border country surviving through intelligence, diplomacy, useful expertise, and carefully maintained neutrality.
Location: Southern edge of the Northern Continent
Government: Small independent state
Primary Faith: God of Knowledge and Wisdom
Segar is the third state created by the fragmentation of Feynapotter’s former territory. Like Lenburg and Masin, it follows the God of Knowledge and Wisdom and remains politically overshadowed by larger neighbors.
Canon reveals little about Segar’s institutions, making it best treated as a culturally distinct border nation rather than a miniature version of Lenburg. Its people would be accustomed to foreign influence, shifting alliances, multilingual trade, and the possibility that war between greater powers may cross their territory.
Segar’s independence is protected more by diplomacy and religious balance than by overwhelming military strength. Adventurers, mercenaries, foreign students, Church agents, and intelligence operatives can pass through its towns without attracting the attention they would receive in a more tightly controlled major nation.
Story Identity: Borderland scholarship, foreign intrigue, mixed cultural influences, uncertain loyalties, and independence constantly threatened by geography.